TEXT:  
  Challenge, Focus, Strike! 
  Adventure Hooks for Legend of the Five Rings 
  VOLUME I: CFS OF THE WEEK #1 THROUGH #13 
  Written by Isawa Nazomitsu (Scott Stockton) ���� Compiled & Edited by Pirate Spice (Sean C. Riley) 
  Foreword 
  When I first joined Alderac Entertainment Group’s gaming forum 
  (www.alderac.com/forum), I was delighted to discover the L5R RPG 
  GMs section rife with plot hooks and adventure ideas in the classic 
  “Challenge, Focus, Strike” (CFS) format. Though many were excellent, 
  one author’s submissions stood out as an example for all others to strive 
  for. Isawa Nazomitsu’s “CFS of the Week” feature has been a source of 
  inspiration and joy for many a Game Master, myself included. 
   
  Following is the first volume of a series of documents collecting the 
  esteemed Nazomitsu’s brilliant weekly installments. Challenge, Focus, 
  Strike! is just my way of thanking him for sharing his enlightened 
  creativity with us, and making his excellent work more readily available 
  to the L5R community. 
   
  For the sake of further organizing these, I have attempted to give each 
  hook a title (also taking inspiration from suggestions on the forum). The 
  hooks themselves are presented in the order that they were originally 
  posted, edited for brevity and typography. 
   
  It is my deepest honor to open Challenge, Focus, Strike! – Volume I 
  with an exclusive “CFS of the Week #Alpha,” written by Nazomitsu 
  specifically for this release. 
  – Sean C. Riley (a.k.a. Pirate Spice) 
  A Simple Errand 
  This one is dedicated to Pirate Spice for the fantastic job he did in 
  archiving, laying out, and presenting my numerous adventure hooks. And 
  also to all the GMs who put their blood, sweat, and tears into creating 
  memorable adventures for their players. 
   
  This scenario can be used to provide an overarching story for a 
  campaign, giving the party a reason to work together, and directing them 
  as they travel toward further adventures. 
   
  Enjoy! 
  – Scott Stockton (a.k.a. Isawa Nazomitsu) 
  CHALLENGE 
  The player characters are asked or assigned to help a group of monks 
  maintain a library. The library is well-known as a popular refuge for 
  retired samurai of station who wish to escape the demands of their former 
  lives, and just about every clan has at least one daimyo who supports the 
  library. As such, the player characters are excused from their normal 
  duties until the maintenance is completed. 
   
  That shouldn't be any cause for worry, however, as their part in the 
  project is bound to be no more than just a simple errand. 
  FOCUS 
  The head archivist is a retired samurai who has taken the name Rai Li. He 
  meets the player characters warmly and takes them to his office, where a 
  series of scrolls are laid out on a writing table. The scrolls tell of the 
  heroic deeds of a number of Rokugan's lesser known heroes, and are part 
  of a larger historical account. Rai Li tells the PCs that a Phoenix historian 
  donated the set of fifty-two scrolls to the temple so that the Empire might 
  know of the great deeds that brave men and women perform every day. 
  He goes on to explain that a copy of each scroll was also given to the hero 
  or heroes whose stories were detailed in that particular volume. While 
  this fact would normally be no more significant than an archival footnote, 
  recent developments have made these copies especially important. It turns 
  out that a number of the original scrolls suffered water damage during a 
  severe storm last year and are no longer readable. Thus, without the 
  copies of the missing scrolls, the set is incomplete. 
   
  Naturally, Rai Li would like the PCs to gather the scrolls. He would 
  do it himself, but other duties are keeping him busy. And, after all, a 
  group of samurai should have no difficulty performing the job of a simple 
  librarian. 
  STRIKE 
  The missing volumes are scattered all across the Empire, and while Rai Li 
  has records that can tell the PCs where to start looking, it will take some 
  time and effort to track them down. Some have been incorporated into 
  other libraries, either out of carelessness or for safekeeping. Some are 
  being kept as family treasures. Some are stored in dusty warehouses. One 
  was given to a geisha as a present a few years ago, and another was stored 
  in the Kitsu Tombs with the ashes of an honored soldier. One has been 
  lost in a haunted cave, and two were in a box that was stolen by bandits. 
  A ronin duelist uses one as a means of proving his samurai heritage, and 
  one more is being kept by a shugenja who has since gone insane. 
   
  Still, all the PCs have to do is gather a few scrolls and bring them back 
  to the library. No trouble at all, right? 
  1. A Measure of Worth 
  Today's adventure idea has two versions, depending on how nice or 
  naughty you want to be to your players. 
  CHALLENGE 
  A mysterious monk passes through the area, causing quite a commotion. 
  The monk claims to be seeking "the worthiest soul in the region" to 
  bestow a great reward on that man or woman. 
  FOCUS 
  VERSION 1 
  Naturally, everyone who hears of the monk's quest will have a different 
  idea of what exactly constitutes worthiness. Humble men will clamor to 
  nominate and support those they respect. Proud men will step forward to 
  declare (or show) why they are worthy. And wicked men will take 
  whatever steps are necessary to ensure that they are found worthy 
  somehow. After all, if you can take something, are you not worthy of 
  having it? 
  VERSION 2 
  Naturally, everyone who hears of the monk's quest will have a different 
  idea of what exactly constitutes worthiness. A number of impromptu 
  competitions break out as individuals seek to show off their strength, 
  intellect, prowess, and virtue. The characters are free to participate if they 
  wish, or they can simply deal with the problems that arise from the 
  charged atmosphere. The monk keeps track of everyone who comes 
  forward, but pays particular attention to those who act with honor. 
  STRIKE 
  VERSION 1 
  When the monk's reward is finally revealed, he announces to all present 
  that the recipient is the worthiest soul in the region to receive the wisdom 
  of Shinsei and the blessings of the fortunes in the coming months. He 
  calls upon everyone to recognize the incredible potential that the winner 
  holds, and lauds the lucky man or woman with praise and promises of 
  good fortune. Once the winner receives his or her public recognition the 
  monk is satisfied and says no more, other than encouraging others to 
  "wait and see." 
  VERSION 2 
  The monk is actually a Bloodspeaker initiate searching for a suitable 
  victim for ritual sacrifice. If the PCs do not stop his plans he will kill the 
  "winner" of the contest and summon a swarm of vengeful yokai to 
  torment the innocent. Naturally, the PCs will have some qualms about 
  this idea if one of them is chosen as the lucky winner. 
   
  There you go. Two ways to get your characters involved in a variety of 
  fun and interesting situations, with rewards that are definitely more than 
  they bargained for. 
  
   
  2. Much Ado About Nothing 
  Today I give you a mystery scenario with a twist. 
  CHALLENGE 
  A sudden storm forces the player characters to take refuge for the night at 
  a roadside inn. A handful of other travelers hailing from different clans 
  and families are also stuck in the small building, which offers just enough 
  room for privacy. 
  FOCUS 
  Dinner is served in the common room, and it is apparent that not all of the 
  travelers in the inn consider each other worthy of courtesy and respect. 
  One samurai in particular, Matsu Ryosuke (feel free to change the family 
  name as you see fit), is quite outspoken and abrasive. 
   
  After dinner ends the travelers retire to various rooms around the inn 
  to get away from one another and relax in private. 
   
  Thirty minutes later Ryosuke is found stabbed to death in the 
  outhouse. All signs point to one of the other people staying in the inn as 
  the culprit. 
  STRIKE 
  Ryosuke is actually a Ninja Shapeshifter. It is not "dead," but is merely 
  appearing so in an attempt to sow paranoia in the other people staying at 
  the inn. Rather than drop its disguise or take action against anyone else, it 
  will let suspicions build among the remaining travelers. It hopes that 
  distrust and wild accusations will eventually cause one or more of the 
  residents to draw steel against another. 
   
  Remember that using the Commune spell on a dead body is considered 
  Maho. If you want to be especially sneaky you can rule that any other 
  elemental kami in the area reply with "I saw Nothing" when questioned. 
   
  If you really want to spice up the scenario, try taking players aside for 
  private conversations or passing out secret notes to build paranoia in the 
  group too. It doesn't work with everyone, but it can be an interesting role-
  playing challenge for groups who come from different clans and 
  backgrounds. 
  3. The Price of Blasphemy 
  This week we find ourselves with a ronin, a problem, and a small fortune, 
  but not necessarily in that order. 
  CHALLENGE 
  A young ronin shugenja approaches the party while they are relaxing and 
  introduces himself as Kintaro. He explains that he is searching for 
  knowledge and requests a chance to buy or copy any spell scrolls the 
  party might be carrying. While this is an extremely unorthodox 
  proposition, Kintaro is willing to pay any amount of money, and has more 
  than enough to tempt unscrupulous samurai. 
  FOCUS 
  If no one in the party accepts the money Kintaro offers he becomes 
  desperate and reveals the details of his problem (listed in the Strike 
  section below), begging the characters to help him. 
   
  If anyone in the party does provide Kintaro with spell scrolls in 
  exchange for money, he thanks them profusely and pays the agreed upon 
  amount. From that moment onward, the shugenja who accepted Kintaro's 
  money is afflicted by the same curse that Kintaro suffers (see below), 
  although it may take some time before he or she notices. 
  STRIKE 
  Kintaro gained his wealth by stealing several valuable treasures from a 
  shrine dedicated to the elemental kami. The kami struck back by placing a 
  curse on Kintaro and any who share magical resources with him. Any 
  spell scrolls carried by such a shugenja are good for only a single use, and 
  become blank after used to cast a spell. 
   
  Whether Kintaro explains his problem to the party willingly, or they 
  have to find the truth another way, the shrine's treasures must be 
  completely restored and reparations made before the curse may be lifted 
  (at which time all blank scrolls are restored to normal). Although Kintaro 
  knows the depths of his misdeeds, he is afraid to face the kami's wrath, 
  and would much rather continue running from his mistakes than go back 
  to the shrine. 
   
  If you think your party might be overly reluctant to trade in magical 
  scrolls, you can change Kintaro into a young woman named Kaneko. 
  Players might be more inclined to help a woman who is down on her 
  luck, and a sweet girl's smile goes a long way toward convincing player 
  characters to give aid. 
  4. Behind Closed Doors 
  Since this is the fourth installment in this series, and the number four 
  means death in Japanese, here's a little something to get under your 
  players' skin. Be warned: don't read it while you eat. 
  CHALLENGE 
  The characters are invited to the home of an influential and respected 
  nobleman in a small town famous for its natural beauty. The noble offers 
  the party a chance to relax in his "little paradise." 
  FOCUS 
  After a few days in the estate it becomes clear that something is wrong in 
  paradise. No one smiles or laughs, and the few servants visible in the 
  house take pains to go about their duties as quietly as possible. A pall 
  hangs over not only the noble's home, but the entire town as well. Colors 
  are muted, and emotions subdued. No matter how hard the characters 
  search, they will find nothing of beauty here. 
  STRIKE 
  The noble is insane, and has a torture chamber hidden in a secret room 
  beneath his estate. He not only performs physical torture on the people of 
  his village, but abuses them in other unspeakable ways. For example, 
  feeding on their remains and forcing their loved ones to do so as well. His 
  impure actions have brought a blight on the town, but his authority and 
  status make him all but politically untouchable. The characters must 
  decide what they will do in the face of such heinous atrocities. 
  5. All Fools’ Day 
  April Fools’ Day is almost upon us, and while this holiday is not 
  celebrated in Rokugan (or is celebrated every day, depending on your 
  players) it still provides an excellent excuse to run scenarios that are just 
  a little (or quite a bit) silly. 
  CHALLENGE 
  The characters are invited to a dinner party at the home of a local noble. 
  A number of important personages are also invited, including any NPCs 
  that have strong relationships with the characters. The host has gathered a 
  number of delicacies for the occasion, and promises an event that none 
  will ever forget. 
  FOCUS 
  The party begins without incident, but just before the second toast (to be 
  made with a fruity type of alcohol from the Mantis Isles) is served the 
  characters are called away by their servants. It seems that a trio of mujina 
  are ransacking the party's gear, and something must be done to minimize 
  the damage. Unless the PCs insist on getting a drink first, this bothersome 
  interruption will likely prevent them from enjoying the wine. 
  STRIKE 
  This is only the start of the party's problems. The mujina also drank all of 
  the fruit wine before the start of the feast, and replaced it with a brew 
  from their native realm of Sakkaku. Anyone who drinks the wine is 
  automatically influenced by chame for the rest of the evening. Chame 
  (described on pages 44 and 45 of Fortunes and Winds) causes victims to 
  act in a foolish and unrestrained manner, as if intoxicated. Depending on 
  the individuals affected and the mood the GM wishes to present, the 
  results could range from hilarious to deadly serious. 
   
  If things get too out of hand, you can always rule that everyone affected 
  remembers nothing come morning and let the PCs intimidate the servants 
  into keeping quiet. After all, seppuku kind of takes the fun out of April 
  Fools Day. Or you could let the repercussions, whatever they may be, 
  linger for some time to come. 
  
   
  6. As Driven Snow 
  Here in Osaka the weather is getting better and better every day, and the 
  cherry blossoms are just starting to bloom. Soon the flower viewing 
  parties will start. Of course, not everyone is lucky enough to live in an 
  area with cherry blossoms, so here's a little something to enjoy instead of 
  the real thing. 
  CHALLENGE 
  A young poet who is on good terms with the player characters asks for a 
  favor. He explains that he met a young temple maiden who befriended 
  and inspired him during a trip to the Isawa Woodlands in his youth. He 
  will hold his first cherry blossom viewing party soon, and he wishes for 
  his dear friend to attend. He asks the party to deliver his invitation to the 
  temple where she lives, and also to convince her to attend if she is 
  reluctant. 
  FOCUS 
  The maiden attends a temple in the mountains in the northern reaches of 
  the Phoenix lands, where winter is still in full force. As the player 
  characters go further, the weather grows colder and the snows become 
  deeper. Although travel is possible, it becomes difficult to advance, and it 
  takes a few days before the temple can be found in the coldest, snowiest 
  reaches of the forest. 
  STRIKE 
  The maiden remembers the poet fondly and would like to accept his 
  invitation, for she has never seen cherry blossoms in bloom. There is 
  however, one problem. She is a Yuki no Onna, and snow follows in her 
  wake no matter where she goes. She believes that the Isawa Libraries 
  might hold an answer, but there is no way she could enter without causing 
  an indoor blizzard. If the player characters could find a solution on her 
  behalf, however… 
   
  The key to bringing the Snow Maiden to the festival without freezing the 
  flowers could be a secret spell, difficult ritual, lost artifact, or plea for 
  divine intervention, depending on your preferences. Remember to make 
  sure the players are aware that there is a time limit. Like too many things 
  in this world, the cherry blossoms bloom for but a short time before they 
  wither and fall. 
  7. Garden Pests 
  This week's adventure idea continues the cherry blossom theme from last 
  week and is based on an actual Japanese legend. I hope you enjoy both 
  the adventure and the story. 
  CHALLENGE 
  An important lord is troubled by the sad state of his garden. His beloved 
  cherry trees have become withered and barren, and refuse to blossom. He 
  has heard tales of an old man who can restore sick trees to health called 
  'Hana-Saka-Jiji,' and he offers a reward to anyone who can bring the 
  miracle worker to him. 
  FOCUS 
  Although the old man's talent with flowers and trees is legendary, he is 
  not an easy man to track down. He roams the land, going wherever his 
  fancy takes him. The last reports of his whereabouts place him near the 
  holdings of the Sparrow Clan, but he has continued his wanderings since 
  then. 
   
  In addition, other ambitious groups of samurai and courtiers are also 
  seeking Hana-Saka-Jiji. While these rivals pose no mortal threat to the 
  party, they are not above stooping to sabotage in their attempts to gain the 
  lord's blessing for themselves. 
  STRIKE 
  When Hana-Saka-Jiji is brought to the lord's garden, he scatters ashes 
  over the cherry trees…revealing a flock of invisible monsters! The 
  creatures have been draining the life energy of the trees, causing them to 
  become sick and wasted. Once they are revealed they can be dispatched 
  by normal means, but care must be taken to avoid harming the lord's 
  precious trees. 
   
  Use whatever statistics you feel appropriate for the monsters. If your 
  characters are still rather inexperienced, flying goblins will probably be 
  enough to pose a challenge. For more powerful parties you can use 
  anything up to minor oni with health draining attacks. 
  8. Good Help is Hard To Find 
  This week we move away from cherry blossoms and focus on another 
  aspect of spring in Japan. This season sees numerous students entering 
  school, as well as many young adults entering the work force and seeking 
  jobs. On one hand, the influx of new blood is welcome, but at the same 
  time many employers bemoan their new hires' lack of skill. 
  CHALLENGE 
  One of the characters' superiors retains the services of a new advisor. The 
  man, named Baramucha, comes from another family in the supervisor's 
  clan, and confidently assures everyone that he will bring great knowledge 
  and skill to the job. 
  FOCUS 
  As time goes on, Baramucha's advice continually proves to be incorrect. 
  He loses track of important details, confuses different facts, and mixes 
  truth with nonsense until the result is impossible to understand. He 
  maintains complete faith in his methods, and changes the subject 
  whenever his mistakes are mentioned. The only useful skill he displays is 
  duping the unwary into believing him. To make matters worse, he has 
  sufficient status and glory to make questioning him publicly difficult. 
  STRIKE 
  If the players choose to look into Baramucha's background, they'll find he 
  is completely clean. He has no hidden agenda or skeletons in his closet. 
  He is a loyal and well-meaning, if unintelligent and misguided, member 
  of the clan who gained his position through favors and luck. Nonetheless, 
  if he is left unchecked, he could cause considerable damage. 
   
  The exact area under Baramucha's command depends on the tone you 
  want to set for the adventure. If you want things to be serious, you can 
  make him the master of the family's army. If you want a more humorous 
  touch, he can be placed in charge of organizing the household. If you feel 
  really like being really evil toward your players, make Baramucha their 
  new boss. 
  9. When the Student is Ready… 
  My apologies for being late this week. Several of my students had last 
  minute projects to complete and needed my advice. (And then I couldn't 
  log on to the forum.) So to make up for the delay I bring you another 
  scenario with multiple versions. Now your players can know the joys that 
  come with being a teacher. 
  CHALLENGE 
  One or more of the characters are asked to train and instruct a young 
  bushi named Shinichiro. The young man has just completed his 
  gempukku ceremony, and his sensei would like him to receive some 
  practical guidance from experienced samurai. 
  FOCUS 
  Shinichiro is quite talented in combat techniques, and already has a good 
  deal of expertise with the sword. He is an apt pupil and is eager to learn 
  from the player characters. 
  STRIKE 
  Choose one of the following: 
  VERSION 1 
  Shinichiro has a great deal of confidence in his own abilities, and lacks 
  the patience for prolonged training. He insists on progressively intense 
  training sessions, eventually challenging one or more of his teachers to 
  combat with live weapons. Claiming that he has the control needed both 
  to protect himself and avoid inflicting a serious injury on his training 
  partner, Shinichiro will not be satisfied until he has had the chance to 
  prove his skill. 
   
  If you decide to go this route, feel free to give Shinichiro some skill in 
  subtly deriding and insulting the skills of those who refuse to face him. 
  VERSION 2 
  Shinichiro is eager to test the skills and maneuvers he has learned in real 
  combat situations. He takes every possible opportunity to look for a fight, 
  and does his best to put the player characters and himself in situations 
  where combat seems likely. His confidence in himself and the party is so 
  great that he desires a chance to show the whole Empire what they can 
  do, and he does not hesitate to proclaim that they can defeat any 
  challenges. 
  
   
   
  Having connections of his own to call upon and not being completely 
  subject to the commands of the party could greatly aid Shinichiro in his 
  efforts to get the party involved in some daring mission. 
  VERSION 3 
  Shinichiro is not really a young bushi, but is actually a Shosuro actor who 
  has taken the young man's place. His assignment is to learn the 
  weaknesses of the player characters' schools, and he does his best to find 
  any flaws in their styles that he can exploit at a later time. 
   
  If you desire, you can have the character come back at a later time as 
  an antagonist, with multiple ranks in the Know the School skill. 
  VERSION 4 
  Shinichiro is a tormented man. Although he has great skill with the sword 
  and is eager to achieve perfection in his art, he does not wish to be party 
  to any violence or bloodshed. During practice his swordsmanship is 
  flawless, but in real combat he does his best to hide or flee without being 
  noticed. 
   
  To further add to Shinichiro's torment, you can provide him with the 
  foretelling of a Great Destiny which requires him to defeat a great enemy. 
   
  Of course, if the party manages to give Shinichiro what he wants and 
  teach him something valuable in the process…well, then they are great 
  teachers indeed. 
   
  By the way, feel free to post your own ideas for possible twists on 
  Shinichiro's story. After all, every student (and every gaming group) has 
  special needs. 
   
  Editor’s Note: Following are the other ideas that were posted. 
  VERSION 5 (BY AKODO AKIRA) 
  Shinichiro is a complete waste of time. Whenever he can he drinks and 
  whores around (yes, he visits brothels rather than geisha house, though he 
  goes there too), he skips out on practice (thinking himself to be good 
  enough), and ignores the samurai in charge (his position is really quite 
  high, or rather his father's position is high). How do the PCs deal with 
  him? Do they disrespect him and possibly earn the father's ire? Do they 
  do only what they are told? Or do they rise to the occasion and turn the 
  young man around into something better than he was? 
  VERSION 6 (BY BAYUSHI BAKA88) 
  Regarding [Version 4], I feel as if it would be a good plot to go with 
  whilst the party is traveling with Shinichiro. That way, the revelation of 
  his true combat skills will be more of a shock and a great burden to the 
  PCs. Shinichiro could, of course, eventually conquer his fear (Great 
  Destiny) and end up saving the PCs in some manner. 
  10. A Devilish Debt 
  Things have been kind of quiet lately, so let's see what a sudden monster 
  attack can do to shake things up. 
  CHALLENGE 
  A relatively weak minor oni of an unknown type emerges from the 
  wilderness to attack the home of the characters' lord or commanding 
  officer. Although the oni is not a serious threat, the attack is focused, 
  sudden, and ruthless. 
  FOCUS 
  If the minor oni is defeated another new type of minor oni appears a few 
  days later, attacking with the same goal in mind. Another minor oni 
  comes forth three or four days after that. And another new oni arrives 
  three days after that. None of the oni have been seen before, and they all 
  seek the destruction of the lord's home. 
  STRIKE 
  Last winter, the inhabitants of a nearby village were on the brink of 
  starvation when a mysterious shugenja arrived bearing enough rice to last 
  the village through the season. The villagers owe their lives to the 
  shugenja, and he has been calling upon that debt to bind their names to 
  oni. If the characters do not find and eliminate the shugenja, both the lord 
  and the villagers under his protection will suffer. 
   
  The shugenja's motives and abilities are up to you. If the party requires 
  more of a challenge, you can have the villagers be willing compatriots of 
  the shugenja, or increase the power of the summoned oni. If the repeated 
  oni attacks are too difficult for the party, you can increase the amount of 
  recovery time in-between attacks or even have the NPC who is being 
  victimized loan the characters some of his prized crystal weaponry for the 
  duration of the threat. 
  11. Footsteps of My Forebears 
  A samurai never stands alone. The souls of his ancestors stand beside him 
  at all times. Or at least, they're supposed to… 
  CHALLENGE 
  After being struck by a strange nemuranai or spell, one of the characters 
  finds himself unable to receive aid or guidance from one of his heroic 
  ancestors. Ideally, the ancestor in question should be one who has taken a 
  personal interest in the character on previous occasions. 
  FOCUS 
  If a Kitsu Sodan-Senzo or another expert on spirits is consulted, the 
  character is told that he must retrace the path of his ancestor's most 
  famous adventure. By performing the same tasks and undergoing the 
  same hardships in the same places that his ancestor did, the character may 
  enter an emotional state that makes it easy for his ancestor to rekindle the 
  connection between them. 
  STRIKE 
  The spirit of the ancestor's rival has also learned of the accident, and has 
  sent his descendant to harry the character. If the rival's plan is successful, 
  the character's ancestor may be cut off from the mortal world forever. 
   
  Of course, you can tailor the tale of the ancestor's adventure to include 
  whatever situations and problems you wish. Although the character in 
  question does not receive any guidance from the banished ancestor, if the 
  two are similar in personality and temperament you may allow him to 
  gain some small benefits as the adventure progresses. 
   
  This idea could also be used to begin a campaign. In order to 
  complete the same quest his ancestor did, the character must secure aid 
  from the descendants of his ancestor's allies - the other player characters. 
  The party must then undertake the same epic quest that their honored 
  ancestors did so long ago. 
  12. The Tomb of Takeda Fujimu 
  You can't please everyone all the time this week. In fact, you'll be lucky if 
  you can keep from making everybody angry. 
  CHALLENGE 
  While traveling through an unused area of woodland, the characters find 
  the lost tomb of Takeda Fujimu, a famous ronin duelist who was granted 
  a family name by the Emperor hundreds of years ago. 
  FOCUS 
  The Takeda family is no longer surviving, but many others lay claim to 
  the hero's tomb. The area is currently under the control of the Scorpion 
  Clan, but at the time the tomb was built the land belonged to the Lion. 
  Furthermore, Fujimu was a member of the Dragon Clan before he was 
  made ronin, and he accepted a number of gifts from the Mirumoto when 
  they attempted to convince him to return to the family. 
  STRIKE 
  When a member of the Otomo family arrives to mediate the conflict, she 
  insists that the characters assist her, claiming that the party was chosen by 
  the spirit of Takeda Fujimu when they found the tomb. The characters 
  could suggest that the tomb be given to any of the claimants, held in trust 
  by another family, or even claim it for themselves. Whatever they do, 
  many influential people will try to influence them, and many powerful 
  figures may be angered by their final decision. 
   
