TEXT: 1
  
  2
  A Fifth Edition adventure for 4 to 6 PCs of 3rd to 4th level.
  Open Content: Subject to designation as Product Identity (see below), the only portion of this Stormbunny 
  Games product designated as Open Game Content is the rules content (creature stat blocks and names of 
  skills, etc., taken from the SRD) as defined in the Open Game License version 1.0a Section 1(d). The front and 
  back cover, back matter, introduction and Credits page, as well all other parts of this product including all text 
  not specifi cally designated as Open Game Content is not Open Game Content. No portion of this work other 
  than the material designated as Open Game Content may be reproduced in any form without written permis-
  sion.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game 
  License 1.0a, Section 1(e), and are not Open Content: Stormbunny Studios, the Stormbunny Studios Logo, the 
  Mike Myler logo, Mists of Akuma, as well as all trademarks, registered trademarks, proper names (including 
  the names of each character, location, item or monster unique to this product), dialogue, plots, storylines, 
  locations, characters, artworks, and trade dress, but excluding any content that is Product Identity of Wizards 
  of the Coast. (Elements that have previously been designated as Open Game Content are not included in this 
  declaration.) 
  Reference in non-Open Game Content (thus not covered by the Open Game License) in this work to content 
  owned by others is not a challenge to their ownership and is used under Fair Use.
  Author 
          Mike Myler
  Interior Artists     Jacob Blackmon, 
  Chanis Hanley, Indi Martin, 
  Mike Myler, Claudio Pozas, 
  Sara Shijo, Ryan Sumo
  Layout, Graphics 
  Mike Myler
  Cartography  
  Michael McCarthy, 
   
   
   
  Mike Myler
  Publisher  
   
  Storm Bunny Studios
  Special Thanks  
  Stephanie Connors
  *Some map icons from “Cityographer Modern Map Icons”, “Cityographer Medieval Map Icons”, “Cityographer Post-Apocalyptic City 
  Map Icons”, and “Cityographer Futuristic City Map Icons” by artist Keith Curtis and “Dungeonographer Dungeon Map Symbols/Icons” 
  by artists Robert Altbauer & Keith Curtis.
  Prologue.....................................................................5 
  Act 1: Nature-Wielder's Demand...............5–8 
   
  MAP: Bridge Ambush.................................7 
  Act 2: Imperiled Townsfolk of Shibai....9–17 
   
  MAP: Town of Shibai................................10 
   
  MAP: Róbai Shita Temple........................12 
   
  MAP: Róbai Shita Basement..................13 
  Act 3: Beneath Róbai Shita Temple.......18–22 
   
  MAP: Róbai Shita Dungeon...................19 
   
  MAP: Róbai Shita Catacombs...............21 
  Epilogue...................................................................22 
  Rumors in Shibai..................................................23 
  Mists of Akuma.....................................................24 
  New Attributes: Dignity and Haitoku..25–26 
  Codex.................................................................27–39 
   
  Warui, Wicked Buki Kasa-Obake.........39 
  
  3
  One of the bengoshi of the Sukochi Prefecture has summoned the adventurers to a secret 
  meeting where they are drafted to work on her behalf, uncovering whatever evil has spawned
  in the mountain town of Shibai. To ignore the message could have dire consequences indeed 
  and so it is that the adventurers must travel to a difficult to reach grove in northern Sukochi. 
  While their journey has its own obstacles, discovering what really plagues the settlement will 
  prove to be even more challenging as at every turn the PCs are frustrated or impeded, whether 
  by the Mists of Akuma, their competition (the brutish Mubō Brothers), or the mysterious 
  erītokirā warrior that stalks them shortly after their mission begins. 
   