  If you want to get really wild, you can add more groups who desire 
  stewardship of the tomb. Perhaps the tomb was built by the Kaiu family, 
  and is still listed as part of their holdings. Or the Crane could have 
  brokered a secret deal to offer Fujimu fealty before his untimely death 
  prevented them from announcing it. Monks or the Phoenix could claim 
  the site as sacred. And don't forget the possibility of a ronin claiming 
  (either truthfully or otherwise) to be the lost heir to the Takeda family 
  name. 
  13. Do You Have an Appointment? 
  CHALLENGE 
  The characters are sent to deliver a personal message to the Otomo 
  daimyo on behalf of their superior, who asks that it be given in person 
  and in private. The daimyo is currently attending to political matters at his 
  estate, which is as large as it is busy. 
  
   
  FOCUS 
  Once they reach the daimyo's home, the characters must deal with several 
  levels of bureaucracy in order to secure an appointment with him. The 
  gatekeeper of the estate, the captain of the guards, the manager of the 
  household, and several assistants bar the way, each demanding proof of 
  the characters' identity and business with the daimyo. The daimyo's 
  personal assistant in particular is quite difficult to deal with, telling the 
  party to "wait for an opening" time after time. 
  STRIKE 
  The assistant in question does not bear the party any ill-will or genuinely 
  seek to block their progress. He simply has a different sense of priorities, 
  and is trying to manage the daimyo's time as efficiently as possible. 
  Because new developments in the court demand the daimyo's attention 
  every day, the players will have to convince the assistant that their 
  business is important enough to be guaranteed a spot on the daimyo's 
  schedule. How they do this is up to them, but their actions will certainly 
  have an effect on how they and the message they bear are received. 
   
  This adventure has the potential to be particularly difficult for characters 
  with low social standing, while characters with high levels of status 
  and/or glory may get by some obstacles simply by pulling rank. It also 
  provides an excellent opportunity to show martially oriented characters 
  the ways of the courts and the value of social skills. 
  
   
  Challenge, Focus, Strike! 
  Adventure Hooks for Legend of the Five Rings 
  VOLUME II: CFS OF THE WEEK #14 THROUGH #26 
  Written by Isawa Nazomitsu (Scott Stockton) ���� Compiled & Edited by Pirate Spice (Sean C. Riley) 
  Foreword 
  Following is the second volume of a series of documents collecting the 
  esteemed Isawa Nazomitsu’s “CFS of the Week” feature in the L5R RPG 
  GMs section of AEG’s gaming forum (www.alderac.com/forum). 
   
  For the sake of further organizing these, I have attempted to give each 
  hook a title (also taking inspiration from suggestions on the forum). The 
  hooks themselves are presented in the order that they were originally 
  posted, edited for brevity and typography. 
  – Sean C. Riley (a.k.a. Pirate Spice) 
  14. Letters of Intrigue 
  We have a story of intrigue this week. Intrigue and mayhem, and even 
  some violence. 
  CHALLENGE 
  The characters find the bodies of two samurai from rival clans dead in an 
  alley. Even without the skills of a Kitsuki it is apparent that the two men 
  killed each other, as they both hold bloodstained weapons and have been 
  severely wounded in a struggle. On the ground near the bodies lies a 
  traveling pack, which has been torn open, revealing a disguise kit and 
  several scrolls, including a letter. 
  FOCUS 
  My Lord, 
   
  My mission has been a success. I have 
  discovered the spies in our midst and learned 
  the identities of two of them. 
   
  Furthermore, I have learned that they will 
  meet with a hired assassin in the Green Plum 
  Teahouse on the night of the Full Moon. 
   
  Be wary, my lord. Enemies are everywhere. 
   
  I will attempt to locate their safe house 
  within the city and report to you when I 
  know more about their plans. 
  Ever at your service, 
  Your Humble Servant 
  STRIKE 
  It is not possible to tell which of the dead men wrote the message, as it 
  bears no names or mon. Noble emissaries from both clans are present in 
  the city, as well as samurai, courtiers, and merchants. Any one of them 
  could be a conspirator, or a target, in this plot. The characters must decide 
  who they will tell, if anyone, and depending on which clan sent the spies 
  and which clan uncovered them, the characters could end up thwarting or 
  aiding dark plans. 
   
  I always decide which clan the spy was from and which clan the spy 
  hunter was from before the characters do anything, but you can also 
  choose to leave such details undecided until the players choose which 
  noble they will give the message to. 
   
  If the characters do nothing or turn the scroll over to some higher 
  authority, feel free to have them jumped by thugs the next night. Hired by 
  the second spy, the mercenaries demand to know where the message is, 
  and will not be convinced by simple claims of ignorance on the part of the 
  characters. The spy's planned long and hard for this chance, and he's not 
  about to let some loose end samurai screw things up. 
  ALTERNATE VERSION 
  Instead of finding two dead men with a warning message of unknown 
  origin, the PCs find two groups of dead men at a battle site next to an 
  overturned wagon. Inside the wagon is an ornate sword, and a letter to 
  the daimyo of one of the two groups. 
   
   
  My Lord, 
   
  We have reclaimed the blade from the 
  thieves who stole it. Luckily, they were not 
  aware of its true nature, so we were able to 
  wrest it from their grasp with little trouble. 
   
  However, I fear that others of their ilk 
  will soon be coming after us. I do not know 
  when I will be able to send you this message, 
  but I intend to follow the route we discussed 
  until I am able to contact you. 
   
  I promise you I will do everything in my 
  power to keep the blade away from our 
  enemies and prevent their vile plans from 
  reaching fruition. 
  Ever at your service, 
  Your Humble Servant 
   
  From there on out the scenario is just like the one above, but instead of 
  having a secret message to deliver/protect, the PCs have a mysterious 
  sword of unknown power. A stolen mysterious sword that belongs to 
  someone else. Plus they will have to deal with the possibility that both 
  clans involved will be willing to go to extreme lengths to get the sword for 
  themselves. 
  15. Civil Blood Makes Civil Hands Unclean 
  Life is easy when you're a follower; your enemies are whoever your 
  leader says they are. For a samurai hero, however, choices are not so 
  simple. 
  CHALLENGE 
  A magistrate arrives in the area, searching for a group of bloodspeakers 
  that is rumored to be active in the region. Although his intense scrutiny 
  and probing questions are off putting to many, refusing to cooperate in his 
  investigation is tantamount to treason. 
  FOCUS 
  After a few days of invading everyone's privacy, the magistrate settles on 
  a likely suspect: a rival of one of the PCs. Two days later, he uncovers 
  evidence and makes a formal accusation, using his authority to command 
  the local magistrates to take the suspect into custody. 
  STRIKE 
  The "magistrate" is actually a bloodspeaker collaborator seeking to 
  remove several figures who have caused his cult trouble in the past. If no 
  one steps forward to defend the accused or check the veracity of the 
  magistrate's claims, the rival is executed (dishonorably, of course), and 
  the magistrate continues to search for "other bloodspeaker agents." 
   
  Given enough time and success in "rooting out bloodspeaker 
  influences," the magistrate may declare the entire area at risk and call in 
  "assistants" to help him. Of course, by that time he may already have 
  started investigating the player characters… 
   
  Of course, a number of CFS scenarios end with a twist ending, so your 
  players may be suspicious of the magistrate from the start. If that 
  happens, feel free to have the accused be an actual bloodspeaker. With 
  lots of friends who are willing to help him escape. And a variety of new 
  abilities to use on those who have wronged him. 
  
   
  16. Tides of Chaos 
  The weather's getting hotter and hotter here in Osaka, and people have 
  started flocking to the beaches. Wouldn't your gaming group like to take a 
  relaxing trip to the seaside as well? 
  CHALLENGE 
  A section of ocean that is normally calm and well-traveled suddenly 
  becomes dangerous. Shifting tides, freak giant waves, waterspouts, and 
  whirlpools appear without warning. Tales of sea monsters also begin to 
  circulate, and more than a few ships suffer heavy damage…or worse. 
  FOCUS 
  The cause for this drastic change can be found through either divination 
  or old fashioned investigation. About one week before the area became 
  dangerous to enter, a tainted artifact was lost at that location. Legends say 
  that the artifact's corruption can influence its very surroundings, and is 
  only held in check by the light of the sun. 
  STRIKE 
  Unless the artifact can be recovered the problem will only grow worse, 
  with the area of effect slowly expanding and the horrors within growing 
  stronger and stronger. Not only will a recovery mission have to deal with 
  the effects of the artifact, but the strange and alien depths of the ocean 
  must be taken into account as well. 
   
  The ocean is a strange and dangerous place, and the influence of the 
  Shadowlands can make it even more so. Don't hesitate to use whatever 
  strange creatures or encounters you can come up with. 
   
  Naga or Mantis Clan characters would have a personal stake in this 
  adventure, but just about every clan depends on the ocean in one way or 
  another—a fact the characters' daimyo can impress upon them if they are 
  hesitant to go. 
   
  Editor’s Note: As was discussed on the forum, there is also a great 
  possibility for a dangerous aftermath to this plot, as potentially tainted 
  seafood could already be making its way to kitchens and markets around 
  Rokugan! 
  17. Love and Marriage 
  Editor’s Note: This CFS was inspired by Shakespeare’s “Taming of the 
  Shrew.” 
  CHALLENGE 
  After a long period of negotiations, two families from different clans have 
  agreed to an important trade agreement. In order to cement the bargain, a 
  cross-clan wedding is arranged. The prospective groom is Shiba 
  Toshihisa, a young village administrator who is looking forward to 
  settling down with a beautiful Crane wife. The bride to be is Doji 
  Mizuho, a friend of the PCs. 
  FOCUS 
  Mizuho is already deeply in love with a poet from the Kakita family. 
  However, the wedding must proceed as planned in order for the two 
  families to finalize their transaction. The only other eligible member of 
  Mizuho's family is her elder sister, Hikaru. However, Hikaru has set aside 
  her family name to embark on a musha shugyo pilgrimage, and she has 
  not returned home for two whole years. 
  STRIKE 
  Hikaru is safe and sound, although it may take some time for the party to 
  track her down. She is currently enjoying the care-free life of a ronin and 
  perfecting her swordsmanship. It will take a good deal of effort to 
  convince her to return to her former responsibilities, and even more to 
  persuade her to marry a man she has never met. If she did agree to return 
  and marry Toshihisa it would mean that Mizuho would be free to pursue 
  her own love, but it would also mean the end of her independent lifestyle. 
   
  A possible complication lies in the differing personalities of Toshihisa 
  and Hikaru. Can Hikaru learn to respect a man whose strength lies in 
  knowledge rather than in the sword? Will Toshihisa accept a bride who is 
  not the demure flower he expected? Even if the wedding occurs as 
  planned, can these two people find happiness on their own? Or will the 
  PCs have to intervene once again? 
   
  The course of true love never did run smooth. 
  18. Sins of the Father 
  Here's another adventure idea inspired by a Shakespeare play (this one 
  loosely based on Macbeth). Enjoy! 
  CHALLENGE 
  A famous soothsayer with a knack for reading the omens of the future 
  visits the household of Lord Takanobu. Takanobu is the lord of a major 
  province, but there are rumors that his health is failing. His two sons and 
  his seven grandsons have all returned to the family estate in order to help 
  him manage the daily affairs, and everyone wants to know what advice he 
  will elicit from the fortune-teller. 
  FOCUS 
  Lord Takanobu grants the soothsayer a private audience, and only two of 
  his most trusted servants are allowed to remain while his fortune is told. 
  Even his two sons, Washi and Kuma, are excluded from the reading of 
  the omens. 
   
  Soon after the soothsayer departs, the body of Kuma's eldest son is 
  found murdered in a nearby forest. Two days later, Kuma's second son 
  falls prey to a sudden sickness and dies. 
   
  If they have not already taken it upon themselves to do so, the PCs 
  will be asked for aid in protecting Kuma's two remaining children (a 
  daughter and a son) and Washi's three children (two sons and a daughter). 
  STRIKE 
  Although the PCs may be able to guess what is going on by themselves, 
  asking one of the servants who was present for Lord Takanobu's 
  consultation with the fortune teller what transpired there will make things 
  much clearer. When asked "How can I ensure the prosperity of my family 
  for all time?" the soothsayer replied "Compare not the eagle and the 
  bear, but choose between the fledgling and the cub." If pressed, the 
  servant will also grudgingly reveal that he passed the same information to 
  Washi as well. 
   
  Interpreting the omen as advice for his father to choose an heir from 
  among his grandchildren, Washi has begun a campaign of murder against 
  his brother's children in order to guarantee that his line be given 
  leadership of the family. If he is not stopped, his murderous rampage 
  could continue until it claims his brother, his brother's wife, and even his 
  own father. 
   
  If you want to involve more combat, all three of Washi's children can be 
  willing accomplices in the slaughter of their cousins. Or, if the PCs are 
  too fast to finger a particular suspect, you can also change the identity of 
  the murderer. Perhaps Washi is innocent, but his ambitious young son (or 
  daughter) is the culprit. Or maybe Kuma is sacrificing his own children 
  in an attempt to frame Washi and have him expelled from the Clan. After 
  all, a healthy man can always have more children. 
   
  Also, if you have any prophecies or omens of your own that you wish 
  to include in your campaign, the soothsayer's visit provides an excellent 
  opportunity to do so. You can give clues about upcoming adventures, 
  foreshadow challenges for specific characters, or simply give some 
  cryptic prophecy and let the players figure out what it means. 
  19. The Shot Heard ‘Round the Empire 
  As there have been a number of threads concerning gunpowder and 
  historical firearms lately, here is an adventure seed for all you gun nuts 
  out there. Try not to blow your fingers off. 
  CHALLENGE 
  A number of strange incidents have made a political rival of the Crab 
  Clan suspicious that the Crab are violating the ban on trade with 
  foreigners. The Crab are keeping a very tight lid on things, but some 
  accidents (the explosion of a small amount of mishandled powder, a Crab 
  bushi getting drunk and killing a ronin with a "magic stick", a wounded 
  Shadowlands madman getting past the wall and reaching a city before 
  succumbing to his "strange injuries") seem to support his theories. He 
  asks the PCs to investigate "for the good of the Empire." 
  FOCUS 
  The Mantis sailors who brought the crates to the Crab are ignorant of the 
  contents. Their job was simply to bring about a trade meeting between a 
  Yasuki Trader and some gaijin merchants and help the Trader bring back 
  his cargo. Their orders specifically forbade them from getting involved 
  further. 
  
   
   
  If the characters dig a little deeper and risk incurring the wrath of the 
  Crab, they can find that the Crab are indeed using gaijin pepper weapons 
  against the Shadowlands (and have gained a significant advantage by 
  doing so). If the Crab find out that the PCs have discovered this, there 
  will be dire consequences. Depending on how the PCs entered Crab lands 
  they might be set up for an "accident" or even be hunted as spies. 
  STRIKE 
  The proper thing to do in such a situation is to inform the superior of the 
  samurai who have broken the decree so that they may administer the 
  proper punishment. However, if the characters attempt to do so they find 
  that the commander of the bushi who are using firearms is a willing 
  participant in the deal. And his daimyo is also involved. And the 
  Champion of the Crab as well! 
   
  If the characters try to bring the matter to public attention, they are 
  approached by a servant of the Emperor who demands they desist. It 
  seems that the Crab are acting with the permission of the Emperor 
  himself! Rather than see the proliferation of guns across all of Rokugan, 
  he has allowed the Crab to import a small amount in secret. While this 
  bargain has enabled the Crab to continue their sacred duty, it has also 
  given them an incredible military advantage over the rest of the Clans, 
  and the PCs must decide what they will do in the face of this revelation. 
   
  If you want to give things a really wicked twist, the servant of the 
  Emperor could secretly be a Tortoise Clan conspirator whose job is to 
  keep news of the Crab Clan's treason from reaching the Emperor's ears. 
  The Crab are still guilty! The game's not over! 
   
  Or, if you dislike giant conspiracies, the scandal can go up as far as 
  the legion commander, forcing the Crab Champion to discipline an entire 
  legion of badly needed troops. 
   
  For those who like having history repeat itself, the Crab could take 
  their new toys to the Imperial Capitol. The amount of weaponry they have 
  currently is sufficient for a coup, but they need a Crab Emperor on the 
  throne in order to get permission for the supplies they really need. Of 
  course, their treason is guided by noble intentions, for they seek the 
  complete destruction of the Shadowlands. Or, the Crab could continue to 
  serve the Emperor, but use their new might to bully the other clans. With 
  trained ashigaru riflemen on the Wall, the Clan's bushi are free to make 
  war and seize territory from those nearby. 
   
  Note that if you want to keep the Crab blameless, another Clan could 
  also be used. The Unicorn, Dragon, and Phoenix all have conflicts with 
  the Yobanjin tribes. The Scorpion could be hunting a new type of Lying 
  Darkness spawn that is immune to the weapons of samurai. The Mantis 
  might be fending off an invasion of gaijin from another nation. Only the 
  Crane and the Lion would be difficult to implicate, and you would 
  probably have to use an inter-clan conflict to justify either of those Clans 
  using firearms. 
  20. To Know My Enemy 
  Following last week's theme of new weapons, here's a quest that you can 
  use to give your players some new goodies. 
  CHALLENGE 
  The homes of the player characters are threatened by a band of 
  unstoppable villains. They could be oni, kansen spirits, a new type of 
  Living Shadow spawn, strange monsters, enchanted maho-tsukai, or even 
  bandits with some sort of dark blessing. These "adversaries" are 
  completely invulnerable to normal magic and weapons, and all who have 
  tried to stop their bloody rampage have failed. 
  FOCUS 
  There are stories of weapons that might give one a fighting chance 
  against these adversaries. Forged long ago, they were used by great 
  heroes to defeat an "undying evil." If they could be found there might be 
  hope, but in order to claim one of these weapons an individual must face 
  numerous challenges. 
  STRIKE 
  Even if the characters manage to get the weapons they seek, the danger is 
  not finished. The bond between the weapons and the adversaries they are 
  intended to fight is a powerful one. It allows the wielder and the 
  adversaries to sense each others' location and movements. Furthermore, it 
  allows both the wielder and the adversaries to sense what is important and 
  precious to the other. In the case of the adversaries, this is most likely 
  their own safety and comfort. For the characters, however, their homes, 
  families, friends, and lovers will all be subject to the adversaries' 
  predation unless they act quickly. 
   
  The exact nature of the challenges the characters face on their way to 
  retrieve the weapons is up to you. It could be a riddle, combat versus a 
  guardian, a trial to convince the guardian of their sincerity, or even all of 
  these combined. If you're feeling symbolic, you could have each of the 
  characters face a challenge which they are especially suited for, or one 
  that forces them to overcome their weaknesses. 
   
  If you want to be even more symbolic, send a number of adversaries 
  equal to the number of player characters, making each a "dark 
  reflection" of one of the heroes. The burly Hida could face a violent 
  inhuman brute, while the quick and sneaky Bayushi might fight a 
  shadowy assassin. Perhaps the experiences they had in gaining the 
  weapons may give them some insight into defeating their counterparts. 
  21. Yoshimoto’s Legacy 
  We've got more weapons this week. Nothing as exotic as last week, but 
  challenging nonetheless. 
  CHALLENGE 
  The esteemed sensei Yoshimoto is retiring to a monastery, and wishes to 
  distribute his worldly goods among his children, students, and friends. 
  FOCUS 
  Yoshimoto has a large collection of swords and weapons, several of 
  which are remarkable. One is the katana which was handed down to him 
  by his grandfather. Another is the katana which was given to him by the 
  Emerald Champion. There is also the katana that he forged himself in 
  memory of his late wife. He has a mysterious wakizashi of unknown 
  origin that he found during the adventures of his youth. The ornate tessen 
  he accepted from his daimyo could be used either on the battlefield or at 
  court. And he still has the wooden practice sword that he used when he 
  was a student so very long ago. 
  STRIKE 
  Yoshimoto does not select a gift for each character himself. Instead, he 
  calls everyone together and asks them to decide amongst themselves. He 
  listens to their discussion with interest, but he does not openly show favor 
  or approval. If asked for advice he will remark that he is interested in 
  knowing why each character chooses the item they desire simply because 
  he wishes to know how his legacy will live on in the future. The final 
  decision is up to the party members. 
   
  As always, you should change the name and background of Yoshimoto to 
  fit your campaign. A figure who has ties as both a mentor and a family 
  member to two or more of the player characters is ideal, but a close ally 
  would also be sufficient. If your players' characters have no such ties, you 
  can present Yoshimoto as an opportunity for them to gain such 
  connections. 
   
  Hopefully your players will recognize that this is more than just a 
  chance to "score some kewl loot," and make the most of the role-playing 
  opportunities the situation presents. Giving bonus experience points for 
  particularly inspired, in-character arguments for why one deserves a 
  certain weapon is one way to do this. If you give the bonus experience 
  points right then and there in front of the other players it could serve as a 
  good motivation. If you want to make things a little more difficult you can 
  make each weapon a minor nemuranai with an awakened spirit who 
  demands the new owner justify their worthiness to wield the weapon. 
  22. Tarnished Promise 
  This week we take another look at the topic of weapons in the world of 
  Rokugan. Over the last three weeks we've seen a lot of opportunities to 
  give your players new weapons, but one should never forget the value of 
  one's own blade. Your sword carries the soul of your ancestors, and it 
  will guide you to victory. 
  CHALLENGE 
  After using or inspecting a treasured weapon that has been in the family 
  for generations, one of the characters notices that the weapon is quite 
  tarnished and has lost its sharp edge. Having an ill-maintained sword is 
  both a social stigma and a serious liability in combat, so the natural 
  course of action would be to have the sword sharpened and polished. 
   
  However, even after the character does so, the sword quickly becomes 
  dull and tarnished again. 
  
   
  FOCUS 
  If a servant or professional sword-polisher cleaned the sword for the 
  character, he may be the first to fall under suspicion. However, this is not 
  the case, and the sword-polisher offers to clean the sword again (free of 
  charge, of course) under the PC's watchful eye in order to prove the 
  quality of his work. 
   
  If the player character cleaned the sword himself or had another NPC 
  do it for him, his suspicions may be spread even wider. Although numerous 
  figures could have been responsible, further investigation rules them out. 
   
  No matter what course of action the character takes in maintaining his 
  blade and finding or stopping the culprit, the sword becomes dull and 
  tarnished again within a few days. 
  STRIKE 
  If a shugenja or character with mystic awareness examines the blade and 
  communes with the spirit inside the answer becomes clear. The sword's 
  spirit is consumed by a deep despair. When the blade was forged, a 
  promise was made between the sword and the character's ancestor. In 
  recent years that promise has been forgotten, and the sword has lost its 
  will to be wielded by members of that family. Unless the sword's spirit 
  can be appeased, it will remain dull and useless forever. 
   
  The promise that the sword speaks of could be almost anything, from "I 
  will give thanks to the elemental kami each morning and night" to "No 
  liars or swindlers, bandits or monsters will prey on the people of my 
  homeland and go unpunished." For a personal touch, you could choose 
  an aspect of bushido that the character has consistently neglected, or an 
  action that runs counter to the character's usual behavior. For example, a 
  stingy samurai might have trouble with a vain blade who desires a new 
  tsuba, handle and saya every month. 
   
  If the character's own actions have been above reproach, the sword 
  might maintain an empathic link with all who have wielded it, or even 
  with all members of the character's direct family. Has one of them done 
  something dishonorable recently? 
   
  Finally, if the entire party has been involved in some dishonorable 
  deed or failure of duty, they could all be refused the aid of their ancestral 
  weapons until they make the situation right. 
   
  Although samurai should never expect any reward for their actions, it 
  certainly wouldn't be inappropriate to bestow some new enhancement or 
  ability on the newly awakened weapon upon completion of this adventure. 
  23. Ancestral Duty 
  This month marks the Obon season in Japan, when the spirits of the 
  departed are said to return to Earth. As such, the theme for this month's 
  CFS scenarios will be ghosts and ancestors. Now you and your players 
  can enjoy the spooky side of summer in Japan…er, Rokugan. 
  CHALLENGE 
  In celebration of the bon festival, a Kitsu Sodan-Senzo blesses the 
  characters and other members of the community. He calls upon the 
  wisdom and guidance of the ancestral spirits to bring prosperity to the 
  devout among their descendants and families. 
  FOCUS 
  By the following evening, all of the PCs and NPCs who were blessed are 
  contacted by an ancestral spirit, effectively gaining the Haunted 
  disadvantage for the next week. The exact nature of the haunting is up to 
  the GM, and may range from a constant spiritual presence to intermittent 
  visits. 
  STRIKE 
  The ancestors demand a variety of things from their descendants, calling 
  on them to seek out misplaced heirlooms, build political alliances, and 
  expand their holdings. The spirits are insistent, and have little care for 
  how inconvenient or costly their missions may be for the characters. 
  While these tasks may seem daunting and difficult, those who can 
  complete them will indeed gain prosperity. 
   