  Ultimately their search will take the party to Róbai Shita Temple and into the catacombs 
  beneath it, venturing through a dangerous dungeon where the malevolent fog has begat a host 
  of tsukumogami! In order to bring peace back to the town and end the dangers threatening it, 
  the adventurers must learn of and locate the treasured yūrei-fū wind chimes, restoring the relic 
  to its place in the tomb of Watsuji Shigetoki to quiet the tortured spirit and allow it to attain 
  peace once more.
  The Woes of Watsuji Shigetoki
  Watsuji was a potent wu-jen in Soburin’s 
  ancient past and the respected yamabushi 
  chose to found Róbai Shita Temple in his 
  retirement, the town of Shibai spawning 
  below not long before his death. His body 
  has been entombed beneath the shrine to 
  nature he created, but all is not well—the theft 
  of the yūrei-fū wind chimes has caught the 
  attention of Akinochisō, the entity that has 
  consumed autumn! The dark power has blown 
  a wind through the catacombs, transforming
  much within into monsters and warping 
  Watsuji’s spirit into a terrible beast bent to 
  violence and bloodshed. The merchant that 
  absconded with the relic is entirely to blame 
  for the recent unfortunateness and Sanjuro 
  Shigetoki (the wu-jen’s ancestor) is absent 
  from the town when the party first arrives. 
  Hunting him down and revealing his grave 
  robbing perfidy is the only way the PCs will 
  truly bring Watsuji’s soul back to peace and 
  end the troubles of Shibai!
  Thus far the town of Shibai has weathered the reappearance of the Mists of Akuma with 
  relative ease, its high elevation protecting citizens from the supernatural haze. None can 
  remember that the true reason for their protection: the workings of the ancient yamabushi 
  wu-jen Watsuji Shigetoki, founder of the 
  temple nearby. It seems as if their safety 
  has come to an end however as three dire 
  threats have befallen the settlement—the 
  priesthood of the temple higher up the 
  mountain have disappeared, a monster 
  seems to lurk where they once prayed, and 
  perhaps worst of all, the corrupting fog has 
  descended on Shibai half a dozen times 
  since the monks above went absent. To deal 
  with the chaos afflicting the village Mayor 
  Miya Yashido has hired the Raitoningu and 
  Sandā—the Mubō Brothers, known across 
  most of northern Soburin for felling several 
  bands of devious oni using massive firearms
  —to discover what happened to the 
  priesthood, kill the monster, and hopefully 
  abate the appearance of the ancient, evil 
  mists.
   
  Unfortunately the Mubō Brothers are
   more reckless and violent than they are 
  helpful. For more than 2 weeks they have “
  protected” Shibai, carousing and parading 
  about in the day and drinking so excessively 
  each night they lose sense of themselves. Miya 
  would have dismissed them days ago but several villagers have witnessed the Mubō 
  Brothers blast the beast apart with their thunderous cannons, undeniably killing it more 
  than once. With no recourse, Mayor Yashido has beseeched Lord Huang Sukochi for help 
  and one of his revered Nature-Wielder bengoshi has found a group of adventurers 
  thought to have enough mettle to get the job done. 
  
  4
  Scourge of Robai Shita Temple is set in Mists of Akuma but can 
  easily be placed into any eastern fantasy setting, although GMs 
  will need to make several adjustments if they transport it outside 
  of Soburin. If you are running this in Mists of Akuma, you have a 
  unique opportunity to showcase a number of key themes that 
  are pivotal to the setting. These themes include: depravity and 
  pragmatism (see the Dignity and Haitoku attributes), the heresy 
  of science, the intrigue among the ruling caste and the peasantry, 
  and a diverse array of races aligned with or arrayed against one 
  another. 
   
  This adventure does an excellent job of bringing many of 
  these themes into the fore and while it is certainly enough to be a 
  worthwhile addition to an individual campaign, it truly shines when 
  worked into the larger tapestry of Mists of Akuma. In addition to a 
  preview available on distributor sites where the campaign setting 
  book is sold, there are five free PDFs you can find via our website 
  (www.mistsofakuma.com) for more information.
   