  GMs may want to prepare a variety of backgrounds for the ancestral 
  spirits to visit their players. Having all the players receive a visit from the 
  founders of their respective families could strain credibility a bit, so it 
  might be a good idea to include a mix of ancient heroes, great great-
  grandparents, and recently departed relatives. 
   
  Likewise, a variety of tasks can also be helpful in highlighting the 
  differences between different characters. The ancestors know a great deal 
  about their descendants strengths and weaknesses, as well as many other 
  secrets. They can provide advice on successful military maneuvers, 
  beneficial alliances, and even which members of the court will be most 
  responsive to romantic advances…if the characters have the courage to 
  listen and take action. 
  24. A Spirited Night Out 
  This week we continue the Obon theme and take another step into the 
  world of ghosts and spirits. This week's adventure idea is a little on the 
  risqué side, but most mature groups should be able to handle it. You have 
  been warned! 
  CHALLENGE 
  While staying in a large city, one of the characters experiences horrible 
  dreams. The details of the dream are forgotten upon waking, but he or she 
  remembers a loud clicking noise, and is tired and disheveled in the 
  morning, as if having tossed and turned a great deal during the night. 
  FOCUS 
  If the character does nothing the dreams get worse and worse, until sleep 
  brings no rest. Eventually the character's health begins to suffer. Finally, 
  the matron of a shady geisha house comes to confront the character about 
  unpaid bills. 
   
  If the character tries to investigate or has others stand watch, it is 
  discovered that he or she spends several hours each night in a geisha 
  house in a disreputable part of town. While the character interacts with 
  others somewhat normally, he or she has no memory of the night's events 
  when the morning comes. 
  STRIKE 
  The character is being repeatedly possessed by a spirit from Gaki-do. The 
  gaki is using the character to rouse passion and desire in others, which it 
  feeds upon each night. (This doesn't need to be anything graphic—simply 
  flirting is enough to satisfy the gaki's appetite.) While the gaki takes the 
  form of an insect during the day, it is able to feed more effectively by 
  using a sleeping mortal as a host at night. 
   
  Any interaction with the spirit reveals a further surprise. The spirit is a 
  former comrade of the character in question. Trapped in Gaki-do after his 
  death, the spirit sought out the character in an attempt to reconnect with 
  his former life. He is desperate to escape Gaki-do, and claims that the 
  character once pledged to help him in any way he or she could. Now that 
  he is in his moment of greatest need, the gaki intends to take the character 
  up on that offer. 
   
  Depending on how the interaction with the gaki goes, the adventure could 
  end with a difficult moral dilemma, or a dramatic combat scene. Being 
  possessed by the gaki inflicts no permanent physical harm, but it could 
  cause a character's reputation to suffer and have significant negative 
  social effects. Of course, there's also the psychological torment that may 
  come from having to condemn a former friend to decades of insatiable 
  hunger after he refuses to take no for an answer. 
   
  You could also use this adventure with an NPC in the role of the 
  possession victim, but it would lose some of the punch that comes from 
  having a personal connection between the gaki and the PCs. One choice 
  is to make the victim the wife or lover or one of the characters, and have 
  the gaki be one of his former rivals for her affection. The character's 
  reaction could have a major impact on their long-term relationship. 
  25. An Unexpected Guest 
  Here in Japan we're right in the middle of the Obon season right now. 
  There are a lot of amazing festivals and events going on to guide the 
  spirits of the dead both to and from the mortal world. Of course, some 
  spirits don't need that much help… 
   
  This scenario works best if one of the PCs already has the Haunted 
  Disadvantage. If no one in the group has that particular problem the Bon 
  festival is certainly a fine excuse to foist that Disadvantage onto a PC. 
  CHALLENGE 
  One of the PCs receives a sudden visit from an ancestral spirit, who 
  requests permission to stay as a guest for the next week. While 
  completely visible and audible, the spirit remains unable to interact with 
  physical objects. As the arrival of a ghost would cause great panic and 
  alarm, the spirit deeply wishes to conceal his or her ghostly nature from 
  those who are not members or allies of the family, and asks the character 
  for aid in doing so. 
  
   
  FOCUS 
  Keeping others from noticing that the spirit lacks a solid physical form is 
  far from easy. Eating, drinking, engaging in swordplay, riding a horse, 
  opening doors, and handling physical objects are all impossible for him or 
  her. Furthermore, when the ancestor is nearby, animals may become 
  agitated, and shugenja may feel a sensation that is normally associated 
  with otherworldly spirits. Despite these limitations, however, he or she is 
  determined to spend each day as normally as possible. 
  STRIKE 
  The returned ancestor actually has an agenda of his or her own. Being 
  able to influence events in the mortal realm, even if unable to take action 
  directly, is a refreshing change from the spirit's normal role as a source of 
  advice and guidance. The mortal realm is full of nostalgia, and holds a 
  powerful allure that is difficult for the shiryo to resist. If the character can 
  give the ancestor a pleasant visit, good kharma will most certainly follow. 
  If the character allows the ancestor's secret to be discovered, however, the 
  ancestor will be gravely embarrassed and may leave the mortal realm forever. 
   
  A great deal can be added to this scenario by fleshing out the personality 
  of the ancestor who comes to visit. A loud braggart may attract a lot of 
  negative attention or even be challenged to a duel. A flamboyant or 
  debonair courtier may be invited to attend a noble lord or lady in private, 
  while a rowdy and vivacious troublemaker will have to be watched 
  closely in order to keep him from giving himself away. 
   
  It gets even more difficult if you remain true to the images of spirits as 
  they are traditionally presented. Japanese ghosts have no feet! If the 
  ancestor is wearing a long kimono when he or she arrives this might not 
  be too noticeable, but many clans have different ideas of fashion, so this 
  might not be a given. And an intangible ghost can't change clothes! A 
  magical disguise might work, but it would certainly require more 
  ingenuity and attention than if cast on a living being… 
  26: The Spirit’s Son 
  As summer draws to a close, we bid farewell to the spirits and ghosts who 
  have visited us this Obon season. While their time in this realm is short, 
  they continue to watch over us and protect us from beyond. Or, in some 
  cases, from even closer… 
  CHALLENGE 
  While traveling at night, the characters come upon a woman dressed in 
  white. The woman is weeping and calling out for "Keisuke" (or "Keiko," 
  if you prefer). Most characters should have no trouble recognizing the 
  woman as an ubume—the spirit of a woman who died during childbirth. 
  However, unlike most ubume spirits, she has no infant with her. 
  FOCUS 
  The ubume is distraught, but the characters can piece together her story if 
  they are persistent. Once the geisha lover of a brave and honorable 
  samurai, she was left without a patron to support her when her lover died 
  in battle. After several difficult months on the road, she too died when 
  complications set in during childbirth and there was no one to help her. 
  Unable to leave the place where she died, she waited for someone to 
  come and take her child so that she could rest in peace. 
   
  Finally, at long last, someone did come, and he did indeed agree to 
  take and care for her precious son Keisuke. 
   
  It was only too late that she realized that the man she had entrusted her 
  baby to was the infamous villain called Kurushii. 
  STRIKE 
  In order to free the ubume from her torment and sorrow, the characters 
  will have to locate Kurushii, recover Keisuke from him, and deliver the 
  boy to the spirit so that she can tell him the truth about his father and his 
  heritage. Once she is certain that Keisuke will receive a proper 
  upbringing, the ubume will be able to move on to the next stage in her 
  existence. Otherwise, she will be trapped in a state of suffering forever. 
   
  Depending on how much time has passed between the time when Kurushii 
  took the baby and the present, Keisuke might be an infant, a child, or 
  even a young man. Furthermore, the length of time Keisuke has spent 
  under Kurushii's influence may have had a profound effect on his outlook 
  and character, and he could either be willing to accompany them or bent 
  on their destruction. 
   
  The exact nature of Kurushii's villainy is up to you to decide. If you 
  want to go the easy route, he can be simply one of the numerous bandit 
  lords that plague Rokugan. If you want to give things a political spin, he 
  need not be an actual villain, but could simply be a ronin guerilla who is 
  opposed to the current local authority. And if you want to be really evil, 
  he could be a member of the Lost, intent on taking Keisuke into the 
  Shadowlands and raising him there. 
   
  This scenario could also be used to introduce a new player character 
  and give details about his background. How Keisuke (or Keiko) will react 
  to learning about his true heritage, and the difficulties in securing that 
  heritage could provide an interesting motivation for a player who joins 
  the campaign mid-way through. 
  
   
  Challenge, Focus, Strike! 
  Adventure Hooks for Legend of the Five Rings 
  VOLUME III: CFS OF THE WEEK #27 THROUGH #35 
  Written by Isawa Nazomitsu (Scott Stockton) ���� Compiled & Edited by Pirate Spice (Sean C. Riley) 
  Foreword 
  Following is the third volume of a series of documents collecting the 
  esteemed Isawa Nazomitsu’s “CFS of the Week” feature in the L5R RPG 
  GMs section of AEG’s gaming forum (www.alderac.com/forum). 
   
  For the sake of further organizing these, I have attempted to give each 
  hook a title (also taking inspiration from suggestions on the forum). The 
  hooks themselves are presented in the order that they were originally 
  posted, edited for brevity and typography. 
   
  This volume is shorter than the others, for the sake of keeping all of 
  Nazomitsu’s acclaimed Winter Court scenarios compiled in Volume IV. 
  – Sean C. Riley (a.k.a. Pirate Spice) 
  27. Silk and Skullduggery 
  It's a great day today. The sun is shining. The sky is clear. The birds are 
  singing, and there's a nice cool breeze. 
   
  It looks like a perfect day for hunting bandits! 
  CHALLENGE 
  After ordering several bolts of fine silk from a merchant in another 
  province, the characters' daimyo or superior assigns them to take the 
  money for his purchase to the merchant and guard the caravan that will 
  deliver his merchandise. The cloth will be used to make new ceremonial 
  outfits for his children to wear upon completing their gempukku, and he 
  impresses both its symbolic and monetary value on the characters. 
  FOCUS 
  The merchant in question is famous for the high quality and high prices of 
  his wares, but there are rumors that his caravans have been plagued by 
  bandit attacks in recent months. If the player characters investigate 
  further, they can learn that almost half of the caravans he has sent 
  throughout the summer have been raided. 
   
  Upon arrival at the merchant's warehouse, the characters find the 
  caravan ready to depart. The merchant assures the characters that he has 
  increased security and personally selected each of the new guards 
  assigned to escort the shipment. After accepting payment from the characters, 
  he wishes them a good journey and sends the caravan on its way. 
  STRIKE 
  After a few days on the road, the caravan is, not unexpectedly, attacked 
  by bandits. The masked riders strike from a well-prepared ambush, and 
  send the merchant's inexperienced guards running in panic. The bandits 
  head straight for the bolts of cloth, snatch them away, and fade back into 
  the wilderness as quickly as they came. They have an intimate knowledge 
  of the surroundings, and will try to elude defenders rather than engage in 
  direct combat. 
   
  These "bandits" are actually highly trained bushi in the merchant's 
  employ. His business is struggling, and he hopes to recover some of his 
  recent losses by selling the same merchandise to several customers. Since 
  the characters paid for the cloth on the spot, he will claim that he 
  delivered the merchandise as promised, and that its loss to the bandits was 
  due to the characters' failure as guards. 
   
  If the characters manage to defeat all of the "bandits" or learn the 
  merchant's secret, it would mean the end of the merchant's business. This 
  is, of course, something he is dead set on avoiding. 
   
  If the characters press the issue with the merchant and you're feeling 
  especially devious, you can have him offer to give a partial refund and 
  replace the lost silk with some cloth of lesser value. After expressing his 
  regret for their misfortune and amicably sending the characters on their 
  way, the merchant will once again send his thugs to seize the 
  merchandise they have purchased. Or maybe he sends them to put an end 
  to their nosy meddling… 
   
  One point that can often be a problem in scenarios like this is dealing 
  with the capabilities of the player characters. If the players are clever 
  and their characters are skilled, it can be difficult to let the bandits get 
  away with the robbery without it looking like the PCs have no say in the 
  outcome. Use your best judgement, and don't be afraid to let the player 
  characters win. Maybe the merchant will change his business plan and 
  beg the characters for help in defeating real bandits. 
  28. Twenty Koku 
  Some more trouble with bandits today. Your average bandit is a 
  dishonorable and unreasonable lout, but every so often you'll find one 
  who will give you an even break. That is, as long as he comes out on top. 
  CHALLENGE 
  A peasant approaches one of the player characters bearing a message on a 
  scrap of paper. He explains that a man with a heavy beard told him to 
  deliver the note. He knows nothing else about the situation, except that 
  the man who approached him was a stranger. 
  FOCUS 
  The message could be any of the following: 
  FROM THE BLACKMAILER 
  I know your secret. Bring 20 koku to the 
  abandoned warehouse next to the lake 
  tomorrow night or I will reveal everything. 
  FROM THE KIDNAPPER 
  We have captured your wife/son/daughter/etc. 
  Bring 20 koku to the warehouse by the lake 
  tomorrow night or else. Come alone. 
  FROM THE EXPLORER 
  I've found something you've been looking for. 
  Meet me in the empty building by the lake 
  tomorrow night and we'll discuss a trade. My 
  price is 20 koku. 
  FROM THE YOJIMBO 
  Our lord is in great danger! I have found 
  a way to save him, but we'll need 20 koku to 
  make it work. Time is of the essence. Meet me 
  in the old warehouse tomorrow night. 
  FROM THE INNKEEPER 
  Your sister/brother can't pay for all the 
  sake they drank. Bring 20 koku to the 
  lakeside warehouse tomorrow night or we'll 
  turn the matter over to your daimyo. 
  STRIKE 
  The message is a fake, written by a traveling cartographer named Miya 
  Horikawa. Horikawa met the player characters briefly in a roadside tea 
  house about a week ago, and although they did not speak at length he did 
  remember their names. Shortly after they parted ways, Horikawa was 
  attacked by bandits who intended to rob and ransom him. However, with 
  little money and no living relatives, there was no way Horikawa could 
  satisfy their demands. 
   
  Facing death at the hands of angry brigands, Horikawa remembered 
  the player characters. After convincing the bandits that the party would be 
  willing to pay for his release, he sent the blackmail/ransom/summons 
  message to draw the characters to his aid. 
   
  Of course, the player characters might be surprised to find a gang of 
  bandits and a captive map maker when they arrive expecting something else 
  entirely, but Horikawa figures he'll cross that bridge when he comes to it. 
  
   
   
  Remember that the only things Horikawa knows about the player 
  characters are details that he overheard or observed in their brief 
  meeting, and there is no guarantee that any assumptions he makes based 
  on those observations will be correct. Adjust the message appropriately. 
  For example, if a party member is traveling with a child, he might 
  conclude that the character has a wife who is somewhere else, and any 
  knowledge Horikawa claims to have of a Dark Secret is based simply on 
  the appearance of the character in question. 
   
  If you want to give this adventure a slightly humorous touch, 
  Horikawa can send various messages to every member of the party in an 
  attempt to hedge his bets. Characters might receive ransom notes for 
  children they don't have, letters from people they have never met, or even 
  pleas for help from comrades they are traveling with. 
  29. Smoke and Mirrors 
  Player characters are a dangerously ingenious lot. They attempt the 
  unexpected, try the impossible, and dare to take actions that others would 
  deem madness. 
   
  If bandits (long considered by many to be the natural enemies of 
  player characters) are to stand a chance in such a hostile environment, 
  they must be at least as adaptable and sneaky, if not more so. 
  CHALLENGE 
  While traveling through a lonely stretch of unfamiliar territory, the party 
  meets a similarly sized group of travelers. The travelers come from a mix 
  of clans and families, but enjoy a camaraderie that borders on the 
  familiar. While their clothes and equipment are worn from their long 
  travels, they offer the characters hospitality and friendly conversation at 
  their camp for the night. 
  FOCUS 
  One of the travelers raises the alarm in the middle of the night, reporting 
  voices in the darkness. Fearing bandits, he asks for help in investigating 
  the noise. 
   
  A few minutes later, shapes can be seen moving through the trees on 
  the opposite side of the camp. 
   
  Shouts are heard in the distance. 
   
  More shapes are seen, and one of the travelers shouts that a man is 
  going after the horses. 
   
  More voices cry out, and the sound of battle is heard. 
   
  The fire suddenly disappears. 
   
  Chaos breaks loose. 
  STRIKE 
  The entire "bandit attack" is merely a ruse being perpetrated by the group 
  of travelers using illusion spells, misdirection, hidden accomplices, 
  smoke, mirrors, dummies on pulleys, and other mundane means. Their 
  aim is to lure as many of the characters away from the camp as possible 
  and distract the rest, giving them time to take what they can from the 
  characters' belongings. They will do their best to keep the player characters 
  from suspecting their true nature, preferring deception to outright combat, 
  and will flee into the night if it looks as if they will be caught. 
   
  If the bandits seem outmatched, feel free to give them a few extra skills. 
  Perhaps they learned some actual skills from the bushi they stole their 
  arms and armors from before robbing them. Or maybe their shugenja 
  have memorized spells beyond simple illusions. They might even have a 
  number of traps hidden in the forest beyond the campfire, which they will 
  gladly lead the player characters into while searching for "bandits." 
   
  Remember, dirty tricks are only dirty when you compare them to 
  Bushido. Once you get past your unhealthy obsession over playing fair, 
  they look just fine. 
  30. Death and Taxes 
  The weather is getting cooler, and autumn will soon be in full swing. In a 
  few months, winter will be upon us. Are you prepared? 
  CHALLENGE 
  The player characters are asked to visit a small, remote farming village 
  and collect the taxes that it owes. The village is not a major source of 
  income, but every koku of rice counts when the chill winds of winter 
  begin to blow. 
  FOCUS 
  Upon entering the village, the player characters find the inhabitants 
  waiting for them, barring their path. Their faces bear expressions of fear 
  mixed with grim determination, and although they are armed with nothing 
  more than farming tools, some sharpened wooden spears and a few 
  knives, they have the advantage of superior numbers over the characters. 
   
  The village headman steps forward and announces in a nervous voice 
  that the residents of the village are revolting. "We will pay no taxes," he 
  declares. "You will not get the rice in the warehouse, nor the treasures in 
  the temple, or any of the money in my home! Turn away now and leave 
  in peace!" 
  STRIKE 
  The "peasant revolt" is not what it seems. A large group of bandits has 
  taken over the village, and are holding the villagers' children hostage. 
  Even though it may cost them their own lives, the farmers have no choice 
  but to go along with the bandits' plan if they want to save their children. 
  The bandits plan to spend the next week taking as much rice as they can 
  carry back to their camp in order to stock up for the winter, leaving the 
  villagers to face the wrath of the Imperial Tax Collectors. 
   
  Although the bandits threatened to kill the village children if the 
  village headman said anything suspicious, the player characters might 
  gain a small clue from his seemingly defiant words. All of the locations 
  he mentioned are being used as barracks by members of the bandit gang, 
  and the if the characters investigate carefully they might be able to learn 
  the truth behind of the matter. If they find some way to check the temple 
  without being seen they will discover the captive children, which should 
  certainly be a sign that something is amiss. 
   
  In the (hopefully unlikely) event that the characters try to slaughter the 
  villagers, the bandits will take the opportunity to escape in the confusion. 
  The villagers will attempt to defend themselves, but ultimately surrender 
  once it becomes apparent that their situation is hopeless. Unless they do 
  something to solve the problem, the characters may find themselves 
  forced to report both the loss of the village's taxes and the death of its 
  inhabitants to their superiors. 
   
  If the characters decide to leave the village alone or report the 
  incident to a higher authority (or simply need a hint to get them started) 
  you can have them find a young boy named Junpei hiding in the woods. 
  Although Junpei does not know the full situation, he can tell the heroes 
  that some strangers have caused all the adults in the village to start 
  acting strangely and scared him into hiding. 
   
  Of course, if you want to be really evil you could always decide that 
  even after defeating the bandits there is not enough rice for the villagers 
  to pay their taxes and feed themselves… 
  31. Crime and Punishment 
  As this month draws to a close let us remember that, though they have 
  slipped from the Celestial Order, bandits are people too. 
  CHALLENGE 
  A gang of bandits ambushes and attempts to rob the party. While they 
  have some small measure of martial skills, their training is not up to that 
  of disciplined clan samurai, and the fight soon turns against the bandits. 
  As soon as the leader is slain, most of the others turn and flee. One, 
  however, drops his sword, kneels in the dirt, and begs for mercy. 
  FOCUS 
  The bandit reveals that his name is Ryota and tells the characters that his 
  wife, adolescent son, and young daughter wait for him in a old hut in the 
  woods. He admits his crimes and accepts the player characters' 
  judgement, but he pleads for the chance to see his family one last time 
  before the end. 
   
  If asked, Ryota explains that he was once a caravan guard for the 
  Scorpion, but when his employer was executed for treason it became 
  impossible for him to find work. With no profitable skills beyond 
  fighting, he turned to a life of crime in order to support his family. Although 
  he regrets his actions, he could not bear to watch his loved ones starve. 
  STRIKE 
  The law states that the penalty for engaging in banditry is death. If the 
  party takes Ryota to the authorities, he will be executed. Without a father, 
  Ryota's family will be left without any means of support and their 
  chances of making it through the winter will be almost non-existent. The 
  fate of Ryota and his innocent children lie in the hands of the player characters. 
   
  
   
  Depending on what the characters choose to do, a number of other 
  problems and moral dilemmas may present themselves. If the characters 
  decide to look after Ryota's family on his behalf, they will have to tread 
  carefully. What will they say to Ryota's widow? How will his children 
  react? If the characters spare Ryota's life, it will still be necessary for 
  him to find a source of income besides a life of crime. Do they leave him 
  to fend for himself, or try to lend a helping hand? If they execute Ryota 
  and leave his family to die in the cold, will they truly be able to live with 
  their decision? 
   
  If your players are especially capable and the initial fight ends too 
  quickly, you can have still Ryota ask the characters for help. Simply have 
  him linger at the "Down" wound level long enough to beg for mercy. Of 
  course, some samurai may be hesitant to expend resources healing a 
  bandit who just attacked him, but it would take a truly heartless 
  individual to refuse to deliver a message on a dying man's behalf. 
   
  People fall. Champions rise again. True heroes help those around 
  them to stand. 
  32. The Bloodscroll Saga: A Familiar Face 
  October is Zombie Month here at CFS Emporium! Every week up until 
  Halloween, I'll be presenting a new zombie-related adventure seed for 
  your enjoyment. 
   
  But wait! There's more! This month's CFS ideas are designed to be 
  played either separately, or combined into a month-long campaign of 
  zombie horror. That's four times the undead of your regular CFS 
  scenario! How can you go wrong? 
   
  It all starts with a personal problem… 
  CHALLENGE 
  An old rival of one of the player characters picks a fight with the party in 
  broad daylight. If the characters try to ignore him or do nothing, he 
  attacks them outright, growling like a wild animal. 
   
  He does not stop fighting until he is killed. 
  FOCUS 
  The rival returns on the next day, attacking the player characters once 
  again. His face and skin show signs of some illness, and his clothes still 
  bear the bloodstains from the previous day's battle. While he retains his 
  martial skills, his manner is that of a berserk madman, and his only words 
  are shouted demands for the heroes to kill him. 
   
  If he is defeated but not destroyed, he once again returns on the next day. 
   
  And the day after that. And the day after that as well. 
   
  And each day thereafter. 
  STRIKE 
  The character's rival has suffered a dire fate. He has been cursed with 
  undeath, and every moment of his existence brings physical torment and 
  spiritual anguish. His only desire is to die, but the dark essence inside his 
  body will not let him fall without a fight. Furthermore, each time he is 
  "slain" and reanimated, Jigoku's grasp on his soul is strengthened. 
   
  His only hope is for the cunning and resourceful player characters to find 
  a way to end the curse and kill him forever before his soul is lost completely. 
   
  If the players have skills or resources that would make killing the undead 
  rival too easy (such as powerful Fire spells, jade weapons, etc.), augment 
  the rival as necessary. Magic Resistance, Strength of the Earth, Combat 
  Reflexes, jade-resistant enchanted armor, and/or Shadowlands Powers 
  can all increase the threat that the rival presents. Or, you could even 
  have him return from the ashes, completely reformed! 
   
  On the other hand, if things get too difficult you can let the heroes 
  destroy their undead enemy through simple brute force, even without 
  finding a way to dispel his curse. Even with zombie attacks, there can be 
  such a thing as too much of a good thing, so be prepared to adapt your 
  story appropriately. 
   
  Of course, you can always have a character with a different 
  relationship to the PCs take the place of the rival in this scenario. A 
  complete stranger who has heard of the PCs only in passing might chose 
  them to end his suffering. Perhaps it is a magistrate or other authority 
  figure. Or, an old friend or lover could be the victim of the curse, 
  alternating between mindless violence and moments of lucidity where he 
  or she begs for death. 
  EXTENSION 
  After the rival is put to rest permanently, the player characters are 
  approached by a servant. He apologizes for the erratic actions of his 
  master, and offers a boon on behalf of his master's family if the PCs will 
  find the reason for his sudden dark transformation. 
   
  The only lead he has is the name of a town where the poor man visited 
  a friend before he was cursed. While he was not with his master during 
  the visit, he is certain that whatever changed him happened there, and he 
  appeals to the characters' sense of honor, begging them to investigate. 
   