  Before starting this adventure, GMs should note that Scourge 
  of Robai Shita Temple is not intended to be module where the adventurers achieve complete 
  success. In the Mists of Akuma victories 
  are pyrrhic and are only won after truly 
  hard fought conflicts. The world around 
  Soburin is decaying and doomed to fall, 
  its peoples are paranoid and ruthless, and 
  for all the talk of nobility there is sadly 
  very little to be found. Though they do 
  not play a crucial role in the module itself, 
  the intrigues between the various clans 
  are many, varied, and endless, and PCs 
  from different prefectures should act 
  accordingly (though to survive they will 
  be forced to work together).
  Though the Kengen Occupation may have 
  come to an end a decade ago, the aftershock 
  of the foreigner's oppressive rule—divisions 
  among soburi natives, fear of technology, 
  and the paranoia of untrustworthy neighbors
  —are strong still, coloring everyday life with 
    a pall of darkness nearly as unsettling as 
       the Mists of Akuma.
  Map of Soburin
  The map of the continent 
  on page 31 (and every 
  map for the setting) lacks 
  specific distances—they are 
  as large or as small as the GM 
  requires. When struggling 
  to conceptualize the world, 
  do as usual with the setting: 
  default to Japan.
  
  5
  As the party is traveling through the wilderness a fox begins to openly follow them on the road, 
  stopping when they stop and cautiously retreating when approached yet gradually coming closer 
  with every hour. When the PCs finally decide to rest, after 30 minutes the fox suddenly appears 
  from behind cover nearby with a scroll 
  case held in its mouth. The creature 
  drops the bamboo cylinder at the 
  party’s feet before turning away and 
  disappearing into the wilderness. A 
  DC 8 Intelligence (Nature) check 
  is enough to realize the fox is not 
  unnatural in any way but its behavior, 
  and though the scroll case is not 
  trapped making a DC 13 Intelligence 
  check to inspect it reveals that the 
  container is wonderfullycrafted and 
  worth perhaps as many as 5 Imperial 
  Pieces. Inside of it is a note that reads 
  as follows:
   
  The GM should adjust the 
  amount of time given to the party so 
  that it is not a physical impossibility for 
  them to arrive before nightfall on the 
  day of the meeting. 
  Greetings. Your reputations precede you 
  and so it is that I must request we meet 
  to discuss matters of some considerable 
  importance. I realize that your time is 
  valuable and that it may inconvenience 
  you, but I unfortunately must insist that 
  in no less than two weeks you arrive at 
  Hanashichū Grove, east of Kyusokuna, 
  between dawn and sunset. Punctuality 
  is essential—I look forward 
  to meeting each of you!
   
   —Nature-Wielder 
   
       Yon-jū Banme
  Act 1: Nature-Wielder's Demand
  Act 1: Nature-Wielder's Demand
  When the party are within a week of the meeting place the winds of autumn drop in temperature 
  with every passing day. Adventurers are likely to reach Kyusokuna on foot by cutting through a 
  break in the mountain range just south of Bojuki, though PCs might also charter passage on a 
  ship (at a cost commensurate to the distance they must travel; 1 Imperial Piece per 10 miles). At 
  the GM’s discretion certain class features can increase the amount of time the party has once 
  they’ve reached the city, but they should have at least 4 days to reach Hanashichū Grove.
  Kyusokuna
  Thanks to the cadre of the shapechanging 
  samurai prominently on the hill in its center, the 
  city of Kyusokuna is a relatively safe and secure 
  settlement. The Mori-Tsukidashi are a common 
  sight on the streets and discourage crime, ably 
  defending the populace from their stronghold 
  when the Mists of Akuma roll in. The PCs are able 
  to find merchants of all kinds selling standard 
  items, though it should be noted the following sale 
  of the following technology is banned in Sukochi: 
  grapple launcher, qì-tóukuī, electrolens augmetic, 
  hornear augmetic, plating augmetic, shindan 
  yokutan, steam arm augmetic, steam leg augmetic. 
  Though there are intrigues yet in Kyusokuna (a sect 
  of blighting druids are spreading throughout the 
  prefecture) in this adventure module it is merely 
  a waystation and last chance for adventurers 
  to equip themselves before the trials to come. 
   
  While in Kyusokuna any PCs that 
  seek out information on where to find 
  Hanashichū Grove may attempt either a 
  DC 14 Charisma (Persuasion) check to 
  ask about town or a DC 12 Intelligence 
  (Investigation) check to find a local 
  cartographer. Success on either check gives 
  the PCs advantage on the DC 16 Wisdom 
  (Survival) check needed to successfully 
  locate it with only one encounter along 
  the way: Ambush on Kōsatsu Bridge! Failure 
  on this check results in one additional 
  encounter and failure by 5 or more results 
  in two additional encounters (from the 
  Forest Threats sidebar). Failing the check by 
  10 or more results in three additional 
  encounters and a half-day’s delay 
  (causing them to arrive late). 
  
  6
  Ambush on The Bridge
  To reach Hanashichū Grove from Kyusokuna means inevitably crossing Kōsatsu Bridge, a 600 foot 
  long suspension of rope and wooden planks, the only reliable way to access the difficult to reach 
  valley nestled between the base of the vast eastern mountain range—where the meeting place 
  awaits. Read the following as the party approaches Kōsatsu Bridge:
  The wind seems to pick up and you are struck by the feeling that something is awry as an 
  ancient rope bridge comes into view ahead, the only 
  means to cover a span of hundreds of feet without 
  fighting a raging river far below. You can see the 
  structure sway from the tumultuous air currents 
  and looking onward to the woods on the other 
  side, it seems as though the shadows of its trees 
  are just a touch darker than they should be.
  The PCs might pick up on the danger posed by the 
  oddness and prepare for battle but regardless of 
  whether or not they pick up on this important queue, 
  when the first party member is halfway across winds 
  howl and dark clouds appear in the sky, cutting off 
  sunlight as adeddo-oni emerge on both sides of 
  the bridge! Read the following:
  While you cross over the bridge dark clouds swirl 
  in the sky and humanoid shapes emerge from the 
  woods in front of you. Looking behind you realize 
  that you have been flanked as more appear on 
  the other side! The forms leap and sprint onto the 
  planks of wood, jittering and shuddering with 
  maniacal laughter as from each side monstrous 
  oni advance, weapons drawn!
  A half dozen adeddo-oni hunchlings and one 
  adeddo-oni ninja (page 28) approach from each 
  side of the bridge for a total of 14 of the monsters! 
  Fortunately the former are much too enthused 
  and if the PCs make ranged attacks against their 
  new enemies before they are within 100 feet, 
  for every successful hit one of the adeddo-oni 
  hunchlings is bumped away and off the bridge. 
  Throughout the fight any attacks that are made 
  with a weapon that deals slashing damage and 
  fail to hit the target’s AC by 5 or more deal their 
  damage to the bridge instead  as the wielder strikes 
  a rope. The bridge has four ropes (AC 3, 15 hit 
  points) and if two on the same side are destroyed, 
  the entire thing goes lopsided. 
   
  A lopsided bridge is difficult terrain for any 
  creature without a climb speed. Staying on the bridge
   as it goes lopsided is a DC 8 Dexterity saving throw. 
  Attacks made by creatures clinging onto the lopsided 
  bridge are at disadvantage. Any creature that falls off 
  the bridge plummets 100 feet into the raging 
  current, taking 35 (10d6) damage. Making a 
  successful DC 9 Strength (Athletics) check 
  
  7
  to dive into the water reduces this damage by 
  half. Either way the creature is carried away 
  by the water at a rate of 50 feet per round, 
  effectively removing a PC from the fight 
  and delaying the party by half a day as the 
  straggler catches up.
   
  Before this chaotic fight comes to 
  an end the GM should make secret DC 18 
  Wisdom (Perception) checks for each 
  adventurer. On a success the PC catches a 
  glimpse of a metallic warrior watching from 
  the woods at the far end of the bridge just 
  before it moves out of sight, giving only a 
  glimpse of its angular, orange face and a 
  sashimono with a fearsome dragon (the 
  erītokirā warrior Shukettsu).
   
  A party that is delayed twice (once 
  by getting lost and once from companions 
  falling from Kōsatsu Bridge) may choose to 
  exert themselves to make it to the meeting 
  on time, though they all gain 2 levels of 
  exhaustion by the time they reach Hanashichū 
  Grove (a DC 13 Constitution saving throw 
  reduces this to 1 level of exhaustion).
   