  The name of the town is Tsunan. It is not far away. 
  33. The Bloodscroll Saga: The Zombie Plague 
  Following in the footsteps of last week's CFS scenario, we have another 
  adventure full of zombies for your enjoyment. 
   
  If you have already run last week's scenario, the player characters 
  may be aware that there is something strange going on in Tsunan. Even if 
  you have not used that adventure, you can still use this week's CFS without 
  any special preparation. The zombies will just be that much more of a surprise. 
  CHALLENGE 
  Not long after arriving in the town of Tsunan, the player characters hear 
  news of (or encounter for themselves) wandering zombies attacking 
  defenseless civilians. While the zombies appear to be simple walking 
  corpses with no special features or abilities, their presence in such a 
  remote area is a sure sign that something unusual is afoot. 
   
  Not long after their arrival, the characters are targeted by a zombie attack. 
  FOCUS 
  The residents explain that the zombie attacks have been going on for 
  almost a full month, and have claimed several victims. Furthermore, the 
  zombies seem to carry a sickness in their bodies which affects anyone 
  who is struck by their attacks. The local magistrate, the head of the 
  nearby temple, and several strong carpenters who tried to stand against 
  the living dead have all either been killed or have gone missing. (If the 
  characters played through last week's CFS scenario, they can learn that 
  their rival who was cursed with life in death was also a victim of the 
  zombies.) The villagers have managed to defend themselves for the most 
  part, but the constant attacks are taking a heavy toll on their numbers. 
   
  If the player characters remain in town, they witness another zombie 
  attack within the week. 
  STRIKE 
  There are actually two culprits working together in the town. One is the 
  local healer, who has a subtle skill in using poisons. The other is an eta 
  mortician with knowledge of blood magic. After each zombie attack, the 
  healer administers a slow acting poison to any victims who have been 
  injured. Of course, anyone who dies in the village, either at the hands of 
  the zombies or as a result of the healer's poison, is taken to the mortician. 
  Instead of cremating the body, however, the mortician simply gives the 
  victim's family a urn of plain ashes, mutilates the body's face beyond 
  recognition, and animates the corpse as a zombie to repeat the cycle. 
   
  Unless something is done to stop the two villain's unholy actions, 
  Tsunan will eventually become a town of the dead. 
   
  If the player characters do not bother to gather information from the 
  inhabitants of the town, it may take some time for them to find out exactly 
  what is happening. If this happens, you may have to drop some obvious 
  hints. One option is having the zombies kill a victim with an unusual body 
  type (especially fat, very tall and slim, short and hunched over, missing 
  an arm or leg) in view of the heroes. When a zombie with the same body type 
  attacks the next day they should get a basic idea of where to look for clues. 
  EXTENSION 
  When the player characters have their final showdown with the two 
  maho-tsukai (and their guardian zombies), either the healer or the 
  mortician will flee, pull a scroll from inside the folds of their kimono, and 
  try to destroy it. If the characters retrieve the scroll before it can be 
  completely destroyed, it reveals a shocking piece of news. 
   
  The bloodscrolls are ready. We can now move 
  on to the second stage. 
   
  Come to the cave on Mt. Kougen when you 
  have conquered Tsunan. 
  Do not fail me. 
   
  Mt. Kougen is just a few days ride from Tsunan, in a remote, uninhabited 
  area of the Empire. 
   
  It is said to be cursed. 
   
  The plot thickens! What evil could possibly await our heroes? 
   
  More zombies, of course! 
  
   
  34. The Bloodscroll Saga: The Dead Shall Rise 
  This week's scenario builds on the events described in last week's 
  adventure. If the player characters are not aware of the problems that are 
  coming from Mt. Kougen, you can always have their superior order them 
  to travel there to investigate strange signs, or simply have them wander 
  upon the place by chance. Any reason for them to be in the area should 
  suffice to get them involved. 
   
  Besides, getting out again will be the hard part… 
  CHALLENGE 
  Upon reaching Mt. Kougen the player characters discover a cave. While 
  the cave mouth appears natural, the area nearby shows signs of unusually 
  heavy traffic for such a remote area. Further in, the cavern opens up into a 
  network of linked caves, with bloodstains on the floor and walls. 
  FOCUS 
  Once the characters have proceeded far enough into the cave to be out of 
  sight of the entrance, they come across a group of cultists in red robes. 
  One runs away, calling out "Master! Run!" The others draw long knives 
  and attack, fighting until either they or the heroes are killed. 
   
  If the party continues into the cave, they find a maze of twisting 
  passages with cultists hiding within. Cultists and their zombie slaves. 
  STRIKE 
  Upon reaching the deepest chamber of the cavern, the characters discover 
  a secret laboratory. Although the leader of the cultists seems to have 
  escaped, his instruments remain. Among the unspeakable items present, a 
  crimson scroll can be found. Although the scroll's taint is not 
  concentrated enough to cause any harm to a character who touches or 
  carries it, it radiates incredible evil, and resists any attempts to destroy it. 
   
  It also causes any dead body within 100 yards to become animated as 
  a mindless zombie, ensuring that any cultists the characters killed on the 
  way in will be waiting for them on the way out. 
   
  You can adjust the level of danger that this adventure presents quite a bit 
  by adapting the layout of the cavern and the number of enemies within. If 
  the party is having a hard time, place the final chamber near the entrance 
  and reduce the number of cultists and zombies within the intervening 
  rooms. On the other hand, if you want to drive home the fact that the 
  characters are entering the lair of a powerful maho-tsukai you can pull 
  all the stops and throw wave after wave of the living dead at them as they 
  wander though a dark maze. 
   
  If the characters attempt to leave the cave, you can either force them 
  to stay or let them leave. In either case, the cultists will be dead set on 
  eliminating them. As practitioners of maho, their lives are forfeit if the 
  player characters survive to tell their story, and they will do anything to 
  prevent the heroes from returning to civilization. 
   
  The same applies if the characters leave behind the bloodscroll. By 
  having discovered the cave they know too much, and the unseen master 
  will mark them for death as he has his other enemies. It's simply a matter 
  of when he will strike. 
  EXTENSION: 
  A note is next to the bloodscroll. 
   
  Asako Hiromi 
  Toritaka Eiji 
  Matsu Takemitsu 
  Kuni Hirokazu 
  Kuni Toshi 
   
  All of the names listed are those of magistrates specializing in finding and 
  destroying maho-tsukai. If the characters investigate further, they find 
  that all the magistrates who have been crossed off the list have been killed 
  within the last two months. 
   
  The last magistrate, Kuni Toshi, is retired. The fortress he resides in is 
  off the beaten path, but not hard to find. 
   
  Unless someone else finds him first. 
  35. The Bloodscroll Saga: Army of Darkness 
  Editor’s Note: Apologies to Sam Raimi for the title of this one…I just 
  couldn’t help myself! 
   
  Following up on last week's adventure, this week's CFS has more zombies 
  than you can shake a jade studded tetsubo at. This scenario has the most 
  specific set-up of any of this month's zombie adventures, but it's also easy 
  to adapt, and it offers (I hope) a big pay-off for any necessary preparation. 
   
  Assuming the characters took the bloodscroll from Mt. Kougen to 
  Kuni Toshi's fortress, everything should be ready to go. Proceed through 
  the scenario as written. 
   
  If the characters sought out Kuni Toshi but did not take the 
  bloodscroll, simply assume that it has fallen into the hands of Satsujinki. 
  This makes the player characters' job much, much harder, as they will 
  have to reach Satsujinki and seize the scroll before the zombies can be slain. 
   
  If the characters took the bloodscroll but did not visit Kuni Toshi, 
  Satsujinki will attack them anyway, seeking to eliminate any who have 
  knowledge of his plan. The characters may find themselves under siege in a 
  less ideal location, with only limited knowledge of their situation. If so, you 
  may want to give them some extra information or resources to even things out. 
   
  If the characters did not take the scroll or seek out Kuni Toshi, 
  Satsujinki will attack them at his leisure. As above, without the 
  bloodscroll in hand or any extra information, the PCs will have a hard 
  time of things. But on the other hand, it might teach them to be more 
  careful in the future. 
   
  If the PCs have not played through any of the previous chapters of this 
  month's adventure, simply have them visit Kuni Toshi on routine business. 
  Or, you could have the zombie attack target any NPC in the same area 
  the PCs happen to be traveling in. After all, part of being a hero is facing 
  any challenge that comes your way…whether you asked for it or not. 
  CHALLENGE 
  While consulting with Kuni Toshi, the famous magistrate tells the 
  characters of his long conflict with the maho-tsukai known as 
  Satsujinki—"The Cutthroat." Several years ago, he and four other 
  magistrates led a force of soldiers and stopped Satsujinki and his followers 
  from slaughtering an entire temple full of monks. Since that time, the 
  madman has sought some way to build his own army to terrorize the Empire. 
  From the looks of recent events, it appears that he is nearing his goal. 
   
  If the characters have the bloodscroll, Kuni Toshi researches a way to 
  end its power. In the meantime, he invites the heroes to stay as his guests. 
  FOCUS 
  The next day, Kuni Toshi announces that he has found a way to destroy 
  the bloodscroll. The purification ritual requires several hours of 
  concentration, but, when completed, should end all effects of the dark 
  artifact. Although he insists that his guests relax, he begins preparing 
  scrolls and materials in order to begin the ritual as soon as possible. 
   
  That evening, just before dusk, a large mass of people is sighted 
  coming up the hill to the fortress from the nearby village. From a distance 
  they appear to be farmers and heimin laborers. As they approach, 
  however, it becomes clear that the villagers are no longer alive—the 
  crowd is a mob of zombies! 
   
  As the call to arms goes out, a second alarm is raised. The second 
  squadron of guards has succumbed to undeath as well! There are zombies 
  inside the fortress! 
  STRIKE 
  The power of the bloodscroll animates all creatures that die within its area 
  of effect. In turn, the potency and range of the artifact are increased by 
  the presence of Satsujinki nearby. Knowing this, the maho-tsukai 
  systematically executed every resident of the village in order to amass an 
  army with which to kill his hated enemy and take back the bloodscroll. 
   
  Furthermore, Satsujinki called upon a hidden ally to aid him in his 
  attack. The second squadron of guards was poisoned at dinner time by a 
  traitorous servant who sought to take the fortress from within. Unless he 
  is discovered and stopped, the cultist will strike again, causing more 
  defenders to join the ranks of the undead. 
   
  The zombies' sheer numbers mean it is only a matter of time before 
  they break through the outer walls. The longer the siege continues, the 
  larger Satsujinki's army will become, as any guards, servants, members of 
  the household, or guests who are killed in the siege will also rise as 
  zombies. If the fortress is not held until Kuni Toshi can complete his 
  ritual, all is lost. Unless the PCs act quickly, hope is as good as dead. 
   
  It's Halloween, so go all out on this one. There are zombies outside and 
  inside, so no place is safe. Satsujinki's army of undead villagers is a 
  constant threat, but the zombified members of the second squadron can 
  also strike without warning, picking off stragglers. The need to maintain 
  a constant defense, secure the interior of the fortress, and locate any 
  materials that Toshi forgot to prepare for the ritual (he didn't count on 
  having to complete it so quickly) should prevent the PCs from gathering 
  everyone into one room to fight it out. Play up the sense that death can 
  come from anywhere at any time, turn down the lights, ramp up the body 
  count, and have fun. 
  
   
  Challenge, Focus, Strike! 
  Adventure Hooks for Legend of the Five Rings 
  VOLUME IV: CFS OF THE WEEK #36 THROUGH #52 
  Written by Isawa Nazomitsu (Scott Stockton) ���� Compiled & Edited by Pirate Spice (Sean C. Riley) 
  Foreword 
  Following is the fourth volume of a series of documents collecting the 
  esteemed Isawa Nazomitsu’s “CFS of the Week” feature in the L5R RPG 
  GMs section of AEG’s gaming forum (www.alderac.com/forum). 
   
  For the sake of further organizing these, I have attempted to give each 
  hook a title (also taking inspiration from suggestions on the forum). The 
  hooks themselves are presented in the order that they were originally 
  posted, edited for brevity and typography. 
   
  This volume is longer than the others, for the sake of keeping all of 
  Nazomitsu’s acclaimed Winter Court scenarios (not to mention his 
  wicked oni scenarios) together. 
  – Sean C. Riley (a.k.a. Pirate Spice) 
  36. Character Assassination 
  In August we faced haunting ghosts and restless spirits. In September we 
  fought roving gangs of vicious bandits. In October we battled bloodthirsty 
  hordes of zombies. Now it's time for something even more terrifying: 
   
  Winter Court. 
  CHALLENGE 
  The PCs are asked to escort a popular young courtier to Winter Court. 
  The courtier, Saya, is the daughter of a powerful lord and is an influential 
  figure in the Court in her own right. While her father will host guests in 
  his own home, she will travel to visit another Clan. 
   
  Just after reaching the palace where they will spend the winter, 
  however, the characters receive an anonymous message warning that an 
  assassin will attempt to kill Saya sometime during Winter Court. 
  FOCUS 
  A number of people who could be considered Saya's enemies are present 
  in the court, ranging from childhood rivals to political opponents. Further, 
  several generals who have fought heated battles against her father are also 
  there. And the ex-lover of Saya's betrothed. And the son of the maho-
  tsukai she gave testimony against last winter. And the list goes on! Every 
  delegation contains at least one person who seems likely to be behind the 
  death threat. 
  STRIKE 
  The warning was actually sent by Kouji, one of Saya's aides. Jealous of 
  the attention and praise she received, the young man blamed her for his 
  failure to gain recognition in the courts. Although he does not actually 
  intend to have her killed, he does want her taken out of the picture long 
  enough so that he has a chance to shine. By instilling a sense of tension 
  and paranoia in Saya, Kouji hopes to create a chance to gain glory for 
  himself by taking over her regular duties. 
   
  Saya's reaction to the death threat depends on the type of personality you 
  want to give her. If she takes the threat seriously, she agrees to any 
  precautions the PCs suggest, even to the point of staying isolated in her 
  chambers if they believe it is necessary. This will make Kouji quite happy, 
  as he will be able to schmooze to his heart's content. On the other hand, if 
  Saya insists on living her life as normal, it may cause the PCs some 
  serious woes in their attempts to keep her safe. Numerous dignitaries and 
  courtiers request private meetings with her every day, and her nights are 
  often spent in romantic walks with her betrothed. Needless to say, these 
  are not settings in which armed guards are welcome. 
   
  Of course, for those who like the simple and classic "assassination 
  threat" style, the plot involving Kouji can be discarded in favor of 
  another culprit. There are numerous people who would like to kill Saya, 
  and any one of them could have hired an assassin. Or perhaps, in a 
  moment of weakness, the ambitious Kouji became an accomplice, and his 
  "meetings" with other courtiers are actually updates on the security plans 
  of the player characters. 
   
  The troubles need not end with the exposure of Kouji's scheming, 
  either. Saya's popularity is not the only reason he has not been 
  promoted—his skill as a diplomat is sadly lacking. While Saya has been 
  sequestered away for her own protection, he has managed to anger and 
  offend several powerful daimyos. If something is not done to mend 
  relations soon the spring thaws may see a declaration of war, and the job 
  is too big for Saya to handle alone. 
   
  Ah, the joys of Court… 
  37. Poetic License 
  The weather continues to get colder and colder. Winter is almost upon us. 
  You have secured an invitation to Court, haven't you? 
  CHALLENGE 
  A week or so after the start of Winter Court, one of the characters is 
  asked to give a private poetry recital for an important member of his clan 
  who is present in the palace. The woman is quite old and has difficulty 
  leaving her room, but her grandson Tatsu is on hand to attend to her 
  during the character's visit, and she is greatly appreciative of the gesture. 
  FOCUS 
  When court is assembled the next day, Tatsu stands before the host and 
  recites the player character's best poem as if it were his own. The host 
  reacts quite favorably, heaping ample praise on the young man. Tatsu 
  responds by reciting a few more of the character's compositions. 
  STRIKE 
  One of the many courtiers present remarks that the player character is 
  reported to be a skilled poet as well. Hearing this, the host of the Winter 
  Court then turns to the character in question and asks if he can match 
  Tatsu's display of poetic skill. 
   
  Remember that everyone is watching this exchange as it happens. Winter 
  Court is a social affair, and just about everything takes place in the 
  public eye. As such, there could be numerous consequences for the 
  character's actions. 
   
  Dealing with Tatsu can be a one-time event, or a continuing problem 
  for the character. He could be a talentless hack, or a skilled but 
  unscrupulous poet in his own right. Likewise, he could be a relative 
  nobody within the court, or have numerous connections to call upon if 
  necessary. 
   
  If possible, have the player of the character in question actually 
  compose some poems for the recital in the Challenge section (which you 
  can steal for Tatsu's big performance later on). Be careful if he or she 
  comes up with too many poems, however, because having a stock of 
  poems eliminates a lot of the pressure in this scenario. 
   
  Colder than the snow, 
   
  This icy blade in my heart – 
   
  A friend's betrayal. 
  38. Contagious Rumors 
  I'm afraid I'm feeling a little under the weather this week. I suspect the 
  cold I'm suffering from came from one of my students. One interesting 
  thing about the Japanese people I teach: When someone nearby is ill, 
  they react quite fearfully. When they themselves are sick, however, they 
  have no qualms about exposing others. 
   
  But at least my suffering can bring some benefit for others… 
  CHALLENGE 
  During Winter Court, the party members find themselves in a position 
  where they must negotiate with various emissaries from a number of 
  different Clans and families. They could be making a business deal to 
  secure vital resources for their Clan, arranging a marriage to cement an 
  alliance, exchanging military secrets about a rival Clan, or trying to find 
  (or hide) information about a political scandal. Whatever their mission, it 
  will require several meetings and a great deal of politicking. 
  
   
  FOCUS 
  Early in the season, one or more of the characters are exposed to a 
  sickness of some sort. It could be an allergic reaction to some harmless 
  substance, a cold caught while venturing outside in the winter chill, or 
  just a passing sore throat picked up from a servant. Whatever the nature 
  of the illness, it is brief and non-fatal, but unpleasant enough to require 
  rest in private. 
  STRIKE 
  The court is soon filled with rumors about "the true nature" of the 
  characters' illness. This could be simple gossip, or malicious lies spread 
  by one of the party's rivals. One version says that the characters have 
  been afflicted by the Shadowlands Sickness. Another claims that it is an 
  outbreak of the Ebon Fever which swept the Empire fifty years ago. Even 
  the mildest rumors speak of infectious fevers and punishments from the 
  Fortunes, causing many to give the party a wide berth. 
   
  With such whispered warnings in circulation, how will the characters 
  manage to convince anyone to meet or speak with them and complete 
  their mission? 
   
  If you want to make things even more difficult for the party, this scenario 
  can also be reversed. Infect one or more members of the Clans they must 
  speak to with a disease such as influenza or typhoid fever and set up the 
  Rokugani version of Outbreak. Will the characters risk their health for 
  the sake of speaking to a potential ally? Will they risk being shunned by 
  other members of the court for speaking to an afflicted person? 
   
  Keep in mind that Rokugani medical knowledge is not equal to the 
  scientific expertise we have today. While healers can recognize 
  symptoms, treat illnesses, and prevent diseases from spreading to a 
  limited degree, the nature and causes of diseases are still a mystery to 
  even the most learned scholars. People know enough to avoid victims 
  who are sick because they observe the sickness spreading to others 
  nearby. But the cause of the illness may as well be evil spirits, and even a 
  case of the flu can be fatal in such a society. Thus, the best advice 
  possible is to keep one's distance and pray to the Fortunes. 
  39. Don’t Bite More Than You Can Chew  
  For those of you who live outside the United States, today is 
  Thanksgiving. For those of you who do live in the USA, have a Happy 
  Turkey Day! 
   
  And while the holiday may not be traditionally celebrated in Rokugan, 
  there's no reason why we can't have a feast anyway. 
  CHALLENGE 
  A friendly young man named Kawachi (or another friend or clan mate of 
  the characters) approaches the PCs with an idea. He has noticed that 
  recent bad weather has cast a dark cloud over Winter Court, and he wants 
  to do something to brighten people's spirits. To that end, he proposes an 
  elaborate dinner party with lavish food, and asks the PCs if they would 
  help him organize it. 
  FOCUS 
  While Kawachi’s idea has merit, his guest list and his menu are both 
  overly ambitious. He has asked several people from every clan to attend, 
  and while none of the guests are particularly powerful, they are all quite 
  active in spreading gossip around the courts. Furthermore, the menu is 
  also quite complex. Kawachi intends to serve sashimi, chopped seaweed 
  salad, red miso soup, dried pheasant, pickled cucumbers, grilled fish, 
  chestnut rice, and marinated mandarin oranges. And, to better bring joy to 
  his guests, he'll make the entire meal by himself. 
   
  If the characters ask around, they can find out that while Kawachi is 
  an aspiring cook, the only item on the menu he has any experience in 
  preparing is red miso soup. 
  STRIKE 
  If the player characters let Kawachi go through with his plan to prepare 
  the entire feast by himself, they run a terrible risk. If the meal is not a 
  success, his reputation in the courts will surely be ruined. But if they 
  come out and tell him their concerns directly, he's certain to be insulted 
  and dejected. While his confidence in his own cooking skills may be 
  overblown, he does sincerely want to make people happy through his own 
  efforts. 
   
  Perhaps the player characters can find some way to make everyone 
  happy at the same time. And enjoy some good food while they're at it. 
   
  If you want to put a light-hearted spin on this adventure, increase 
  Kawachi’s skill in the kitchen to make him a master chef. Then have his 
  assistants fall ill. Instead of flexing their diplomatic skills to find a way to 
  make the banquet a success, the PCs will have to take an active hand in 
  making the banquet itself. Of course, with Kawachi’s guidance there 
  shouldn't be any problem…right? 
   
  You can also raise the stakes by playing up the social nature of Winter 
  Court. Important figures will want to know whether or not one of 
  Kawachi’s feasts is worth going to in the future. Aspiring courtiers will 
  want to have a hand in its success. Rivals of the Clan will want to prevent 
  him from gaining influence with his grandstanding. And the PCs will 
  have a good deal to gain from either side. 
   
  For more information about historical Japanese food (as well as some 
  recipes) this site* is an excellent resource. Turns out some of our 
  "traditional" favorites like sushi and tempura aren't all that traditional 
  after all. Definitely worth a look. 
   
  * http://fibers.destinyslobster.com/Japanese/Food/japfood.htm 
  BONUS CFS: THE IRON CHEF VERSION! 
  CHALLENGE 
  Kawachi has another problem. He's been called upon to prepare dinner 
  for a distinguished courtier (Otomo Amato), his yojimbo (Yotsu Karami), 
  and the Abbot of a temple to Hotei (Master Nigasa). He's gathered the 
  ingredients for his famous red miso soup, and he's selected a nice area of 
  the palace in which to hold the event. But he's not sure how to keep the 
  trio entertained for the entire evening by himself, and he wants to know if 
  it would be possible, maybe, if they're not busy, for the party to 
  accompany him? 
  FOCUS 
  As soon as the Abbot meets the party he becomes visibly excited. He 
  reveals that his duties as a temple keeper have always kept him too busy 
  to pursue his lifelong dream of traveling the Empire. While Hotei has 
  blessed him with a warm bed and a full meal every night, he would dearly 
  like to sample the cuisines of other Clans, and he asks the player 
  characters which type of food is the best in the Empire. 
   
  Upon hearing their ideas, Otomo Amato challenges Kawachi and the 
  player characters to prepare the foods they have suggested. After all, he 
  claims, if those dishes really are as delicious as the player characters say, 
  even the efforts of an unskilled cook would be a pleasure to try. Upon 
  hearing this idea, Abbot Nigasa jumps in with an offer to pray to Hotei on 
  behalf of the person who could bring him such joy with their cooking, 
  and even Karami asks the characters if they really believe that their Clans' 
  cuisines are the best in the Empire.. 
   
  Of course, if their suggestions were made not with confidence, but 
  simply misguided pride, they're welcome to back down… 
  STRIKE 
  Kawachi has a good relationship with the kitchen staff of the palace, and 
  is able to call upon just about any common ingredients or cooking 
  materials needed for the competition. While this is good news for the 
  PCs, it also means that Kawachi can prepare just about any food he has 
  heard of. While the loser of such an impromptu and unorthodox contest 
  faces no social stigma, the blessings of a monk of Hotei (and the respect 
  of allies in the Court) are not a prize to pass up lightly. Not to mention the 
  pride to be gained from defending the honor of one's Clan. 
   
  If the player characters are ill-prepared to deal with the challenge, you 
  can tone down the level of competition Kawachi presents by having him 
  choose to prepare a dish other than his famous red miso. If you have a 
  few aspiring chefs in the party, however, you can take off the kid gloves 
  and let them face off against a delicious soup featuring baby clams, tofu, 
  seaweed, and fine vegetables. 
   
  The preferences and personality quirks of the three guests, unforeseen 
  difficulties in cooking, attempts to outdo other characters, and outside 
  interference can all add levels of complexity to this contest. Rather than 
  boiling things down to a single die roll, breaking the challenge into 
  several different stages and asking the players for their strategy in each 
  stage can make the process more involved and enjoyable. And if someone 
  finds a way to use a bugei skill, school technique, or mystic spell to their 
  advantage, more power to them! 
   