  When the fight and Kōsatsu Bridge are 
  behind them, the PCs find a trail and the rest of 
  their journey to the meeting place without any 
  more trouble. A DC 10 Intelligence (Nature) 
  check reveals that something about the area 
  is special, the pristine quality of nature around 
  them sustained by unknown means and clearly 
  never touched by the Mists of Akuma.
  Meeting in The Grove
  A few miles after Kōsatsu Bridge the trail—
  which weaves around and through beautiful 
  groves of bamboo thatches, jezo spruces, and 
  akamatsu trees—leads directly to Hanashichū 
  Grove. Read the following:
  The lush greenery of the bamboo and 
  trees of the forest grow sparser to reveal a 
  beautiful meadow—the Sukochi bengoshi 
  has chosen a truly picturesque place to meet. 
  The Nature-Wielder herself is swimming on 
  jets and waves of water that carry her 
  up from the stream, moving with all the 
  playfulness and fluidity of a playful dolphin. 
  Suddenly the water swirls into a conical 
  tower that vaults her out of the stream 
  to touch lightly onto the ground and 
  she bows ever so slightly. 
   
   
  (continued on the next page)
  
  8
  “I have been expecting you. Thank you for 
  making the journey, though I must say, there 
  is no lovelier bit of Soburin than this grove 
  and the sight of it is worth the effort getting 
  here.”
  The Nature-Wielder wastes little time, explaining 
  to the party that they must end the troubles of 
  Shibai and that for their efforts, Lord Sukochi is 
  prepared to reward each of them with travel 
  papers to the prefecture of their choice as well 
  as 100 Imperial Pieces. A successful DC 13 
  Charisma (Persuasion) check can increase their 
  payment to 150 Imperial Pieces per adventurer. 
  PCs that are late (arriving after sunset on the 
  chosen day) are penalized, only paid 80 Imperial 
  Pieces each (and those arriving after midnight 
  lose the opportunity entirely, becoming 
  fugitives in Sukochi). 
   
  Yon-jū Banme reveals the following:
  • All of the monks in the temple above the  
  town have either been found dead or  
  disappeared.
  • A monster has been reported, an oni that  
  runs through the town to spread blood and  
  violence before disappearing like the wind.
  • Mayor Miya Yashido has hired a pair of famous 
  warriors to deal with the issue already but her 
  choice, the Mubō Brothers, are heretics that are 
  too incompetent to get to the bottom of  
  whatever it is.
  • Divinations have revealed that another force  
  is at play in the unfolding drama of Shibai,  
  though what that is or what its goals are  
  remain tantalizingly out of reach.
  • The founder of the settlement was a powerful  
  wu-jen and yamabushi: truly a force of nature.  
  It is a secret among bengoshi that Shibai is  
  a haven from the Mists of Akuma, and she  
  suspects his influence had something to do  
  with that.
  • Should Róbai Shita Temple become truly  
  abandoned the people of Sukochi would  
  suffer a terrible blow to morale she is sure  
  will see the entire settlement of Shibai  
  deserted before long.
  Afterward she bids the party a fine evening 
  and assures them that they'll not be the 
  prey of the beasts of the nearby woods or 
  mountains—for the night. To stay any longer 
  would be imprudent and should the animals
  roaming the territory not kill them after 
  another day of rest, the bengoshi promises 
  that she will see to it herself (though only if 
  pressed to mention it and even 
  then she does so very politely). 
   
  Shibai is only a day of travel from the 
  grove though after crossing Kōsatsu Bridge, the 
  PCs make a DC 18 Wisdom (Survival) check. 
  On a success the adventurers only run into one 
  encounter from the Forest Threats sidebar and 
  on a failure they have two (or more, at the GM’s 
  discretion). Either way, they have at least one 
  encounter with the Mists of Akuma (page 24) as 
  well.
   