  And of course, if you wished to build an entire campaign around this 
  sort of thing, there are always new venues to aspire to. Why satisfy 
  yourself with being an Iron Chef when you could be the Jade Chef, or 
  even the Emerald Chef of the Emperor himself? 
  
   
  40. Good Fortune, Bad Company 
  Winter Court continues. For many, the court is filled with rivals and 
  enemies. For others, it holds countless friends and allies. And for some, it 
  holds a number of annoying acquaintances. 
  CHALLENGE 
  During a courtly gathering, a shugenja from another family strikes up a 
  conversation with one of the player characters. His name is Mukachi, and 
  he explains that his hobby is divination. After a few minutes of small talk 
  he offers to tell the character's fortune. 
  FOCUS 
  During the divination session, Mukachi claims that his own future is highly 
  compatible with the character's future. He suggests that they support each other as 
  much as possible in order to benefit from this harmonious coincidence. While 
  this may sound like a harmless gesture of friendship, Mukachi is quite enthusiastic 
  about their "unbreakable partnership." He begins following the character around 
  at all hours, asking him for advice and trying to be helpful in return. 
  STRIKE 
  Besides his skill in divination, Mukachi brings no useful skills to the 
  party. In fact, his low stamina, lack of combat skills, social ineptitude, 
  and unlucky nature may even hold the character back from time to time. 
  As the winter drags on, the player character must decide how he will deal 
  with the hindrance his constant companion has become. 
   
  Two points that can significantly change the way in which the players 
  react to Mukachi (or Mukachiko, if you prefer) is the shugenja's age and 
  gender. An older NPC may be treated with more respect by some players, 
  while others may show more leeway to a younger and more inexperienced 
  NPC. Likewise, a female NPC can often avoid trouble in situations where 
  a male would be scorned. Know your players' habits and you can create 
  an NPC which is likely to bring out the initial reaction you desire. 
   
  Of course, prophecies are much more interesting when they are true. 
  If the targeted player character manages to get rid of Mukachi somehow, 
  you can have the shugenja come into some good fortune which allows 
  him to aid the player character later on. If the player character sticks it 
  out and accepts Mukachi as a companion, their continued association 
  eventually allows him to develop skills and abilities which let him aid the 
  player character in a vital situation later on. 
   
  This scenario can also be used to introduce a new player character 
  into the party. If so, you may want to eliminate signs of weakness and 
  incompetence from the new character, and instead have him plagued by 
  rivals, social conflicts and family problems. These can cause trouble for 
  the party while still allowing the new PC to be a viable member. After all, 
  you wouldn't want the party to try to get rid of a new player. 
   
  Keep the people you don't like close. Keep the people who really get 
  on your nerves closer. 
  41. Forgive and Forget 
  Today's Winter Court scenario was originally going to be about finding 
  strange allies in unexpected places. However, a recent rash of dabblings in 
  thread necromancy have given me unexpected inspiration. So instead, we turn 
  our imaginations to examine what may happen when words are not forgotten. 
  CHALLENGE 
  While at Winter Court, one of the PCs makes an unfortunate and 
  inadvertently humorous social blunder. While the incident is quite 
  embarrassing, it is thankfully minor and quickly forgotten. 
  FOCUS 
  Or at least it would be quickly forgotten if not for the waggling tongue of 
  a court dandy named Yukio. The smiling courtier seems to think that the 
  character's mistake is the most humorous story he has ever heard, and he 
  delights in bringing it up again and again. It quickly becomes his favored 
  joke, and any time the two are in the same room the character can expect 
  Yukio to ask "Hey, do you remember that time you…" 
  CHALLENGE 
  As long as the story remains in the public mind, the character's image will 
  suffer. And as long as Yukio is left to his own devices he will continue 
  circulating the story. There are, of course, several ways to deal with Yukio. 
  He could be told of an even juicier incident, reasoned with, stoically ignored, 
  slandered to the point of losing all credibility, threatened into silence, or 
  even silenced permanently. In the end, it all depends on what kind of person 
  the character is deep down, and how he or she deals with mistakes. 
  If you do not want to role play out the initial scene that involves the target 
  PC's social mistake (or your players are smooth enough to avoid making 
  such mistakes), you can rule that the incident in question occurred at a 
  different Winter Court when the character was much younger, perhaps 
  during their initial meeting with Yukio. This bit of history can also be 
  helpful in establishing feelings of rivalry toward Yukio, as his infuriating 
  retelling of the same old story has continued since their youth. 
   
  Alternately, you could make Yukio's motivation much more malevolent 
  in nature. Perhaps he is jealous of the character and his stories are his 
  way of lashing out. He might be using the character's blunder as a joke in 
  an attempt to make himself more popular. Or Yukio could be trying to 
  ruin the character's reputation for other reasons. Maybe he's even 
  working in tandem with another person within the court to set the 
  character up for further manipulations. 
   
  One thing to keep in mind is to refrain from making Yukio's comments 
  to overtly insulting or offensive. As long as his stories are true and 
  delivered in a light, off the cuff manner, the character in question should 
  have no real justification to seek vindication. Of course, if you decide that 
  Yukio's true intent has been to goad the character into a duel all along, 
  you can make his comments as biting and spiteful as you wish. 
   
  Be careful what you say (or write, for that matter). It may be brought 
  back for all to see someday later. 
  42. Child’s Play 
  Today saw snow (or frozen rain at the very least) in Osaka, and flurries 
  in several locations throughout Japan. It made me glad to know I had a 
  warm home to return to, and I hope all of you can enjoy the same luxury. 
  Of course, this type of severe weather is exactly the sort of thing which 
  forces samurai to choose between braving the elements or braving the 
  Courts. For those who are lacking in social graces and political 
  connections, Winter Court can be a fearsome place, but it is also a place 
  where new alliances can be made. 
  CHALLENGE 
  While attending Winter Court in the palace of another Clan, a player 
  character receives a mysterious message from an unknown source. 
   
  Esteemed samurai, 
   
  First, let me say that it is a great shame 
  that your prowess and skill are not 
  appreciated by the emissaries that dominate 
  the palace this season. Your power, wisdom, 
  and integrity are a credit to your Clan, 
  and I believe the Empire would benefit if 
  there were more samurai of your caliber. 
   
  At the risk of being overly direct, I 
  would beg your assistance in a matter of 
  great importance. A despicable villain stalks 
  the Court, plotting some evil mischief. Although 
  I have gathered a small group of magistrates 
  to monitor his activities in the hopes of foiling 
  his plans, our numbers are small, and his 
  depravity boundless. If you could lend us 
  your strong arm and keen insight, it would be 
  both a great help and a huge honor. 
   
  Although I cannot yet risk revealing my 
  presence to the scoundrel and his cronies, I 
  will send a servant to meet with you tomorrow 
  afternoon and explain the situation in 
  greater detail. I hope you will choose to aid 
  me in this matter, and look forward to 
  working with you. 
   
  May the Fortunes watch over you this 
  night. 
  The Judge 
  FOCUS 
  The next day, the character is approached by a young girl named Mari. 
  She explains that she is a student of "the Judge," who has asked her to 
  relay his directions while he coordinates with other magistrates in the 
  Court. She expectantly asks if the player character has decided to aid the 
  Judge in striking against evil and corruption, and does her best to secure 
  an affirmative answer. 
  
   
   
  If the character agrees to help, Mari reveals that the suspect is a man 
  of low character named Toshihide. While his smooth tongue and careful 
  manner allow him to enjoy a good reputation in the Court, the Judge has 
  reason to suspect that Toshihide is not as honorable as he seems, and he 
  would like the PC to seek out evidence to that end. Mari volunteers to 
  help, pointing out Toshihide and giving basic information about him. 
   
  After a few days of observation, it becomes clear that Toshihide is not 
  a nice fellow. He is abusive to servants, drinks and gambles with ronin in 
  secret, tries to seduce married women, and lies profusely. However, his 
  skill in navigating the Court and hiding his misdeeds allows him to avoid 
  any negative consequences of his actions. 
  STRIKE 
  In truth, there is no "Judge." Mari is the only other member of the 
  investigation. She founded the "secret group" for the sole purpose of 
  tormenting Toshihide. Two weeks ago, Toshihide carelessly stepped on 
  one of Mari's dolls and broke it. When she complained, he teased her until 
  she cried, embarrassing her in front of a large crowd. Vowing to 
  embarrass him in the same way, she formulated a plan and quickly sought 
  out allies who could serve as her voice in adult society. Once she and the 
  PC have observed enough of Toshihide's behavior, she will "accidentally" 
  let slip some of his misdeeds in public. With the PC's testimony to back 
  up her claims, she figures she can finally expose Toshihide as the snake 
  he truly is. 
   
  This adventure idea is best suited for a character who is less socially 
  adept than others. While a courtier with several allies and acquaintances 
  in their web of contacts has little to gain from entering such an alliance, a 
  bushi with few friends in court may be more tempted to take whatever 
  support he can find. 
   
  Furthermore, Mari can actually become a useful ally to the player 
  character in her own right. She is cunning and resourceful, and quick-
  witted enough to keep her ears open for news that may be important. Her 
  age gives her a great deal of leeway in the Court, and those who dismiss 
  her as a mere child do so at their peril. While not as overtly powerful as 
  an ambassador or emissary, she can give aid to those who befriend her. 
   
  This scenario can also be useful as a change of pace from conspiracy 
  driven campaigns. Players who have read all about the Kolat, Gozoku, 
  and Black Lotus may think they know all the secrets in Rokugan. 
  Presenting them with a plot to expose the "vile crimes" of a single 
  dishonorable courtier, masterminded by a little girl, should turn any 
  preconceived ideas they might have upside-down. 
  43. The Gifted Poet 
  There are only a few shopping days left until the holidays. Are you ready? 
  And while the holidays we celebrate are not observed in Rokugan, the 
  custom of gift giving is no less important. In fact, it may be even more 
  vital for one to find the "perfect gift" when honor and glory are on the line. 
  CHALLENGE 
  The famous poet, Yukishima, has just finished a new collection of poems, 
  entitled "Winter Memories." This is the fourth set of poems Yukishima 
  has composed over the last fifteen years, completing the set he started 
  with "Spring Wishes," and continued in "Summer Dreams" and "Autumn 
  Regrets." To honor this great occasion, the host of Winter Court has 
  announced three days of feasting in Yukishima's honor. 
  FOCUS 
  Yukishima is a celebrity in courtly circles and the completion of his 
  greatest poetry series is an auspicious occasion. Many dignitaries and 
  members of the court have brought gifts of congratulations to offer at the 
  feast. Yukishima is famous for his practice of refusing gifts with appropriate 
  haiku poems, and many members of the court are looking forward to 
  seeing how he will respond when presented with unique and exotic gifts. 
   
  Needless to say, if the PCs do not prepare a suitable gift for 
  Yukishima, their reputation will suffer most severely. 
  STRIKE 
  The feast begins and a schedule is drawn up for the presentation of gifts 
  to Yukishima. Unless the PCs do something to change their position in 
  line, they are scheduled to give their gift to Yukishima on the second day 
  of the celebration. 
   
  On the first day they watch as many gifts are given, met with poems 
  of refusal, offered again, refused with new poems, offered a third time, 
  and finally accepted. If they pay attention, they may notice that 
  Yukishima tends to react less favorably to gifts that have had little 
  thought put into them, or gifts that are similar to gifts he has already 
  received. As the first day's festivities eventually begin to wind down, a 
  samurai from another Clan approaches Yukishima and offers his gift. It is 
  almost identical to the gift the PCs have selected. 
   
  The PCs have one day to decide what they will do in the face of this 
  new development. 
   
  The similarity of the other samurai's gift to the gift the party members 
  have selected may be coincidental, or deliberate. If they have a rival who 
  seeks to discredit them in court, their plans may have been overheard by 
  a spy and their ideas stolen. The samurai might be a desperate individual 
  who latched on to the first good idea that caught his ear. Or it could 
  simply be bad luck. 
   
  If a player wishes for his or her character to be a fan of Yukishima's 
  previous works, you can let them make a Storytelling (Poetry) skill roll to 
  recall some details. And if a player tries to compose a haiku poem of his 
  or her own, by all means, encourage them to do so. Yukishima is a 
  genuine lover of the arts, and appreciates even the simplest offering of 
  talent (but not quite enough to waive the need for a present). 
  HAIKU SAMPLES 
  As a bonus for over-worked or under-inspired GMs, here is a selection of 
  haiku poems you can use for the adventure above. They are arranged in 
  sets of three, as any properly educated samurai knows enough to refuse a 
  gift twice before accepting it. 
   
  Don't forget to save one set for the present the player characters 
  eventually give! 
  HAIKU SET 1 
  I seek not your gifts. 
  I wish only to delight, 
  And brighten your heart. 
   
  Your kind words alone 
  Are present enough for me. 
  Your words and your smile. 
   
  Generosity: 
  In this virtue, you give all 
  A great example. 
  HAIKU SET 2 
  You lend me your ears, 
  Appreciating my words. 
  I could wish no more. 
   
  In truth, I owe you. 
  To hear a dear friend's laughter? 
  Worth a hundred gifts. 
   
  Sincerely you give 
  This wonderful gift to me. 
  My thanks to your house. 
  HAIKU SET 3 
  A sword fit for a king, 
  As powerful as your Clan. 
  A waste in my hands. 
   
  This fine blade you give 
  I must turn away, I fear, 
  Lest I seem too keen. 
   
  Your gift honors me. 
  Though I am far from worthy, 
  I humbly accept. 
  HAIKU SET 4 
  A thing of beauty 
  Shines with the light of Heaven. 
  Far too fine for me. 
   
  This gift before me, 
  Fit for a prince or hero 
  Not one such as I. 
   
  You stand before all, 
  Your heart as pure as your words. 
  How can I refuse? 
  
   
  HAIKU SET 5 
  And if you want to show your players how Yukishima reacts to a gift that 
  is lacking in thought or is too similar to a present he has already 
  received: 
   
  Offer naught, my friend. 
  Worry not for simple things. 
  Your warm thoughts suffice. 
   
  Nay, again, I say. 
  Please be seated and relax. 
  It is no bother. 
   
  If it brings you joy, 
  I will accept this token 
  And give you this poem.   
  44. Under Pressure 
  I hope this week's installment finds you all happy and well. It's all too 
  easy to become overwhelmed by the pressures and demands of the 
  holiday season, and remembering to relax and enjoy yourself can be 
  more difficult than it seems. 
   
  Which is all the more reason to spend some quality time gaming with 
  your friends. 
  CHALLENGE 
  An influential courtier from the Otomo family approaches the characters 
  in private. He offers them great favors and rewards if they agree to help 
  him, but he insists that they swear an oath of secrecy before explaining 
  further. 
  FOCUS 
  The courtier is worried about his son, Shigeki, who is behaving strangely. 
  He fears that Shigeki might be possessed, tainted, cursed, drugged, acting 
  under coercion, influenced by the Lying Darkness (if it has been revealed 
  in your campaign), the victim of an abduction and replacement scheme, 
  or even brainwashed. He asks the characters to investigate without 
  causing a big scandal or disrupting his son's duties. 
  STRIKE 
  The cause for Shigeki's strange behavior is a completely mundane one. 
  His duties in the courts have been extremely stressful as of late, and the 
  extra work has caused him difficulties with his family. Feeling like he has 
  been assigned an impossible task, and unable to seek comfort at home, 
  Shigeki is in the early stages of a nervous breakdown. 
   
  If the party learn of this and inform Shigeki's father, the courtier is 
  grateful and bestows upon them the promised reward. However, if the 
  PCs go the extra step and try to help Shigeki deal with his personal 
  problems (without overstepping the bounds of etiquette, of course), they 
  may also gain a permanently grateful ally in the courts. 
   
  Keep in mind that psychology is only a rudimentary science in Rokugan, 
  and society encourages samurai to deal with their feelings in a 
  completely different manner than we are used to. While the effects of 
  pressure and isolation on morale are understood, methods of coping with 
  those problems are not. A samurai must control his emotions, even if they 
  threaten to tear him apart. 
   
  If you want to add a more dramatic element to this tale, you can 
  combine Shigeki's normal stress with one of the other possibilities listed 
  above. Perhaps his work in the courts is being monitored by a criminal 
  overlord who is threatening to blackmail him unless he performs certain 
  tasks. Or a rival might be lacing his evening tea with drugs to cause 
  horrible nightmares, disrupting his sleep. He could even be battling a 
  manipulative yokai for his very soul! 
  BONUS PLOT HOOKS 
  Editor’s Note: Akodo Akira provided an excellent post on a possible 
  solution or further complication for this adventure. 
   
  Geisha. 
   
  Geisha were the people that Samurai went to talk out their problems. 
  There were no psychologists, but there were great listeners. And you paid 
  in advance, in gold, and always had references. 
   
  Heck, just getting the poor guy an invitation to a geisha house, let 
  alone a private meeting, would be an adventure in and of itself. Possible 
  plot hooks: 
  • The geisha is inexperienced. 
  • The geisha has a steady client who is resentful of the new client. 
  • The geisha is a glutton for attention, and demands more and more of 
  his time. 
  • The house is suffering financial difficulties and needs more clients, 
  regardless of the needs/wants of the geisha. 
  • The boy falls in love with the Geisha. (Marriage troubles anyone?) 
  • The geisha is a spy for [insert faction here]. 
  • The father thinks the geisha is a spy for [insert faction here]. 
  • The geisha wants to become an official concubine or even a spouse 
  and ruthlessly pursues that. 
  • The geisha house also hooks samurai on opium, and the poor boy 
  gets hooked. 
  • Ninja geisha! (Not Lying Darkness, just a shinobi.) 
  • Oni geisha? 
  45. Beauty and Wisdom 
  In his remarks on last week's scenario, the esteemed Akodo Akira 
  managed to unwittingly guess the theme for this week's scenario. I speak, 
  of course, of those most beautiful and graceful creatures: geisha. 
   
  Now, before we get into the scenario, there is one thing I must clear 
  up. I admit it's a pet peeve of mine, but I absolutely must insist that people 
  who speak of geisha understand one basic fact. 
   
  Geisha are NOT prostitutes! 
   
  A lot of people think geisha are paid to provide such services, but that 
  is a misconception. And those who claim otherwise are doing nothing but 
  spreading ignorance. While the two professions may appear similar, they 
  are, in fact, completely different. 
   
  Now that we have that out of the way, we can get have a pleasant 
  evening of delightful entertainment. 
  CHALLENGE 
  While staying at the Winter Court of another Clan, one of the player 
  characters (or someone close to the player characters) is introduced to 
  Yumi, a charming and intelligent young geisha. While the other geisha 
  present are popular for their beautiful songs and dances, Yumi specializes 
  in the art of conversation, and has thus been overlooked by most of the 
  guests. 
  FOCUS 
  If the PC spends any time talking to Yumi, it becomes clear that the girl is 
  wise beyond her years and has a keen understanding of human behavior. 
  After listening to a person's problems she is able to offer a solution and 
  provide the right words of encouragement to motivate the listener to put 
  that solution into motion. If given a chance to use her skills on behalf of 
  the party she can prove an invaluable source of advice on many topics. 
  STRIKE 
  Of course, such frequent meetings with a geisha will not go unnoticed, 
  and Winter Court is a breeding ground for gossip and rumors. If subtle 
  hints and hushed whispers are not enough to get the point across, 
  eventually other members of the character's family will confront him 
  directly and pressure the him to "curb his desires." Whether the character 
  (or Yumi herself) harbor any such feelings is irrelevant—in Rokugan, 
  image is all that matters. 
   
  Will the character choose to save face, or continue to benefit from 
  Yumi's wisdom? 
   
  Some players may be slow or wary to act on Yumi's advice. While this is 
  their choice, you can move things along by offering them a Free Raise on 
  any rolls they make when taking an action she has suggested. This should 
  give even the most reserved character a reason to seek her out again and 
  again. 
   
  If the character who meets Yumi does not become close enough to her 
  that he has to choose between his reputation and her advice, it is possible 
  for one of his rivals to do so instead. Or she may find another samurai 
  who appreciates her intellect, giving him advice that leads to success 
  after success in the courts. 
   
  Of course, if a lasting relationship should blossom between the 
  character and Yumi, there are a wide range of other problems. The 
  coming spring will mark an end to their meetings, as the character's 
  home is far from the geisha house where Yumi lives. And even if they 
  were to continue meeting each other, it could never work out…could it? 
   
  In the courts, even beauty and wisdom are weapons. Do you have 
  what it takes to resist them? To wield them? 
  
   
  46. A Matter of Recognition 
  The days are getting longer and the weather is getting warmer. Spring 
  can't be far off. Have you attended to all your business at Winter Court? 
  CHALLENGE 
  A peasant servant who has served one or more of the characters (or their 
  family) faithfully for many years approaches him and pleads for a favor. 
  Although it is not his place to make requests of a samurai, he is quite 
  distraught and begs the character to at least hear his story. 
  FOCUS 
  The servant explains that his daughter is pregnant with the child of a 
  samurai from another family. If the child is not recognized by the father it 
  will grow up as a heimin, or a ronin at best. But if the father accepts the 
  child as his own then the baby's future will be assured. Although the 
  servant's daughter has asked her beloved to recognize the baby several 
  times, he has yet to do so. 
  STRIKE 
  The servant asks the character to tell the entire court that the samurai in 
  question has fathered the child his daughter is carrying. He hopes that by 
  bringing the matter to a head he can force the samurai to recognize and 
  accept the baby. As he lacks the social status to make the claim himself, 
  the servant places himself at the mercy of the character if he will do this 
  deed in his stead. 
   
  Depending on how difficult you want to make this scenario, you can give 
  the samurai in question much lower Status and Glory than the PCs, or 
  much higher Status and Glory. Depending on the way in which the PCs 
  break the news and the samurai's reaction to it, a number of serious 
  political events could be set into motion. Remember that in Rokugan 
  testimony from someone of higher Status always trumps the claims of 
  those with less influence. 
   
  Of course, your players are free to come up with alternate ways of 
  accomplishing their goal. Bribery, blackmail, negotiation, compromise, 
  and persuasion are all viable alternatives to making a big scene in the 
  court, each with their own good points and bad points. 
   
  If your players are comfortable being placed in difficult situations and 
  mature enough to deal with matters of romance, you could also try using 
  one of them as the target of this scenario. If so, you may want to have the 
  servant ask the other PCs to convince the father to accept the child, as 
  players can often resent being forced to do something. 
   
  Never a dull day in Winter Court… 
  47. Broken Trust 
  Today's scenario is a new twist on an old favorite. While the "tragic 
  accident" and "difficult choice" are well established in previously 
  published material, the politically charged atmosphere of Winter Court 
  allows for any number of deliciously evil twists and turns. 
   
  Feel free to put on the pain. It's all part of the fun. 
  CHALLENGE 
  While at Winter Court, a visiting lord brings one of his prized possessions to 
  show the host. As the host is a fan of fine arts, he is quite impressed with the 
  unique treasure, a porcelain vase decorated with a floral design that was 
  painted by the grandmother of the Kakita daimyo, and asks the visiting lord 
  to display it in a location where everyone can gaze upon its sublime beauty. 
  FOCUS 
  During the course of their stay, the characters happen to witness a young 
  courtier clumsily bump into and knock down the vase, causing it to crack. 
  The courtier is the son of another visiting lord from a different family, 
  and he flees before anyone else sees what he has done. The incident 
  occurs quickly, and few (if any) other members of the court are present to 
  witness what happens. 
  STRIKE 
  When the owner of the vase discovers what has happened he demands 
  that the host of the Winter Court take responsibility for failing to keep his 
  precious heirloom safe. He claims that he would never have brought the 
  vase to display if he knew that proper measures to protect it were not 
  going to be taken, and goes on to point out that, since the host was aware 
  of the vase's importance, his failure to keep it safe is a clear lapse in duty. 
   
  If the PCs help defend their host or reveal the young courtier's secret 
  they will spare the host further trouble. 
   
  If the PCs say nothing they can save the young courtier and his family 
  from shame and embarrassment. 
   
  If the PCs find some other way to settle the problem they may end up 
  making a number of new allies or enemies. 
   
  It's their choice. 
   
  One way to make the decision even more difficult for the characters is to 
  give them a number of opportunities to interact with and get to know the 
  various personalities involved. It's one thing to accuse a courtier you 
  have never met in order to shut up an old man you barely know. It's 
  something else completely to choose between two friends when you know 
  you will have to betray one of them. 
   
  Of course, the player characters have most likely been through tough 
  decisions like this before, and will no doubt deal with this one in stride. 
  Alternately, player characters being the cunning and capricious beings 
  they are, they may take a completely unexpected course of action (such as 
  using magic to repair the vase, or framing a rival who was completely 
  uninvolved). If this happens, you can keep the action moving by 
  remembering that Winter Court is a place filled with clever and ruthless 
  people seeking political gain. An "eyewitness" may step forward to 
  implicate one of the characters. Or other members of the court may 
  become involved through bribery or blackmail. Which is sure to cause a 
  scandal. Followed by an accusation. Followed by a counter-accusation. 
  Perhaps even leading to a challenge? 
   
  And even if the matter of responsibility is decided, what then? Will the 
  groups and individuals involved remain angry and bitter with each other, 
  or will they be able to "pick up the pieces?" 
   
  No one ever said being responsible was easy. 
  48. The Play’s the Thing 
  It's been a long winter, and we've had many adventures together. We've 
  seen a wide variety of horrors, surprises, and wonders. We've gone 
  through a number of courtly CFS scenarios, sharing both good times and 
  bad. 
   
  Of all the challenges we've encountered, this one is my personal favorite. 
  CHALLENGE 
  The host of a large and mixed Winter Court, Akodo Minoru, proposes a 
  game to pass the time. A devout fan of the theater, he asks his guests to 
  perform various dramatic scenes from well-known plays for everyone's 
  enjoyment. He makes it clear that acting skill is in no way required—the 
  game is just for fun and an unskilled but spirited performance will be 
  sufficient. 
  FOCUS 
  As the schedule for the performances is being drawn up, Minoru asks the 
  player characters if they would present the story of his illustrious 
  ancestor's final duel. The story's climax, featuring Akodo Shujin's death 
  at the hands of Kakita Tairitsu, has been the subject of many famous 
  plays, and Minoru would like it to be performed for all to see. 
  STRIKE 
  Many versions of this warning tale exist. Some sources say that Shujin 
  was defeated because he had been weakened by a Scorpion rival's poison. 
  Another version tells of how a Phoenix shugenja was hired to put a curse 
  on Shujin to cause his loss. One rendition claims that Shujin's foolish 
  pride led him to challenge a superior opponent, while yet another says 
  that Tairitsu took unfair advantage of a loophole to set the conditions of 
  the duel against his opponent. 
   
  As the night of their performance approaches, the player characters 
  must choose which version they will present. 
   
  As always, feel free to change the Clans and identities of the NPCs 
  involved. Depending on the families Shujin and Tairitsu come from, you 
  may wish to come up with other versions of the story. Perhaps Shujin was 
  a wise old Mirumoto who allowed his younger opponent to win. Or 
  maybe Tairitsu was a tainted Crab who used maho to secure his victory. 
   
  You can also use the court setting to make the decision rougher on the 
  players. Everyone loves a story where their Clan is presented in a 
  favorable light, but negative portrayals can draw ill will and anger. Even 
  those who are not vilified may have something to say about the way their 
  ancestors are presented on stage, and there is a thin line between "naive 
  youth" and "clueless buffoon." 
  
   
   
  One final option for added fun is to have your players actually act out 
  the scene as they perform. You can have them go for a full rendition, or 
  let them simply recite the lines they will speak. The story and script, of 
  course, are up to them to decide, with all the responsibility that such 
  freedom entails. 
   
  It's like I've always said: Noh theatre is good theatre. 
   
  (Editor’s Note: I can’t believe he went there. Anyhow, here is a website 
  suggested by the esteemed Isawa Nazomitsu for researching Noh-Kyogen 
  theatre: http://www.iijnet.or.jp/NOH-KYOGEN/english/english.html) 
  49. Keep Your Enemies Closer 
  Those of you who live outside Japan may or may not be aware that 
  tomorrow is the day of the Setsubun festival. The main event of the 
  festival is a ritual to drive out the evil spirits that have accumulated in the 
  household over the long winter. Some participants wear oni masks, while 
  others throw dried beans at them and shout "Good luck, come in! Oni get 
  out!" It's really quite fun and interesting. 
   
  Thus, in recognition of Setsubun, I hereby declare February to be Oni 
  Month at CFS of the Week! Yay, oni! 
  CHALLENGE 
  An ally or superior of the PCs asks them for help on behalf of an old 
  friend. She explains that Inoue Sadahiro, a minor vassal of the Asahina 
  family, has gone into hiding. Over the past six months his only 
  communication with anyone has been to send out a call for capable and 
  resourceful samurai. Naturally, the PCs fit the bill, and she would like 
  them to give her friend Sadahiro whatever aid they can. Although she 
  does not know the nature of Sadahiro's dilemma, she can give them 
  directions to the village where Sadahiro is staying. 
  FOCUS 
  If the PCs meet Sadahiro and agree to help him he explains that he is the 
  victim of a dark curse. Thirty years ago, his grandfather, the magistrate 
  Daimon, defeated a hated rival. Mad with rage, the rival swore he would 
  have revenge by wiping out every member of Daimon's family. Over the 
  years, the killer systematically hunted down and butchered Daimon and 
  his kin. Sadahiro, his wife, and his unborn child are the only surviving 
  members of his line. 
   
  All is not lost, however, for Sadahiro has a plan. He has found an 
  ancient ritual called the Rite of Hospitality. Designed to secure and 
  preserve peace in the days before the kami, the ritual prevents an 
  individual from committing violence against anyone whose hospitality he 
  has accepted. Sadahiro has already retained the services of a shugenja to 
  perform the ritual and bless a cup of sake on his behalf. All he needs the 
  PCs to do is track down his rival, lure him back to Sadahiro's home, and 
  trick him into drinking the blessed sake. If they do that, the curse will be 
  broken and the killer will be rendered forever unable to harm Sadahiro or 
  his family. 
  STRIKE 
  The individual who swore to extinguish Daimon's family line is none 
  other than the infamous Oni no Toketsu, the Demon of Blood and Bile. 
   
  Feel free to make Oni no Toketsu as threatening as you wish. It may be 
  possible for the PCs to slay it through conventional means, or it could be 
  nigh impossible to cause the monster any lasting harm. If the PCs do 
  destroy the monster before the ritual is complete, Sadahiro may be safe 
  for a while, but eventually the oni will return from Jigoku to complete its 
  vengeance. In which case it may also decide to pay the player characters 
  a visit for old times' sake. 
   
  Another way to make the scenario more difficult is to give the oni an 
  idea of what Sadahiro has planned. While your typical slavering oni may 
  or may not be open to the idea of a drink before tearing out your liver 
  and feasting upon it, Oni no Toketsu could have enough sense to avoid 
  anything he is offered. Do the PCs force the sake down his throat, or do 
  they find another way of "showing hospitality" and try to cast the ritual 
  again? 
   
  And do they remember to have the sake blessed in their own names as 
  well? 
   
  "Good luck, come in! Oni, come in! And have a drink too!" 
   
  Editor’s Note: For more information on the Setsubun Festival, check 
  out: http://www2.gol.com/users/stever/setsubun.htm 
  50. My Word Is My Bond 
  This week marks the fiftieth installment of Challenge-Focus-Strike of the 
  Week. To mark that milestone, we're going to have an extra large, extra 
  intense adventure seed today. 
   
  I hope you brought your best armor. 
  CHALLENGE 
  The player characters, as well as several of their friends, family members, 
  rivals, and other notable members of the community are invited to visit 
  the home of Lord Ueshima and participate in a ritual of blessing. Ueshima 
  is a member of the Emerald Magistrates, and is quite influential in the 
  politics of his Clan, so a ceremony at his home is considered quite the 
  social event. His home sits on a high hill overlooking the farming village 
  he oversees, and is built like a fortress. Stories tell of how the building 
  was besieged three times by bandits, and how the defenders were able to 
  hold out against superior numbers each time. 
   
  It is, of course, impolite to bring weapons or spell scrolls into the 
  home of someone who has invited you to such a ceremony. Those who 
  arrive with swords on their hips will be politely offered the services of 
  Lord Ueshima's armorer, who is quite adept at polishing blades. Shugenja 
  are also advised to relinquish their scrolls and talismans to Ueshima's 
  shugenja for purification, as a recent assassination attempt by a band of 
  maho-tsukai has left the magistrate suspicious of spellcasters. 
   
  Upon entering the main hall, guests are met by Lord Ueshima's son, 
  Akamaru, and his second-in-command, Shouichiro. They explain that 
  Lord Ueshima went to the next village to personally escort the shugenja 
  who will perform the blessing through the valley, and is expected to 
  return some time in the afternoon. The characters are invited to mingle 
  with the other guests and relax until lunch is served. This should give 
  them enough time to get to know everyone else present. 
  FOCUS 
  Lunch is served at noon in the main audience chamber of the central 
  building, a spacious room overlooking a small garden. All of the guests 
  and most of the household's staff gather to enjoy an extravagant meal 
  which has been specially blessed to fortify the body and harmonize the 
  spirit in preparation for the ceremony that will be held afterward. Several 
  of the older guests are gossiping away, while young mothers try their best 
  to keep their children from bothering their neighbors. The soft sound of a 
  musician's flute can be heard over the din of conversation that fills the 
  room, and servants bustle about with trays of food and pots of tea. 
   
  Indeed, the scene is so peaceful and normal that everyone is taken 
  completely by surprise when the oni leaps forth and grabs Akamaru's 
  beloved bride, Moemi! 
   
  The oni lifts the girl by the throat and threatens to snap her neck 
  unless the castle guards promise to abandon their weapons, sit down, and 
  remain seated. With several paces separating the samurai from the oni, 
  there is no way Shouichiro and his men can save the girl before the oni 
  makes good its threat. Reluctantly, they comply with its demands. No 
  sooner have they done so than a squadron of the oni's spirit slaves (see 
  below) appear, gathering the weapons and disarming any other guests 
  who might try to resist. The oni retains its grip on Moemi's throat, using 
  its poison (again, see below) to cause her to cry out in pain. Only after it 
  has coerced her into promising not to move does it release her to join 
  Akamaru, who has sat through the entire scene in a kind of paralyzed 
  shock. 
   
  As lunch comes to an abrupt end, Lord Ueshima's samurai, servants, 
  and guests, including the player characters, have all become hostages. 
  STRIKE 
  Once the estate is secured and its spirit slave guards are in place, Oni no 
  Kyohaku introduces itself and issues its demands. Although it first recites 
  them to Akamaru, it goes to the main gates to repeat them when Lord 
  Ueshima returns. It asks first for nearby Engyoji temple to be completely 
  cleared of all holy items and religious trappings. Once this is completed, 
  it calls for several maho-tsukai who are being held captive and awaiting 
  sentencing in nearby villages to be freed and escorted to the temple. 
  Finally, it forces Lord Ueshima (and any others it can threaten into 
  complying) to enter the abandoned temple and let the maho-tsukai bind 
  their names to oni. If this is done, Oni no Kyohaku promises to let all 
  remaining hostages leave unharmed. Otherwise, the demon makes no 
  guarantees. 
  
   
   
  In between negotiations with Lord Ueshima, the oni spends its time 
  manipulating and torturing the other guests for its own enjoyment. The 
  PCs and the other hostages are given freedom to move throughout the 
  living quarters and the main audience chamber, but the oni's spirit slaves 
  patrol the other areas of the estate, making access to the armory and 
  barracks difficult. While it is possible for small groups to gain some 
  degree of privacy, the oni and its guards are seldom far away. 
   
  Outside, Lord Ueshima is powerless to do anything, lest the oni slay 
  his son and his honored guests. His only recourse is to attempt to bargain 
  with the oni for either a more acceptable offer (which is not likely to happen, 
  as the oni holds all the cards) or for more time. The hostages inside can 
  do even less, for they are completely at the oni's mercy. The oni need 
  only bide its time and wait. If its demands are met, Oni no Kyohaku will 
  have gathered itself a number of mortal slaves and several oni servants, 
  which will only further its reign of terror. If its demands are refused, the 
  oni will still be able to slay a number of helpless mortals, causing chaos 
  and despair. It's a win-win situation as far as the demon is concerned. 
   
  Unless something can be done to foil its plans. 
   
  Once the situation is established, there are several ways you can take this 
  adventure. You can let the characters attempt to slip away and sneak 
  around the fortress looking for weapons or some way to evacuate the 
  other hostages. Of course, Moemi has already promised not to move, and 
  Akamaru will be loathe to leave without her, but no one ever said it would 
  be easy. 
   
  You can put them in the role of negotiators, trying to find and exploit 
  a loophole that the oni did not expect. Through quick thinking and fast 
  talking, it is possible they could find a way to use the oni's own power 
  against it. 
   
  If they keep from causing any direct trouble, Oni no Kyohaku might 
  even dispatch them to help Lord Ueshima complete the preparation of 
  Engyoji temple (under suitably powerful oaths to return, of course), 
  giving them a chance to help plan a siege. If you're feeling particularly 
  kind you can even have the oni let them go without making any kind of 
  vow. After all, it still has their families in its clutches. 
   
  One point to be wary of when running this adventure is to keep the 
  players from feeling as if they are powerless to do anything. While the oni 
  is cunning and powerful, it can and should make the occasional mistake. 
  It may forbid a samurai from using his sword, but forget to levy a similar 
  restriction against his courtier companion. It may accept an old woman's 
  promise "not to walk through that door," but neglect the possibility of that 
  same woman being carried through by a heroic player character. And 
  while the oni will try to secure promises of non-interference from most 
  guests before it leaves for its talks with Lord Ueshima, it cannot possibly 
  predict everything that the PCs might try while it is absent. 
   
  The lack of initiative or creative thinking shown by the spirit slaves is 
  another weakness that the player characters can exploit in their struggle 
  against the oni. A command not to let anyone leave a room says nothing 
  of people entering. Slaves who have been ordered to "attack anyone with 
  a weapon" may not realize the destructive capabilities of a serving tray 
  until it is too late. A daring and clever group of players should be able to 
  find something to do, if you give them the proper opportunities. 
   
  The situation may seem hopeless, but dark times are when heroes 
  shine most brightly. 
   
  Of course, player characters being the consummate heroes that they 
  are, your group may go the exact opposite route. The shugenja with Fires 
  that Cleanse as an Innate Ability, the bushi with Crab Hands, and the 
  ninja with hidden weapons might just decide to rush the oni straight on. If 
  they really feel this is a good move, let them go for it. Oni no Kyohaku is 
  smart enough to keep human shields within handy reach, and completely 
  without regard for other living creatures. The heroes may win the day 
  when all is said and done, but Oni no Kyohaku will be sure to send a 
  number of their friends and loved ones to the grave before it is driven 
  back to Jigoku. 
   
  One last note on the timing of this adventure: The socialization that 
  takes place between the Challenge and Focus stages is highly 
  recommended, as it gives the player characters a chance to sympathize 
  with their fellow guests when the oni attacks. If the various NPCs you 
  gather are seen as nothing more than nameless extras, your heroes may 
  not feel any obligation to rescue them. The beginning of the Focus stage, 
  however, has a lot of action that does not involve the PCs directly, and 
  may cause some players to get bored. If you think this may be a problem, 
  you can deal with things in media res, cutting directly from the time just 
  prior to lunch to the point where Oni no Kyohaku has gained control of 
  the building and revealing in the details of what has happened as you go 
  along. If you feel really dramatic, you can start the action at the Strike 
  stage, filling in all of the background later. 
  ONI NO KYOHAKU 
  Known as "the bargaining demon," Oni no Kyohaku appears as a tall, 
  slender man with pale skin and yellow eyes. Its facial features are slightly 
  elongated, causing its nose and ears to come to sharp points, and its 
  completely hairless head is crowned by seven short horns. If the oni 
  wears a hooded robe or wide brimmed hat, it can pass for human under 
  cursory inspection. Its long fingernails appear bright red, and its tongue is 
  completely black. 
   
  The oni's Traits and Skills may be adjusted depending on the Rank 
  and abilities of the party. Its mental Traits and Social Skills are quite 
  developed, making it more than a match for any courtier present. Its 
  physical attributes are more geared toward speed than brute strength and 
  stamina, but if pressed it will be more than able to put up a fight. Its most 
  terrifying weapon, however, is the uncanny power it holds over the minds 
  and hearts of its victims. 
  THE POWERS OF ONI NO KYOHAKU 
  MASTER AMBUSHER: Oni no Kyohaku's only real combat ability is its 
  incredible speed, which it uses to get the drop on opponents. You can 
  express this ability either by giving the oni the Combat Reflexes 
  advantage, letting it roll and keep any number of extra dice for initiative 
  rolls, or simply dictating that the oni always has the option to go first in a 
  combat round. 
   
  Of course, the oni prefers to take hostages or hide behind non-
  combatants rather than face enemies in a straight fight. After all, what's 
  the advantage in fighting with honor? 
  MIND READER: Oni no Kyohaku is able to read the emotions and surface 
  thoughts of individuals nearby. It uses this ability to determine what 
  buttons to push when making a threat or offering a deal. Keep in mind 
  that while the oni is unable to read anything more than a target's 
  emotional reactions or immediate intentions, it is a master of 
  psychological manipulation. It has a great deal of experience in dealing 
  with mortals and generally knows what to say or what type of questions 
  to ask in order to get victims to think about their plans, fears, or desires. 
  POISONED GRASP: Oni no Kyohaku is able to inject a poison into victims 
  through its claws. Although a single strike cannot deliver a sufficient 
  amount of poison, anyone who is grappled and held by the oni will suffer 
  its effects. While the poison is not lethal, it causes extreme pain and 
  agony, increasing in severity the longer the victim is exposed. Assume 
  that the oni is able (if it so wishes) to make an automatic Anatomy 
  (Torture) skill roll against anyone it grapples, gaining a Free Raise with 
  each subsequent round. As with its Mind Reading ability, Oni no 
  Kyohaku uses this power to force uncooperative victims to accept the 
  bargains it offers. 
  BINDING OATH: Oni no Kyohaku's most feared ability is the incredible 
  influence it holds over those it speaks with. Any promise or bargain made 
  within 100 yards of the oni is rendered inviolate. The speaker is not made 
  aware of this enchantment when the oath is spoken, and even if the 
  speaker or the oni move out of this range the effects remain. Only the 
  death of the oni or complete fulfillment of the bargain end the oni's hold 
  over the target (which is why the oni prefers agreements which last 
  indefinitely to those that require a single action). If a character attempts to 
  break the promise he is struck by a flash of incredible pain, effectively 
  bringing him to the Down wound level until he stops resisting. Those who 
  defy this power repeatedly are struck dead (although the oni can, at its 
  discretion, simply render such victims unconscious). The oni is also 
  affected by this power, and will always attempt to ensure that any 
  promises it makes have no negative consequences for itself. 
   
  Some bargains that the oni might offer include: 
  • "Do what I say and I'll put down the child." 
  • "Break your sword and I'll stop hurting your daughter." 
  • "If you promise not to attack me, I promise not to attack you." 
  • "If you swear to obey my orders, I'll let a fellow prisoner of your 
  choosing leave this place." 
  • "I'll spare this man's life if you tell me what those bushi over there 
  were planning before I came in this room." 
  • "If you can cut off your own leg, I promise not to harm your family. 
  Otherwise, I make no guarantees." 
  • "You can have medicine for the wounded, if you give one of them to me." 
  • "Kill that woman. Then I'll let these others go free." 
   
  Note that while the oni is likewise bound to honor the promises it 
  makes, it is not above twisting the spirit of such agreements. For example, 
  in the case of the first bargain listed above, the oni may tell the target to 
  stand motionless for the next 10 minutes, put down the child it is holding, 
  and then, having fulfilled its part of the bargain, pick the child back up 
  and devour it. 
  
   
   
  Note that a good way to reveal the unbreakable nature of promises 
  made to the oni (if you choose to do so) is to have one of Shouichiro's 
  guardsmen from the Focus section of the adventure outline above attempt 
  to break his oath to remain seated. Letting the PCs watch the poor man 
  writhe in agony while the oni chides him for breaking a promise should 
  give them an idea of its powers. 
  SPIRIT SLAVES: The price for breaking a promise made in the oni's 
  presence doesn't just end with pain, however. Victims who die as a result 
  of the Binding Oath power are forced to serve the oni in death. Oni no 
  Kyohaku may summon the ghost of any character killed in such a manner 
  and press them into service. There is no chance for a spirit slave to resist, 
  for they are unable to take any actions besides those dictated by the oni. 
   
  By the time the adventure begins, Oni no Kyohaku has already 
  trapped the spirits of thirty samurai from across the Empire (give or take, 
  depending on the power level of the party), which it will summon as soon 
  as it has secured a hostage and forced the guards to lower their weapons. 
  If the PCs try to engage a spirit slave in combat, assume it has the stats it 
  had in life. Again, you will want to adjust the School Ranks of the spirit 
  slaves the party faces depending on how much of a challenge you want 
  them to present. In most cases, the fact that spirit slaves are fully armed 
  and armored while the player characters are clad merely in kimono should 
  be a sufficient deterrent. If you want to drive things home even more you 
  can give the spirit slaves a Free Raise on any attack roll they make 
  against an opponent who is unarmed. Or, if you want to give the PCs a 
  break once they get their weapons back, you can give any character who 
  is using a proper weapon a Free Raise on attacks against the spirit slaves. 
  This makes the oni's guards fearsome in the early stages of the adventure, 
  but gives the player characters a chance to turn the tables later on. 
   
  If killed, a spirit slave is dispelled and cannot be summoned until after 
  the next sunrise. The only true way to give such tortured souls peace, 
  however, it to slay the oni. 
  OTHER ABILITIES: If you feel your party needs more of a challenge, you 
  can give Oni no Kyohaku spellcasting abilities similar to those of a 
  shugenja, Shadowlands Powers, or even techniques from one or more 
  Courtier schools. 
   
  Wow! That was a whopper! I hope you enjoy this extra special 
  installment of Challenge-Focus-Strike of the Week as much as I've 
  enjoyed the challenge of writing it. Oni are one of the signature monsters 
  of L5R, and I tried to make this one as menacing and threatening as 
  possible while still offering a unique type of adventure scenario with 
  more punch to it than "an oni attacks a village." If you go all Die Hard on 
  its butt and take it down hard, more power to you! If you end up getting 
  your elderly uncle eaten somewhere along the way, well, you were 
  warned. 
  51. The Oni’s Prison 
  The Month of the Oni continues, bringing even more carnage and 
  destruction. Armed with great strength, incredible size, powerful abilities, 
  and the blessings of Jigoku, oni are capable of causing massive amounts 
  of damage. 
   
  Sometimes, this is a good thing. 
  CHALLENGE 
  The party is summoned before an elderly and esteemed shugenja. The 
  shugenja is either a member of their Clan, a former officer in the 
  organization to which they belong, or simply someone who has reason to 
  trust the player characters. The shugenja starts the meeting with a barrage 
  of questions, asking about the characters' willingness to protect the 
  Empire even at the cost of their own lives, and what they know of the 
  dangers of the Shadowlands. At last, she gives them a jade spike about 
  the size and shape of an ox's horn. She explains that the spike is a 
  powerful artifact that has been handed down to worthy protectors through 
  the ages. She entrusts it to the party to do with as they will, but warns 
  them never to use it unless there is no other course of action. 
   
  There are three lines of symbols carved around the base of the spike. 
  The first two are indecipherable to anyone not trained in the history of 
  magic, but have something to do with blessings and bindings. The last 
  line, however, can be clearly read by anyone. 
   
  B
  B
  By
  yy   t
  tth
  hhe
  ee   f
  ffl
  lle
  ees
  ssh
  hh   b
  bbo
  oou
  uun
  nnd
  dd   w
  w
  wiiit
  tth
  hhiiin
  nn,,,   III   s
  ssu
  uum
  m
  mm
  m
  mo
  oon
  nn   
  y
  yyo
  oou
  uu...   B
  B
  By
  yy   t
  tth
  hhe
  ee   p
  ppu
  uur
  rriiit
  tty
  yy   o
  oof
  ff   j
  jja
  aad
  dde
  ee,,,   III   
  c
  cco
  oom
  m
  mm
  m
  ma
  aan
  nnd
  dd   y
  yyo
  oou
  uu...   S
  SSa
  aaiiis
  sse
  eeiii,,,   h
  hhe
  eee
  eed
  dd   m
  m
  my
  yy   c
  cca
  aal
  lll
  ll...   
  FOCUS 
  If the player characters ever become desperate enough to use the jade 
  spike, they witness a gruesome spectacle. Tiny pieces of skin, flesh, and 
  bone fly through the air, racing toward the party from far away. The bits 
  of flesh adhere to the base of the spike and clump together, forming a 
  misshapen body that gradually becomes larger and larger. Before long, 
  the body of Oni no Saisei becomes fully formed, revealing a four-legged 
  centaur-like beast with four arms, two reptilian tails, and a gaping mouth 
  like a shark. The oni stands four meters high, and has two rows of sharp 
  spikes running down its back, including the jade spike from which it was 
  originally called. 
   
  The oni obeys the commands of the character who held the jade spike 
  before it was summoned, and will fight or perform other tasks on his 
  behalf. Although it is a ravenous, violent creature, it is completely unable 
  to harm or threaten the character in any way while the jade spike retains 
  its enchantment. This protection may be extended to anyone the 
  summoner names as an ally, but constant attention is required to keep the 
  oni from striking out at any targets that present themselves. 
   
  Although the oni is able to regenerate any normal injuries, the jade 
  spike affixed to its back is a constant source of damage. Eventually, the 
  injuries become too severe, and Oni no Saisei melts back into the ichor 
  from which it came, leaving only the jade spike behind. Once it has died 
  in this manner it may not be summoned again for a full day. 
  STRIKE 
  The spike is actually a piece of the oni's flesh encased in jade. Because 
  Oni no Saisei's regenerative powers prevented him from being killed in 
  the normal manner, a ritual was enacted upon one of the spikes broken 
  from his back, turning it to jade. As long as the last piece of the oni's 
  body remains sealed in jade the monster will be unable to regenerate 
  fully. Each time the oni reforms it suffers damage from exposure to the 
  jade, which eventually causes it to melt back into sludge. However, the 
  incredible power of the oni's taint is slowly wearing down the 
  effectiveness of the jade. Each time the oni is summoned the jade 
  becomes a little more tarnished and black. One day the jade will melt 
  away from the broken spike completely and Oni no Saisei will be free 
  once more. 
   