  The erītokirā warrior Shukettsu has taken 
  an interest in the party and stalks them the 
  entire way to the village, though he never 
  approaches closer than 200 feet and should the 
  adventures attempt to chase him, he retreats 
  (outrunning them and refusing to attack).
  Forest Threats (d12): 1d4 Giant Rats (CR ⅛), 
  1d4 Poisonous Snakes (CR ⅛), 1d4 Giant Bats (CR ¼), 
  1d4 Giant Wolf Spiders (CR ¼), Brown Bear (CR 1), 
  Giant Spider (CR 1), Tiger (CR 1), 
  Adeddo-Oni Hunchlings (CR 2; page 33), Ettercap (CR 2), 
  Giant Boar (CR 2), Ki Spirit (CR 2; MoA page 148), 
  Shambling Mound (CR 5).
  
  9
  When the PCs finally reach Shibai, the corrupting fogs are not far behind and booming chaos 
  sounds from the town ahead! Read the following:
  Ahead you can see the rooftops of homes along the mountain to make up what must be Shibai. 
  An alarm begins to sound somewhere in the town and looking around, you realize the dark blue 
  Mists of Akuma have begun to gather behind you! Massive gunshots echo out from the slopes 
  above and as you rush to the settlement a scene of havoc and chaos reveals itself—adeddo-oni 
  are laying siege to the dwellings resisted only by two stout gunmen near a marketplace halfway 
  up the mountain trail, each firing a massive handheld cannon into the monsters!
  Act 2: Imperiled Townsfolk of shibai
  Act 2: Imperiled Townsfolk of shibai
  There’s one adeddo-oni hunchling (page 27) 
  attacking each home, excepting for the houses 
  near the settlement’s center—there the PCs 
  find the Mubō Brothers killing off the monsters 
  with their massive firearms. After 10 minutes 
  of fighting (or when all of the adeddo-oni 
  are dead, whichever comes first) the Mists of 
  Akuma disappear, evaporating into the air. For 
  their part the brother gunmen are 
  unimpressed by the PCs and takes particular 
  offense if a member of the party saves them 
  from harm, making it clear immediately that 
  they are the “top dogs” of Shibai. The villagers 
  are far more polite and thankful for the 
  adventurers’ intervention however, offering 
  food and tea. Shortly after the fighting ends, 
  a young woman named Ishimoto Shigetoki 
  offers to take them to Mayor Yashido’s home 
  so that they might be welcomed properly. 
  Read the following:
  Most of Shibai’s villagers are gloomy and 
  depressed but a young woman approaches 
  you with a cheerful disposition. “Thank you 
  for coming to the rescue! Shibai is in dire 
  need of courageous folk like yourselves. I’m 
  Ishimoto—please, let me take you to Mayor 
  Yashido.” As she leads you up the mountain 
  path she speaks excitedly, clearly pleased to 
  have someone new to interact with. “Talk 
  around town is that the mayor is getting
  a bit long in the tooth, hiring those 
  reckless fools with their loud cannons. What 
  a waste—and during so serious a crisis! 
  They say she might be leaving office soon, 
  and I for one am in agreement.” Most of 
  her fellow citizens faces are fearful and 
  sallow, but not all. A few are resolute, their 
  confidence bolstered by a woman yelling 
  out orders to reign in the chaos.
  Initially Mayor Yashido is dismissive of the 
  adventurers but when shown the message they  
  received from a bengoshi of her prefecture,
  Miya’s attitude changes dramatically and she 
  ushers the PCs inside of her home for tea, 
  explaining all that she knows about the 
  situation. If the party asks about Ishimoto or 
  let on about some of the rumors about her, 
  Mayor Yashido sighs and explains that her rise 
  to leadership never sat well with her younger 
  sister Ishimoto.
  • It has been a month since the monster first  
  appeared and the Mists of Akuma returned. 
  • The corpses of those killed by the creature 
  crumble into dust, spreading on the wind like 
  the remnants of dried leaves crushed underfoot.
  • The priests of Róbai Shita Temple are nowhere 
  to be found, save for one that she saw the 
  corpse of, the body grisly displayed in Shibai’s 
  market before disappearing in the dawn winds. 
  • She hired the Mubō Brothers (Raitoningu and 
  Sandā) two weeks prior and by all accounts they 
  have slayed the creature three times already 
  though it always returns. They are renowned 
  for always getting the job done (frequently with 
  some damage to property) and their use of 
  ceramian technology, each carrying a massive 
  firearm they use to devastating effect. Despite 
  their failures she remains confident in them, 
  supporting them regardless of their outrageous 
  behavior (though in truth she only does so in 
  order to retain the appearance of strength).
  • Most of Shibai’s citizens are terrified, scared  
  to leave the town and too timid to travel for  
  resettlement or the safety a relative might offer.
  • Róbai Shita Temple has been declared sacred 
  ground and trespass within has been forbidden 
  to everyone but the Mubō Brothers, though  
  Raitoningu and Sandā have concluded that 
  while the monster has stalked its grounds,  
  there is nothing noteworthy or useful to be 
  found inside of it.
  • The current whereabouts of the monster are 
  unknown but she believes it roams the  
  mountainside above the village, waiting for  
  the Mists of Akuma to roll in again before  
  striking. Mayor Yashido suspects it is  
  learning, anticipating the unsubtle tactics  
  of the warriors she hired to destroy it.
  