  Maybe the oni can be summoned many more times before it becomes 
  dangerous. Maybe it will break free the very next time it is called. There 
  is no way to know for sure. All that the party can be certain of is that 
  controlling the power of the oni is their responsibility. 
   
  For a party that is normally used to fighting oni, the chance to use one 
  against their enemies may be quite tempting. On the other hand, you may 
  find your players hesitant to call upon a source of power that could cost 
  them their lives and their very souls. Both lines of thinking can bring 
  about some excellent role-playing opportunities. 
   
  If necessary, you can press the issue by placing the PCs in situations 
  where using they must choose between calling upon the oni or facing a 
  threat that is more immediate. Whichever course of action they choose, 
  they will have to accept and deal with the consequences of their choice. 
   
  And if they do call upon oni one time without suffering any ill effects, 
  why not a second? 
   
  Calling upon an oni when things become difficult is certain to have 
  political ramifications, however, even if the PCs act for the right reasons. 
  The PCs may find themselves accused of crimes against the Empire if 
  they are not careful, and even if such claims cannot be substantiated they 
  are certain to have a negative effect upon their reputations. Another point 
  that may draw unwanted attention is the nature of the jade spike itself. 
  The magic that was used to encase an object in jade, and the spell 
  binding the oni to the will of the spike's holder are unknown throughout 
  the Empire, and shugenja will want to examine and study the magic for 
  their own purposes. Furthermore, the potential for using the oni as a 
  weapon of destruction is certain to make an impact on any who know of 
  its existence. Thieves may attempt to steal it. Generals may command the 
  party to use it in battle. Inquisitors may try to destroy it. And rivals may 
  decide that it is too dangerous to leave in the hands of the PCs, seeking 
  either to gain it for themselves or nullify its power. Even if the PCs never 
  call upon the oni at all, the spike may still be a source of great danger. 
   
  Oni may be troublesome opponents, but they are even more 
  distressing allies. Next week we'll wrap things up with another festival 
  and a good old-fashioned slaughterfest. 
  
   
  52. Baby Dolls 
  Oni Month started with a festival, so it is only fitting that we end it with 
  one as well. Many families here in Japan are already preparing for 
  Hinamatsuri, the Doll Festival. It is an especially important festival for 
  young girls, who often dream of growing up and meeting a handsome 
  man to marry, just like the Empress in the traditional display. 
   
  Of course, things don't always end so happily… 
  CHALLENGE 
  As the city where the player characters are stationed prepares for the Doll 
  Festival, a merchant begins selling ornately crafted ceramic doll sets. The 
  beautiful dolls she creates are quite popular, and soon become the talk of 
  the town. Almost every family aspires to buy a set, and with prices 
  running from inexpensive to extravagant there is hardly a young girl in 
  the city without at least one of the merchant's new dolls for this year's 
  festival. 
   
  If any of the PCs have a young daughter, sister, niece, or cousin, they 
  will notice one of the merchant's dolls on the display stand in their home. 
  Otherwise, a well-connected PC may receive one as a gift from a friend 
  or admirer. 
  FOCUS 
  On the eve of the festival, the player characters are awakened in the 
  middle of the night by a crash and a shriek coming from the main 
  chamber of their estate. It turns out that one of their servants has 
  accidentally knocked over and broken the largest doll, revealing an 
  underdeveloped (but still living) oni fetus sleeping inside! 
   
  If the other dolls in the set are searched, they are all found to contain 
  gestating oni. Depending on your mood, some of these oni may even have 
  matured enough to survive and fight after being discovered. 
  STRIKE 
  Although dawn is fast approaching, most of the city is still asleep. There 
  is not enough time to find and visit everyone who bought a doll set from 
  the merchant, and the early hour makes spreading the news difficult. The 
  characters must act quickly, lest the Doll Festival be marked by a 
  gruesome slaughter, and it is up to them to choose what they will do and 
  who they will save first. 
   
  One way to add more drama to this scenario is to have the player 
  characters be visiting another person's home when the doll containing the 
  unborn oni is discovered. Not only does this cut down on the amount of 
  time they have in which to act, but it also makes the danger a lot more 
  personal. Their home might be all the way across town, and any number 
  of problems could delay them as they rush to save their loved ones. Do 
  they investigate the screams from a house they pass along the way, or 
  continue on their mission to save their own families? 
   
  You could even leave the doll unbroken, giving the player characters 
  no advance warning of the danger that is waiting for them. Whether they 
  are at home or not, the sight of small yet dangerous oni bursting forth 
  from the dolls should shake the PCs up quite a bit. 
   
  One the crisis is past, this adventure can also be expanded by 
  assigning the party to search for the merchant who created and sold the 
  dolls. Who or what is she, and why did she strike in this way? Why would 
  anyone attack young girls? Is this a random act of violence, or is there 
  some method to her madness? 
   
  If you want to be especially devious, you can make this event the first 
  stage of an invasion atteFmpt by Pekkle no Oni spawn. Perhaps only 
  certain homes received dolls with oni inside. While the characters run 
  around warning every household they can find, the oni in other homes 
  break free, slay the children of important figures, and assume their 
  identities for some nefarious purpose. 
   
  Editor’s Note: Take a look at this website for examples of hinamatsuri 
  dolls: http://japanese.about.com/library/weekly/aa022501a.htm 
  
   
  Challenge, Focus, Strike! 
  Adventure Hooks for Legend of the Five Rings 
  VOLUME V: CFS OF THE WEEK #53 THROUGH #65 
  Written by Isawa Nazomitsu (Scott Stockton) ���� Compiled & Edited by Pirate Spice (Sean C. Riley) 
  Foreword 
  Following is the fifth volume of a series of documents collecting the 
  esteemed Isawa Nazomitsu’s “CFS of the Week” feature in the L5R RPG 
  GMs section of AEG’s gaming forum (www.alderac.com/forum). 
   
  For the sake of further organizing these, I have attempted to give each 
  hook a title (also taking inspiration from suggestions on the forum). The 
  hooks themselves are presented in the order that they were originally 
  posted, edited for brevity and typography. 
  – Sean C. Riley (a.k.a. Pirate Spice) 
  53. Cultural Exchange 
  The next product on the L5R RPG release schedule is the highly awaited 
  new book about creatures, nonhumans, and monsters. As such, I'll be 
  presenting a number of nonhuman-related scenarios over the next few 
  weeks to highlight the many ways in which such characters can be used in 
  adventures (besides cannon-fodder for insane bushi, that is). 
   
  One thing to keep in mind when using this adventure and those that 
  follow in later weeks is that they can be applied to almost any type of 
  nonhuman or non-Rokugani society. If you are not a fan of naga or 
  ratlings, you can easily replace them with kappa, kenku, or zokujin 
  instead. Or you could use Yobanjin raiders or Burning Sands nomads. 
  Just about any type of outsider is appropriate, and the final choice 
  depends on the type of campaign you want to run. 
   
  All cross-cultural encounters begin somewhere. Our first begins with 
  chance meeting. 
  CHALLENGE 
  While traveling through a stretch of deep forest, the party comes across 
  the comatose form of a naga. The naga has been gravely wounded and 
  left for dead by some attacker, most likely a Shadowlands creature. In 
  addition to his wounds, the naga has also been poisoned. He will most 
  likely die unless he receives some sort of medical treatment, and his condition 
  does not allow him to be moved until he has had at least a day of rest. 
  FOCUS 
  If the player characters decide to give the naga treatment it is easy enough 
  to bind his wounds and fight the chills that the poison causes, and even an 
  unskilled character should be able to do something to ease his pain. The 
  naga wakes up after an hour or so. Upon seeing the party, however, he 
  becomes visibly panicked. He gazes at them with eyes filled with fear, 
  and clutches a light blue scroll to his chest defensively. To make matters 
  worse, he does not know any Rokugani words. 
   
  If the player characters attempt to leave without helping the naga or 
  react with hostility, the naga regains his senses just long enough to mutter 
  a few words in an unknown language and press the scroll into their hands 
  before he lapses back into unconsciousness. 
   
  In either case, the player characters must deal with someone with 
  whom they cannot fully communicate. 
  STRIKE 
  The naga is a messenger, delivering an important message to an ally in 
  the Doji court. If the player characters aid him, they may gain the thanks 
  of both the Naga people and the Crane Clan. Even if they do not save his 
  life, delivering the message in his stead will earn them a measure of 
  gratitude from both parties. On the other hand, if the party had anything 
  to do with his demise, they may be treated to a rather cold reception. 
   
  If the player characters left the naga in the woods without doing 
  anything, they are approached by a second naga a few weeks later. Unlike 
  the previous naga the party encountered, she is a shrewd courtier and 
  speaks Rokugani quite fluently. She tells the PCs that she has reason to 
  believe they passed through the area that her missing clutchmate (akin to 
  a sibling) was traveling in, and asks if they have seen him. She is quite 
  worried about his safety, and doesn't know what she would do with 
  herself if anything were to happen to him… 
  This scenario is especially useful for introducing a nonhuman character 
  into the party. If you are looking for a way to explain why a naga would 
  travel with a group of human samurai, perhaps it is because he owes 
  them his life. Or maybe he recognizes that the human lands are too 
  dangerous to travel through alone, and follows the player characters 
  around for protection. 
   
  If you really want to make things realistic when dealing with an NPC 
  who doesn't know what the PCs are saying, try to avoid making too many 
  direct leaps of understanding. Pointing to oneself for "I" and pointing to 
  someone else for "you" is quite basic. But miming the action of swinging 
  a sword around can be interpreted in many different ways. It could mean 
  "sword," "to fight," "battle," "soldier," "violent," "survival of the fittest," 
  or even "he wants to play the game with the stick and ball." So go wild 
  with the misunderstandings and let your players spend some time working 
  out how to get their message across. They'll thank you for it later. 
  54. Guess Who’s Coming To Dinner 
  This week we continue our foray into the realm of cross-cultural 
  encounters. Having gotten past the shock of their initial meeting, both 
  parties will undoubtedly want to learn more about each other. And while 
  this "getting to know you" stage is rife with awkwardness, it also holds 
  enormous role-playing potential. 
   
  Let's meet our new friends, shall we? 
  CHALLENGE 
  The player characters are called to help a minor functionary named 
  Tokuko, who serves the governor of the province in which they live. She 
  explains that an important guest is coming to visit the area in preparation 
  for diplomatic talks. Although the governor would normally oversee such 
  an auspicious event by himself, other urgent matters that demand his 
  attention have recently come up. As such, responsibility for the tour has 
  fallen onto Tokuko, and she would consider it a great personal favor if the 
  party would serve as aides and escorts during the visit. She also hints that 
  the governor himself is certain to appreciate their assistance. 
   
  The guest is expected to arrive within the next few days, and although 
  Tokuko has already drawn up an itinerary for the visit she is open to any 
  suggestions that the player characters might have. Due to the last-minute 
  change in plans, Tokuko has been given only limited information 
  regarding the visitor. While she knows the guest is named Shishya, she 
  sheepishly admits that she does not know which city or province he 
  (she?) is from, or what types of things he is interested in. 
  FOCUS 
  When the day of the visit arrives, Tokuko and the player characters are 
  greeted by a shocking sight. Shishya is not human! The governor's friend 
  is a naga! Only after seeing the reactions of his staff does the governor 
  realize that he forgot to mention this detail. Nonetheless, he gives his 
  unusual guest a warm greeting and leaves him in the capable hands of 
  Tokuko and the player characters. 
   
  The Shishya, who has come in good faith, speaks Rokugani passably, 
  but has little practical knowledge of human customs or society. Still, he is 
  eager to see and learn as much as he can and attempts to strike up 
  conversation with any party members that seem friendly. 
  STRIKE 
  The tour that Tokuko has planned for the Shishya includes several 
  potentially troublesome stops, such as a visit to a temple and tea with the 
  abbot, a stroll through the marketplace, and a demonstration by a puppet 
  theater troupe, before returning to have dinner with the governor and his 
  family. If the visit goes smoothly, it may lead to a beneficial alliance with 
  the Naga. If the visit is unpleasant, the Naga may withdraw, or even react 
  with hostility. In either case, the outcome will have a large impact on the 
  prosperity of the region, to say nothing of the rewards or consequences 
  that the PCs may find themselves faced with. 
   
  It all depends on how well they can play host to a snake. 
   
   
  
   
  As with last week's adventure, this scenario can be adapted for a number 
  of different types of visitors. Boisterous gaijin, exotic shapeshifters, 
  ancestral spirits from the Empire's ancient past, or even a sheltered noble 
  who has never set foot outside his own estate could all provide a 
  challenge for the tour guides…er, heroes. 
   
  Don't forget that the sight of a naga (or ratling, or bipedal fox, or 
  blond Westerner) is going to cause a great deal of ruckus. This can be 
  minimized somewhat if the Shishya is female naga with legs, but details 
  like clothing, eye color, and hair color are sure to be noticed in a society 
  like Rokugan. And even if no one reacts violently, the Shishya is likely to 
  be disappointed if everyone he or she meets runs in fear. 
   
  While it may be tempting to have the Shishya commit blunder after 
  blunder and let the player characters deal with the resulting mess, an 
  equally challenging possibility is to make the naga visitor incredibly 
  curious about Rokugani society. Describing traditions and cultural 
  practices so that they can be understood by a complete outsider is no easy 
  feat, and questions such as "Why does that man turn away the other? Can 
  he not see that he is hungry?" or "Why does everyone obey the one called 
  'Daimyo'? Is it because he is the strongest warrior? Or the wisest scholar?" 
  have no easy answer. Still, if the player characters try their best, they just 
  might be able to explain things clearly and win the Shishya over. 
   
  Making new friends is an exciting prospect, but only if you have the 
  courage to take the first step. 
  PIRATE SPICE’S SUGGESTION 
  This situation could be even further complicated with the presence of a 
  rival of the daimyo (or an ambassador from an unfriendly province), who 
  might use the appearance of the naga as an opportunity to sow 
  embarrassment. 
  AKODO AKIRA’S SUGGESTION 
  Include a rival of the governor who knows of his friend and his friend's 
  identity. This rival greatly fears what will happen if the Naga assist his 
  rival or become trading partners (let alone allies!)…and he has a plan. 
   
  He sends in several operatives (on this, or especially later visits) to 
  cause the meetings to go poorly. These operatives can incite the peasants, 
  arouse the interest of passing Kurioban and Witch Hunters (especially if 
  the Naga are still really rare), and generally cause mischief. They may 
  not (or may) stoop to causing injury, it's up to you. Their main goal is to 
  get the naga to be disgusted (or worried) and leave. 
   
  To kick it up a notch: the operatives do try to assassinate the naga (or 
  a samurai and blame the naga) in order to start a war with the naga and 
  the governor. 
  BAYUSHI MIFUNE’S SUGGESTION 
  One thing nobody has brought up is the motivations of the naga 
  ambassador. A lot would depend on how much of a known quantity the 
  snakes are in your campaign, but the naga could be a spy sent to discover 
  just how much of the ancient Naga Empire the "monkeys" have taken 
  over, or to gain an estimate of human military potential. Combining this 
  idea with some of the other posters ideas could lead to very murky and 
  political scenario with multiple factions struggling for the upper hand, 
  with the poor characters stuck in the middle. 
  55. What’s Yours is Mine 
  We continue our cross-cultural journey this week with a scenario about 
  deeper understanding. After all, you can't really decide whether to like or 
  hate someone until you really know them, now can you? 
  CHALLENGE 
  The PCs are assigned to take a band of samurai guards and heimin 
  laborers into a remote valley. Their orders are to secure resources in 
  preparation for the construction of a new village, and ideally their efforts 
  will pave the way for further expansion into the area. 
   
  Shortly after establishing themselves, however, the PCs discover that 
  a naga border patrol has also entered the valley. Their objective is the 
  same as that of the player characters—to gather supplies, build basic 
  structures, and make things ready for more naga to move into the area. 
  FOCUS 
  It doesn't take long before the two groups come into conflict. The humans 
  begin harvesting lumber from a forest that the naga use to protect their 
  settlements from the wind and rain. The naga divert a river to provide 
  water to their egg beds, cutting off the humans' water supply. More and 
  more arguments break out as the two groups vie for limited resources, and 
  tensions run high. Both sides dispatch diplomats to deal with the problem, 
  but talks drag on and little is achieved. Indeed, the diplomats themselves 
  almost come to blows when a crystal mine is discovered nearby and both 
  groups lay claim to it. 
  STRIKE 
  While the politicians are still discussing matters, a small army of 
  Shadowlands creatures is sighted near the entrance to the valley. 
  Although the monsters in the horde are not particularly strong, their 
  numerical superiority gives them a great advantage over both the humans 
  and the naga. The crystals in the mine would even the odds, but neither 
  group is willing to give up a such a precious resource. With the 
  Shadowlands threat looming ever nearer, both the humans and the naga 
  see control of the crystal mine as vital for their continued survival, and 
  neither will brook any interference. 
   
  Unless the player characters do something, both sides will likely waste 
  time and energy fighting each other. If that happens, the chances that 
  either the humans or the naga will survive the subsequent Shadowlands 
  onslaught are slim. 
   
  This scenario works equally well for parties of human characters or naga 
  characters. Indeed, a flexible GM could even run two groups of players 
  through the adventure at the same time, letting them try to outwit, 
  outmaneuver, or out-negotiate each other. In this case, you might want to 
  emphasize the necessity of securing resources. There's only so much to go 
  around, after all, so why let some strange outsiders take what you need? 
   
  While the traditional happy ending to this sort of story involves both 
  groups learning to overcome their differences and work together, there 
  are numerous other ways for the scenario to play out. The characters can 
  try to hold out against the Shadowlands creatures on their own, or 
  withdraw their forces completely and return with reinforcements once the 
  danger has passed. One group could try to buy off the other with 
  promises of money or aid. Or they could just as easily try to eliminate 
  their rivals in one sudden and decisive strike. 
   
  And even if the two groups do work together to deal with this common 
  enemy, what will happen once the threat is over? Will they be able to maintain 
  the peace they have found, or will old arguments resurface once again? 
   
  Editor’s Note: It should also be noted that this scenario could work 
  equally well with rival clans. 
  56. Equal Rites 
  There are many challenges when it comes to meeting someone from 
  another culture. Opening a dialogue, finding common ground, coming to 
  understand each other, and dealing with differences are all rife with 
  difficulties and opportunities for trouble to arise. 
   
  Yet even after you learn to treat someone with kindness and 
  friendship, it can be a long time before you really, really accept them. 
  CHALLENGE 
  An emissary from the naga arrives to sign an important document and 
  finalize a formal agreement with the lord of the province. The document 
  in question could be a treaty, trade agreement, formal recognition of 
  borders, or even an alliance. Whatever the nature of the agreement, it is of 
  great importance to both parties, who have gone through a great deal to 
  see their people come together in peace. 
   
  If your players have gone through the scenario from two weeks ago 
  it's possible that the naga representative could be their old acquaintance, 
  Shishya. 
  FOCUS 
  As the details of the document are being finalized, one of the lord's 
  advisors steps forward to inform him of some bad news. The law states 
  that only a samurai who is of legal age may sign binding agreements on 
  behalf of his family or Clan. While the naga are not human, they must 
  still submit to the Empire's laws if they wish to be recognized as allies, 
  and in light of this news it would seem that the pact cannot be completed. 
  STRIKE 
  If the player characters do not step forward with a plan, the naga makes 
  the first move and approaches them. He asks if the party would assist him in 
  undergoing the "gem-pu-ku" ordeals. He has achieved a basic understanding 
  of Rokugani society, and will dedicate himself completely to learning the 
  basic skills. All he lacks is someone to teach him about culture… 
   
  …and etiquette… 
   
  …and heraldry… 
   
  …and theology… 
   
  …and bushido… 
   
  …and history… 
   
  …and law… 
  
   
   
  While it is technically possible to change the law, Rokugan is a land of 
  stability and tradition. To allow one special case invites other exceptions, 
  and adhering strictly to the letter of the law reduces the chance that the 
  agreement will be overturned in the future. Furthermore, simply granting 
  the naga representative samurai status would be an insult to all samurai 
  who have gone through gempukku before. The rights and responsibilities 
  of adulthood are not given—they must be earned. 
   
  Depending on the strengths of the player characters, you can adjust 
  the naga emissary's weak points to make the scenario either easier or 
  more difficult to deal with. He might have a knack for remembering 
  points of etiquette because they are so different from his own culture's 
  manners. Or he could have difficulty remembering what all the different 
  mons and strange symbols mean. He could be completely unused to 
  martial skills, as the duties of his caste do not call for such activities. Or 
  he might be a seasoned warrior - but have trouble judging how much he 
  needs to pull his punches when fighting someone who is not connected to 
  the Akasha. Including a mix of problems can keep your players on their 
  toes and encourage them to try different solutions. 
   
  Finally, there may be other problems as well. When Shishya first 
  arrived on the scene, Pirate Spice, Akodo Akira, and Bayushi Mifune 
  offered some excellent ideas for complications that may arise during a 
  naga ambassador's visit. Many of them may also apply to this situation. 
  Not everyone is going to react positively toward the idea of negotiating 
  with the naga, especially if it involves granting one samurai status in the 
  process! 
  57. Stranger Among Strangers 
  In teaching someone about your own culture, you cannot help but learn 
  about their own. When both sides make the effort to understand each 
  other, a solid bridge of friendship can be built. 
   
  Of course, it's not always easy. So far we've seen how guests may face 
  difficulty in our culture. Now it's time to see how well we fare in theirs. 
  For you cannot truly understand the plight of an outsider until you have 
  been one yourself. 
  CHALLENGE 
  In the course of their adventures, the player characters are afflicted with a 
  curse or disease. The ailment is not overly debilitating, but it is 
  inconvenient enough to interfere with their daily lives, and it resists all 
  attempts at treatment. Furthermore, it threatens to grow worse with time if 
  nothing is done. 
  FOCUS 
  A temple in a nearby naga settlement has a fountain inside which may be 
  able to cure the affliction, as all who bathe in its waters are cleansed and 
  blessed. However, the temple is protected by ancient wards which prevent 
  all non-naga from entering the temple. Not even the most powerful jakla 
  can break the enchantment, for the magic is as old as the naga race itself. 
  STRIKE 
  Legends tell of zokujin and kenku who became part of the community 
  and were admitted into the temple during special ceremonies. If the 
  player characters moved to the settlement, adopted the local customs, 
  studied the teachings of the Akasha, and embraced the naga way of life, it 
  is possible that they could be recognized by the protective spell and 
  allowed entrance. Then, if their intentions are pure, they might find the 
  cure they seek. 
   
  The exact length of time and level of devotion necessary to gain entrance 
  to the temple are up to the GM. If you want to make things easy, the PCs 
  may be allowed into the temple after living in the area for a week or two 
  and making friends with a few members of the community. If you want to 
  give your players more of a challenge, you can require them to gain a 
  much deeper understanding of the ways of the naga. Simply going 
  through the motions of the rituals may not be enough - appreciating the 
  meaning of each word and action might be necessary. 
   
  Of course, you'll want to give the players some other challenges to 
  face to pass the time. Besides studying naga culture, they'll also have to 
  make themselves useful in the community (which means learning a trade 
  and getting a job), learn to get along with their neighbors (who may not 
  may not be open to the idea of humans living among them) participate in 
  rituals and festivals (even though they have no connection to the Akasha 
  to guide them), and defend the settlement against all dangers. 
   
  And don't forget that they're supposed to be living as naga while they 
  do all this. Performing a kabuki play at a ritual feast may make them 
  popular, but they might do even better to learn and recite a traditional 
  epic poem in nagash. Being welcomed (or even tolerated) as a guest is 
  one thing, but being accepted into naga society completely is another 
  matter entirely. 
  58. Trapped Like Rats 
  We continue our "Countdown to the Creatures Book" with more 
  adventure scenarios about Rokugan's nonhumans and cross-cultural 
  encounters. This month we take a look at those famed rodents of unusual 
  size: the nezumi. 
   
  The naga, with their group mind and limited exposure to human 
  customs, retain a culture that is quite foreign to that of Rokugan. Nezumi, 
  however, come from an entirely different situation. When their civilization 
  fell they lost a great deal of their cultural identity. Further, centuries of 
  living on the edge of human lands have had an influence on their lifestyle 
  and customs. Any dealings they have with Rokugani are not so much 
  cross-cultural as multi-cultural. Yet even when such similarities are 
  apparent, it is often the differences that stand out the most. 
  CHALLENGE 
  The party is subdued and captured by a tribe of angry ratlings. While the 
  ratlings attempt to use their superior numbers to pressure the PCs into 
  surrendering, they are willing to fight if necessary. The ratlings use nets, 
  traps, magic, and other methods of non-lethal combat to attack the group, 
  and are quite well-prepared. Once the fight is over, the PCs are bound in 
  ropes, relieved of their possessions, and taken to a nearby camp. The 
  ratlings are quite thorough in securing the PCs and take more than 
  adequate steps to prevent their escape. 
  FOCUS 
  After a day or so of rough treatment, the characters are brought before the 
  chieftain to stand trial. The tribe has suffered greatly at the hands of 
  humans, who consider them little more than vermin. As such, they have 
  taken to attacking any humans who approach their camp. While many 
  members of the tribe cry for blood, there are just as many who would 
  rather ransom the party to the local daimyo in exchange for a guarantee of 
  being left alone, and several who wish to have nothing to do with humans 
  altogether. Over the course of the trial the chief listens to all sides, as well 
  as any rebuttals the player characters may have. 
  STRIKE 
  The player characters must somehow convince the ratlings that they 
  deserve to go free. While all of their current equipment is forfeit, they 
  may bargain with other goods, promise any concessions they can make, 
  plead, argue, threaten or intimidate the ratlings as they see fit. However, 
  the course of action they choose will have a great influence on how the 
  tribe perceives and deals with humans in the future. Even if the party goes 
  free, there is no guarantee that there will be no further trouble later on. 
   