  10
  
  11
  Miya offers access to her kitchen and lodging 
  to the party for the duration of their time in 
  Shibai though tending to the town’s needs 
  is an extremely trying experience—after 
  answering a few more questions she excuses 
  herself to attend to her duties as a Mayor.  
  Growing Tensions
  Initially there’s nothing to be found in Shibai 
  but scared villagers, the Mubō Brothers, and 
  a host of rumors shared among the locals 
  (page 23), and the Mists of Akuma—which 
  appear daily at a random time of the GM’s 
  choosing. Eventually the party is bound to 
  investigate Róbai Shita Temple directly and 
  when the adventurers do so, the Mubō 
  Brothers (who are aggressively suspicious 
  of anything new in the town that might 
  threaten their positions of power and 
  prestige) target the PCs, paying a local 
  wiseman to claim the newcomers are the 
  true cause of Shibai’s curse, told to him 
  in a vision by his ancestors. 
   
  When the PCs arrive in Shibai there are 
  66 residents but for every day the monster 
  plagues the town and the Mists of Akuma 
  fall upon the settlement, 1d4+2 villagers 
  perish. By the time the adventure ends, as 
  long as at least half of the citizens of Shibai 
  survive the adventurers save it from desertion 
  and increase their Dignity scores by 1 per 10 
  surviving citizens.
  Investigating The Temple
  The temple sits above the town up a steep 
  slope cut sidewinder into the hill, watching 
  over Shibai in abandoned silence. When the 
  party reaches Róbai Shita Temple, read the 
  following:
  The mountain’s winds grow harsher as 
  you reach the temple above Shibai. The 
  faceless guardian standing vigil near its 
  entrance towers above the squat structure, 
  its papered doors shut firm. Looking down 
  the slope towards the town you feel your 
  gut wrenching with intuition—though 
  this place seems to be at peace, there is 
  something eerie that lurks in the air, an 
  odor of the unnatural that defies scent.
  Róbai Shita First Floor
  Inside of the building there’s no sign of life, 
  though a DC 15 Intelligence (Investigation) or 
  Wisdom (Survival) check locates tracks and 
  the signs of a creature recently having been 
  through there. There are few clues to be found 
  in the first floor and basement of Róbai Shita 
  Temple, though the PCs can still plunder 
  things of value within and a secret door 
  awaits beneath.
   
  Shrine. Puzzlingly, the northernmost 
  chambers of Róbai Shita Temple—devoted 
  to a nature shrine—are uncorrupted. An 
  adventurer that succeeds on a DC 10 
  Intelligence (Nature) check can confirm 
  that the holy place has not been sullied, 
  though a result of 20 or more detects the 
  telltale signs of Akinochisō’s chilling touch 
  throughout the area.
   
  Priest’s Dorms. Though 1d4-1 of them 
  have already been looted (minimum 1), 
  inside of the priest’s dorms there are 
  chests that contain a vial of holy water, 
  1d10+2 Imperial Pieces, and a priest’s pack. 
  Getting into one of these chests (AC 15, 40 
  hp) requires a DC 13 Dexterity (thieves' 
  tools) check or DC 22 Strength check.
   