  Because players seldom react positively to having their characters 
  robbed, tied up, and slaughtered, you may want to mitigate any death 
  sentences that may occur to something less permanent. The party could 
  be left tied up by the side of the road without any equipment or even 
  beaten into unconsciousness and dumped in a ditch. Either way, the 
  nezumi will be satisfied with their victory over the humans even if it does 
  not involve blood. 
   
  Likewise, allowing PCs to hide or "lose" important items such as 
  heirlooms and treasured possessions in a place where the nezumi will not 
  find them will go a long way toward keeping your players happy. Or, if 
  you want to encourage more rivalry, you could make it possible for them 
  to track the tribe down and attempt to get their gear back. 
   
  One point to remember is that while nezumi are not part of Rokugan 
  society they do have a basic idea of how it works. They see farmers toil in 
  the fields, merchants go about their business, samurai march off to war, 
  and nobles idle away their days in courtly pursuits. Any players who think 
  of them as ignorant savages will be in for a rude awakening, for the 
  nezumi are well versed in the tricks that humans use, both martial and 
  social. 
   
  And if your players somehow manage to convince the nezumi that they 
  come in peace, wish to be friends, and will aid the nezumi in their 
  struggle to escape persecution? Well, then, more power to them. As long 
  as they remember to act in a manner that upholds their promises. After 
  all, a rat who has been betrayed is a dangerous creature indeed. 
   
  Can you make up for a bad first impression? Will you even try? 
  
   
  59. A Helping Paw 
  Last week we dealt with nezumi who were antagonistic. This week we'll 
  meet some who are simply indifferent. Of course, that's not always an 
  improvement. 
  CHALLENGE 
  After a long struggle through hostile territory the player characters find 
  themselves in desperate straits. They might be lost in the wilderness, 
  trapped behind enemy lines after a battle, or even stuck in the middle of 
  the Shadowlands after a scouting mission that went sour. Whatever the 
  case, they are still a long way from safety, and supplies are running low. 
  FOCUS 
  After a short time, the party comes upon a small tribe of nezumi who are 
  also traveling through the area. The nezumi are well equipped, with arms, 
  armor, supplies, and provisions to spare. While not openly hostile, the 
  nezumi show no signs of hospitality either. They simply greet the party, 
  ask what they want, and encourage them to be on their way. 
  STRIKE 
  The nezumi have the capability to help the party if they so choose, but see 
  no real reason to do so. Their own survival is assured, and they have 
  nothing to gain by aiding the humans. While it may seem cold and harsh, 
  this outlook has served the nezumi well, and unless the PCs can find 
  something the nezumi really, really want they will be turned away and 
  left to fend for themselves. 
   
  Finding out exactly what the nezumi want can be difficult, so you may 
  want to drop some hints. If you want to be easy on your players you can 
  have one of the nezumi make an offer directly. Or you can force the 
  players to ask questions and make offers until they hit on the right one. 
   
  Likewise, the type of deal that the tribe will accept can vary quite a 
  bit. If the PCs have suitable items to trade, they can attempt to bargain 
  for food and water. If there are some other items that the tribe wants the 
  PCs can promise to procure them. Or they could lie about the marvelous 
  qualities of their "magic" baubles in an attempt to dupe the nezumi into 
  lusting after the contents of their traveling packs. They could teach the nezumi 
  a new skill, or tell them an exciting story. If the nezumi are being plagued 
  by enemies the PCs can offer to fight on their behalf. They just have to 
  make the effort to negotiate and keep trying until they get a good reaction. 
   
  Of course, some PCs might choose to forego bargaining altogether 
  and try some other method of getting what they need. If they engage the 
  nezumi in battle they may eventually prevail, but the cost will not be so 
  small. If they try to steal from the nezumi they will mark themselves as 
  enemies, and face retaliation in kind. After all, the nezumi are much more 
  experienced at stealing than they are. And if they look for supplies 
  elsewhere they will have to take the risk that there are no other sources of 
  food to be found nearby. 
   
  If you want to expand this adventure you can have the nezumi 
  approach the party for further favors or offers to trade in the future. 
  Having saved the PCs lives it's only natural that the nezumi would seek 
  more tokens of gratitude further down the line, possibly even traveling a 
  great distance and moving their entire camp to do so. 
   
  Whether they ask politely or just help themselves, however, is up to you. 
  60. Of Mice and Men 
  Nezumi can be quite difficult to deal with at times. They raid warehouses, 
  steal unattended items, and just generally sneak into any area they're not 
  supposed to be. They completely lack any concept of honor. 
   
  But they do have compassion for others. And sometimes that's enough. 
  CHALLENGE 
  A powerful lord offers great rewards and a position of status and prestige 
  within his court to anyone who can return his son to him. The young boy 
  was lost in the wilderness during a hunting trip some days ago, and his 
  father is desperate to see him returned safely. While hopes are slim, there 
  is still a chance that the boy is alive, and a number of search parties are 
  being organized. 
  FOCUS 
  Whether the party volunteers to search the forest or not, they are soon 
  approached by the boy's rescuer. His name is Ik'rik'uk, and he is a nezumi 
  tracker. While he has kept the boy safe and healthy, he is unable to 
  approach the lord's estate by himself. He asks the PCs to accompany him, 
  so that he may enter the human settlement safely and deliver the boy to 
  his father. 
  STRIKE 
  There are many samurai (possibly including members of the party) who 
  would consider it unnecessary to keep a promise to a ratling. Such 
  detractors are bound to be quite vocal in their attempts to dissuade the 
  boy's father from making the nezumi one of their peers. The PCs are free 
  to advise the lord as they wish, as long as their decision is one that their 
  honor allows them to live with. 
   
  Even if he does not become a member of the court, Ik'rik'uk can still become 
  an ally of the party if they aid him and treat him well. His knowledge of the 
  wilderness is unmatched, and his skills in combat are quite impressive as 
  well. Although he does not follow bushido, he does his best to treat all 
  creatures with kindness, and can be depended on to help anyone in need. 
   
  Or, if you wish, it is also possible for Ik'rik'uk to become an enemy of 
  the party. For while Ik'rik'uk is kind at heart, he also has a strong sense 
  of justice. While his motives for saving the boy were noble, any creature 
  is bound to be angry upon hearing that they were discriminated against. 
  He and the other members of his tribe are owed a huge debt, and they have 
  the capability to see to it that the humans pay whether they want to or not. 
   
  Whichever option you choose, the outcome of the adventure is certain 
  to have a significant impact on the relations between humans and nezumi 
  in the area, either for good or for ill. 
   
  And what of the boy? How has the time he spent living with the nezumi 
  affected him and his perception of non-humans? 
   
  This scenario is another good example of how to integrate a non-
  human character into an adventuring party. Being awarded a position in 
  the court of a human is a great honor, regardless of the responsibility it 
  entails. The humans have abundant food, finely crafted tools, and shiny 
  baubles aplenty. To bring such treasures back to one's tribe is worth any 
  amount of service. 
  61. Who Framed Raoshu Ratling? 
  People don't trust nezumi. They think of them as scoundrels and thieves, 
  little more than animals. And while that may be true in some cases, part 
  of getting to know someone well is finding out that such generalizations 
  don't always apply. 
  CHALLENGE 
  A group of monks visits a temple located in or near the area where the 
  party is centered. The group of pilgrims includes one very unusual 
  member: a nezumi called Raoshu, who claims to be a student of Shinseism. 
  FOCUS 
  The leader of the pilgrims explains that Raoshu was found by members of 
  his temple when he was just a pup. The monks took the orphaned nezumi 
  in just as they would have a human child and raised him as a member of 
  the order. While there were some problems at first, Raoshu has become a 
  devout member of the Brotherhood. 
   
  Unfortunately, Raoshu's piety is soon called into question. A number 
  of thefts are reported in the area shortly after the pilgrims arrive. While 
  no formal accusations are made, it doesn't take long before rumors of the 
  nezumi's guilt begin to spread. 
  STRIKE 
  The true culprit is a monk from the local temple. Upset at being forced to 
  give hospitality to pilgrims who would accept a non-human as one of 
  their own, he has taken it upon himself to see the nezumi cast out. He 
  believes that Raoshu (whom he calls "that beast") lacks the humanity 
  needed to be a true monk, and will try to sow as much suspicion against 
  him as possible. Unless something is done, the plan is likely to succeed. 
   
  If your players are reluctant to get involved, there are some ways you can 
  motivate them. Magistrates are bound by honor to investigate any crime 
  that occurs within the area they serve. Especially pious or honorable 
  characters may be approached for help by the leader of the pilgrims, or 
  even Raoshu himself if he recognizes the tendency humans have to 
  distrust outsiders. And if all else fails you can have the thief target and 
  steal an item from the PCs. Personal loss and a desire to even the score 
  are always great motivators. 
   
  You can, of course, change the culprit to suit your own campaign. 
  Perhaps another member of Raoshu's group is jealous of the attention 
  that "the nezumi monk" receives when they travel, and is trying to get 
  Raoshu disciplined. Or maybe the leader of the pilgrims is trying to teach 
  the monks of both temples a lesson in judging people by their hearts and 
  not their faces. Or maybe Raoshu really is having a relapse, and needs 
  help in order to avoid disgracing himself and his teachers. 
  
   
   
  Finally, if you want your players to also harbor some feelings of 
  unease around Raoshu, there are a number of ways you can make him 
  appear suspicious without actually having him steal anything. Nezumi 
  have different ideas about personal space within the family group - he 
  might approach others too closely or make body contact more frequently 
  than they may like. Or he could be more tactile than normal individuals, 
  and insist on touching almost everything he sees. And don't forget his 
  tendency to stare at shiny objects. 
   
  It's tough to be a rat in a world of humans. Nobody likes you when you 
  live by your own rules, and nobody likes you when you try to live by their 
  rules either. But I suppose things could always be worse. 
   
  You could be a goblin… 
  SOME ALTERNATE TAKES BY PIRATE SPICE 
  I can see a few ways to tweak this CFS for additional twists: 
  • Raoshu fully realizes that he will be mistrusted, and so keeps himself 
  hooded and disguised as an old man (cane and all, to account for his 
  posture). This will likely add to the suspicion when he is revealed as 
  a "filthy rat." 
   
  Its quite possible that there have been similar crimes at previous temples 
  and shrines that these pilgrims have visited, which could mean two things: 
  • The pilgrims are not pilgrims at all, but ronin thieves who have struck 
  an alliance with Raoshu. They use their cover as monks to infiltrate 
  temples and rob the place blind, while blame is placed on Raoshu 
  (who they are quite confident can escape if trouble starts). 
  • Prejudice works both ways. Raoshu is being framed, but not by a 
  monk. The pilgrims are being following by a group of nezumi who 
  are offended at the idea of one of their own being a follower of 
  human religion. They have been trying to raise suspicions around 
  Raoshu in hopes that he will be cast out and they can "rescue" him. 
  62. Down, Down, Down to Goblin Town! 
  The Countdown to Creatures Book continues this month, with adventure 
  scenarios featuring goblins of all sorts. I myself prefer the weak, pathetic 
  goblins of old, but there's no reason why you couldn't use this week's 
  scenario with the more powerful goblins that have arisen in recent years. 
  Just don't say I didn't warn you. 
  CHALLENGE 
  The party is asked to restore order in a remote and mountainous area. The 
  local heimin have become superstitious in the aftermath of a severe 
  earthquake, and rumors of "evil mountain spirits" rising from the ground 
  are spreading rapidly. Farmers are afraid to leave their homes, and fields 
  are going untended. While the problem is most likely due to the peasants' 
  ignorance, something must be done to assuage their fears and get them 
  back to work. 
  FOCUS 
  It is not long before the characters encounter some of the "evil mountain 
  spirits" for themselves. A pack of goblins appears out of the wilderness, 
  raiding the village and stealing whatever they find. The peasants are ill-
  prepared to face such a threat, and the goblins have become bold enough 
  to venture directly into the village itself in their search for food, where 
  they will cause a great deal of damage unless stopped. 
   
  If the party follows the goblins or traces their footprints, they find a 
  large crevice in the mountains. 
  STRIKE 
  Simply dealing with the goblins as they come forth from the hole will not 
  solve the problem, as more goblins emerge to take the place of those 
  slain. The recent earthquake opened an underground passage linking the 
  crevice to another cave system. This cave system could be the home of a 
  giant colony of goblins, or it might even extend all the way to the 
  Shadowlands! In any case, the caverns are teeming with goblins, and 
  eliminating them all will take quite some time. It is possible that the 
  underground passage could be collapsed with magic, but one would need 
  to venture quite a ways in to find a suitable spot to do so. 
   
  Depending on the area in which you place the village it may or may not 
  be plausible for the caverns to extend all the way to the Shadowlands. If 
  this is the case, you can rule instead that the goblins are part of a colony 
  which has lived underground for quite some time. They may even have 
  adapted to life in the dark. Goblins who strike in the night, use sonar to 
  see in total darkness and have natural camouflage in order to blend in 
  with stone or earth could present a big threat to a group of unwary heroes. 
   
  The number of goblins in the caves is up to you, but it should be more 
  than enough to prevent the party from simply going in and slaying them 
  all in one go. If the PCs do not have access to any means of collapsing 
  the tunnels you can spread the goblins out more in order to give them a 
  fighting chance, but it should still be a major undertaking for them to 
  exterminate every last one. 
   
  And they'd better get every last one, because goblins breed like 
  cockroaches... 
  63. Grubby Little Hands 
  We find ourselves beset by more goblins roaming outside the 
  Shadowlands this week. Whatever will it take to get them to stay where 
  they belong? 
  CHALLENGE 
  A string of robberies hits the city where the player characters are staying. 
  Witnesses tell stories of inhuman figures scurrying across rooftops and 
  melting into the night, sparking rumors of ninja and ghosts. The PCs are 
  either asked to investigate the manner, or approached by someone who 
  wants them to provide security for a warehouse full of valuable goods. 
  FOCUS 
  When the player characters finally face off against the mysterious thieves 
  they find the truth is much less impressive than the rumors that are 
  circulating. The culprits are goblins. A gang of more than twenty goblins, 
  in fact. They slip in under cover of darkness, distract (or neutralize) any 
  guards, and quickly make off with whatever they can carry. Surprisingly 
  agile, the creatures do their best to avoid combat, and attempt to flee if 
  discovered. Incidentally, their preferred escape route is through the 
  sewage ditches and garbage heaps. 
  STRIKE 
  The goblins are acting under the orders of a merchant named Yasuki 
  Jirokichi, and use the basement of one of his warehouses as a hideout. If 
  the player characters manage to gain access to the building they will find 
  the Shadowlands refugees guarding a trove of purloined treasures and 
  stolen merchandise. Of course, Jirokichi and his sub-human servants are 
  certain to react negatively to anyone they find poking around in the area, 
  and intruders will soon find themselves beset by goblin guards intent on 
  preventing their escape. 
   
  You can change the type of mayhem the goblins cause to fit whatever 
  motivation you choose for Jirokichi. Thieves are helpful when your goal 
  is to become rich, but if he wants to secure information they can become 
  spies instead. Or, if he is trying to outshine his rivals (either in the market 
  or in court) in the goblins can be used for sabotage. And there's nothing 
  like having a mob of goblins at your command when you're trying to kill 
  someone. 
   
  Jirokichi will do whatever he can to avoid being caught, and will most 
  likely deny any knowledge of the goblins' presence if confronted directly. 
  After all, they're only goblins. He can always get more. And the player 
  characters can be assured that as they were kind enough to remove the 
  unwanted pests from his property he'll be sure to send them an 
  appropriate gift later on... 
   
  It's also possible for Jirokichi to have given the goblins some training 
  and education to improve their value as servants. The creatures might be 
  skilled in combat techniques, stealth, or even the ways of disguise! Of 
  course, the fact that they are goblins limits the use they will get out of 
  such training, but it could still give them an edge against PCs who think 
  them no more than unwashed brutes. 
   
  If you want to add a further challenge, you can also reveal that 
  certain aspects of the goblins' physiology make them well-suited for their 
  role as thieves. Perhaps their rubbery skin and soft bones allow them to 
  squeeze through tight openings. Maybe they can put on sudden bursts of 
  speed when evading pursuit. Or how about something really weird, like 
  being able to shoot blood from their eyes when threatened? 
  TAMERLAN’S SUGGESTIONS 
  One should be sure to have the thieves employ some simple but 
  dishonorable tricks that samurai would never think off, like using 
  improvised mizugusuri (or not so improvised ones…maybe Jirokichi is 
  not a Yasuki, but a Shosuro merchant, or a Shosuro Butei Actor disguised 
  as a Yasuki). Other funny tactics that come to mind  is throwing...impure 
  substances at the brave samurai. 
   
  If neither the investigation nor the guard request seem viable to 
  introduce the players, they can always be victims of the goblin thieves 
  and have to get back what is rightfully theirs. 
  
   
   
  If Yasuki Jirokichi is not Yasuki Jirokichi, the whole point of this 
  operation might also be to discredit the Crab. Maybe the Scorpion wishes 
  to free some warehouses that are currently held by the Crab (or 
  whichever clan the goblin master poses to be of), so that their Yogo 
  merchants can move in. Even if they don’t compromise their agent 
  (Jirokichi saying he did not know of the goblins), this would still have the 
  Crab look like they can’t keep an eye on the warehouses the city’s 
  governor entrusted to them. 
  64. Nature Versus Nurture 
  Goblins, goblins, goblins! Is there anything those accursed creatures 
  won't foul up? 
  CHALLENGE 
  A lone goblin approaches the party under a flag of truce. Speaking 
  roughly accented but passable Rokugani, he asks the characters to grant 
  him mercy. He tells them that he is a scout from the Rotfang tribe, and 
  brings an invitation to parley from his leader. 
  FOCUS 
  The Rotfang tribe consists of about forty or fifty goblins, and its leader is 
  a small, wiry goblin called Uulhan. Uulhan explains that he has been 
  inspired by the way humans resist becoming slaves to Fu Leng, and wants 
  to give the same freedom to his people as well. By giving goblins the gift 
  of civilization, he hopes to overcome the cycle of viciousness that life in 
  the Shadowlands breeds and break the dominion that Jigoku holds over 
  their simple minds. 
   
  He begs the party to help him, swearing that every member of his tribe 
  is ready to renounce violence and accept human culture into their hearts. 
  STRIKE 
  Uulhan's pretty words are only half true. While the goblins of his tribe do 
  want to learn the ways of the Empire, they have no intention of leaving 
  Fu Leng's service. After mastering such concepts as engineering, tactics, 
  medicine, writing, and craftsmanship, they plan to take such knowledge 
  back to the Shadowlands and share it with other goblin tribes. This will 
  give the goblins an advantage in both their struggle to survive the horrors 
  of the Shadowlands and their constant war against the Empire. 
   
  Player characters will naturally be suspicious of Uulhan. That's to be 
  expected, of course, seeing as he is a goblin. But Uulhan's a cunning 
  beast, and an excellent liar. He's more than willing to stage opportunities 
  to prove his sincerity to the party, and will do whatever it takes to learn 
  the secrets of Rokugani science and technology. He'll play on the PC's 
  sympathies, pretend to be more or less intelligent than he really is, and 
  even ingratiate himself to those in power as if he were a pet if that is 
  what's required to achieve his goals. 
   
  And if things take a turn for the worse, he's also an incredibly fast runner. 
   
  Another twist you could put on the scenario is to make Uulhan's 
  intentions completely true. He really does want to lift his tribe out of the 
  muck and bring them some measure of culture. But the bestial nature of 
  goblins and the prejudice against them make this an almost impossible 
  task. Things could be even further complicated if he approaches the party 
  while they are in the Shadowlands. Would they vouch for a group of 
  monsters seeking asylum? 
   
  And what ramifications will Uulhan's plan have if he is successful? 
  Whether his words are lies or truth, his tribe stands to gain a great deal 
  of power if they are able to overcome their shortcomings. How will the 
  Empire react to the revelation that goblins are not simply filthy animals 
  and have the potential to achieve much, much more. 
   
  You can take a goblin out of the Shadowlands, but you can't take the 
  Shadowlands out of a goblin. 
  TAMERLAN OFFERS MORE SUGGESTIONS 
  Now one problem that may arise in this scenario, is that the PCs might 
  not be willing to talk to filthy animals in the first place, ending the 
  scenario in a hack and slay session, before the scenario even begins. I can 
  imagine two possibilities to handle this problem, off the top of my head. 
  POSSIBILITY 1 
  If the PCs slay the goblin scout outright, the GM could just keep sending 
  single scouts to the party, to be slain, until the players accept a parley. Of 
  cause, knowing nothing about goblins, I don’t know if it would be in 
  character to act this way (maybe even having the scouts refuse to defend 
  themselves and being cut down with the resolve of a Shiba Toriiko). Then 
  again the goblins might choose to get rid of any traitors, outcasts or 
  prisoners they have, manipulating their behavior by use of magic or drugs. 
  POSSIBILITY 2 
  If this doesn’t work or doesn’t strike the GM’s fancy, the PC group might 
  be captured by the Rotfang tribe (or by someone else and then rescued by 
  them…which could be staged, of course). Or maybe they are even 
  rescued from starvation. This works especially well if the scenario is set 
  in the Shadowlands. 
   
  After being prisoners/guests and treated well by the goblins for a 
  while, they may develop sympathies for the creatures (Stockholm 
  Syndrome, anyone?), which would make Uulhan´s plan much more 
  workable (no matter if the lies or truth option is chosen). 
   
  Another consideration if the goblin’s plan succeeds. If they didn’t mean 
  to leave Fu Leng, maybe they change their opinion after they gain culture 
  and knowledge, but not the respect and influence among Fu Leng’s 
  minions they thought would come with it. Of course changing sides would 
  be much more complicated after they cheated the humans once. 
   
  On the other hand, if they wanted to escape Fu Leng’s influence, that 
  does not mean they become all nice and cozy with the Empire (they won’t 
  get a warm welcome by most after all), so they might well become just 
  another kind of threat to the humans, maybe becoming wandering bandits 
  or what not. 
  65. The Head of the Beast 
  Ask any Crab and he'll tell you that goblins aren't scary because of their 
  strength or skill, but because of their sheer numbers. For those who don't 
  scare all that easily, however, something more is necessary. 
  CHALLENGE 
  The characters are assigned to protect a small fort or village in a remote, 
  out-of-the-way location. The garrison is small, but the area is defensible, 
  and morale is high among the sentries who have been stationed there, as it 
  is considered one of the easiest assignments possible. 
  FOCUS 
  After a few months of peace and quiet, an army of goblins is sighted 
  moving through the area. Although the goblins have numerical 
  superiority on their side, their primitive grasp of tactics and lack of 
  military skill ensure that they pose little threat. None of the sentries see 
  the advancing army as cause for alarm, and many of them even look 
  forward to the break in routine. 
  STRIKE 
  Only after the battle begins does it become apparent that this is no 
  ordinary horde of goblins. Their leader is Samang, an extraordinarily 
  large and intelligent goblin warrior. Not only is he skilled in combat 
  techniques, but he has also managed to master tactics and strategy as 
  well. The goblins under his command do not fling themselves into battle 
  mindlessly, but undertake preparations for a siege. Unless the PCs do 
  something heroic, Samang's massive army is almost certain to crush them. 
   
  Depending on how powerful your party is, you may want to give Samang 
  extra abilities in order to increase the threat he poses. He could have 
  higher than average stats and skill ranks, Shadowlands Powers, or even 
  have ranks in a school. While the Ogre Bushi or Tsuno Ravager schools 
  would be thematically appropriate you could really use any combination 
  of techniques you like. 
   
  While Samang's army of goblins has force of numbers on its side, 
  don't forget that it is still inferior to a comparatively-sized army of 
  samurai. Their weapons are in disrepair, they have little to call on in way 
  of a supply train, and the warriors themselves are untrained. Samang 
  lacks cavalry forces, has little magical support, and will likely be unable 
  to call upon reinforcements. These are all weaknesses that the party can 
  capitalize on if they find themselves in serious danger. 
   
  Alternately, you could pull out all the stops and give Samang as much 
  of an advantage as you want, emphasizing the fact that he is as a true 
  Champion among goblin-kind. 
   
  It's also possible to move the adventure to a different location if you so 
  desire. Having Samang attack a smaller outpost means that the party will 
  have limited access to resources and manpower, making a fight against a 
  massive army daunting, if not impossible. Stationing them in a larger city 
  will solve this problem, and may even tip the balance in their favor, so 
  you may want to increase the size of Samang's army in order to compensate. 
   
  And even if the PCs manage to defeat Samang their troubles aren't 
  completely over. For while cutting off the head may be enough to defeat a 
  human army, with goblins it only means that they will be without 
  guidance as they flail around. 
  
SOURCE: textdata/thevault/Legend of the Five Rings (d20) [multi]/EXTRAS/L5R - Challenge, Focus, Strike (Adventure Hooks).pdf