  Library. A cursory glance into this room 
  reveals it has already been ransacked, but a 
  DC 11 Intelligence (Investigation) check 
  reveals that nothing older than 100 years 
  remains on the shelves.
   
  Head Priest Dorm. Unlike the chests 
  in the priest’s dorms, the trunk in the 
  room of the temple’s leader is trapped. 
  Detecting the mechanisms protecting the 
  strongbox (AC 17, 60 hp) requires a 
  DC 17 Intelligence (Investigation) check 
  and they can be disabled with a 
  DC 14 Dexterity (thieves' tools) check. 
  The chest can be opened by succeeding on 
  a DC 18 Dexterity (Thieves’ Tools) check. 
  Destroying or opening the chest without 
  disarming the trap triggers it, sending a 
  spray of sharp needles hurtling throughout 
  the chamber! Any creature inside the area 
  takes 14 (4d6) piercing damage. A 
  DC 16 Dexterity saving throw halves this 
  damage. Inside of the chest the party finds 
  2 vials of holy water, a priest’s pack, 5d4+5 
  gold, 2 scrolls of guiding bolt, 1 scroll of cure 
  wounds, and 1 scroll of prayer of healing.
  
  12
  
  13
  
  14
  Róbai Shita Basement
  Nothing truly noteworthy sits in the basement 
  of the Róbai Shita Temple save for two trunks 
  (AC 17, 60 hp), each with a corpse on the 
  ground nearby. A PC that succeeds on a 
  DC 18 Wisdom (Medicine) check can tell 
  that the intact body died from a poison 
  whereas the other was clearly burned to 
  death. If the monster Fukō is alive when the 
  party first investigates Róbai Shita Temple, 
  the creature ambushes the adventurers 
  when they enter this area.
   
  Eastern Chest. The trap protecting 
  this container is activated when the 
  chest is opened without the proper key, 
  releasing an alchemical gout of flame 
  from subtle nozzles within the heads of 
  dragons worked into the strongbox’s 
  corners. The DC is 20 to spot the nozzles, 
  though the singed corpse nearby is 
  testament to the danger they pose. When 
  activated the trunk releases a 30-foot cone 
  of fire. Each creature in the fire must make 
  a DC 14 Dexterity saving throw, taking 
  17 (5d6) fire damage on a failed save, or 
  half as much damage on a successful 
  one. A successful DC 15 Dexterity check 
  using thieves’ tools disarms the trap. The 
  chest can be opened by succeeding on a 
  DC 16 Dexterity (thieves' tools) check 
  using. Inside the PCs find 2 potions of 
  healing, a potion of superior healing, and 
  the devotion oaths of all the priests that 
  have served in Róbai Shita Temple. Any PC 
  with proficiency in History may attempt a 
  DC 12 Intelligence (Investigation) check 
  to evaluate these papers, determining that 
  the oldest among them belonged to a truly 
  ancient wu-jen and yamabushi named 
  Watsuji Shigetoki.
   
  Western Chest. This strongbox has a 
  poisoned needle hidden within the lock 
  and opening the chest without the proper 
  key causes the needle to spring out, 
  delivering a dose of poison. When the trap 
  is triggered, the needle extends 3 inches 
  straight out from the lock. A creature 
  within range takes 1 piercing damage and 
  15 (6d4) poison damage, and must succeed 
  on a DC 17 Constitution saving throw or 
  be poisoned until it has finished a short or 
  long rest. A successful DC 20 Intelligence 
   
   
  (Investigation) check allows 
   
   
  a character to deduce the trap’s 
   
   
  presence from alterations made 
  to the lock to accommodate the needle. 
  A successful DC 15 Dexterity (thieves’ 
  tools) check disarms the trap, removing 
  the needle from the lock. Unsuccessfully 
  attempting to pick the lock triggers the 
  trap. The chest can be opened with a 
  DC 16 Dexterity (thieves' tools) check. 
  Within it the adventurers find an oil of 
  sharpness, potion of clairvoyance, potion of 
  mind reading, and rare holy components 
  worth 60 Imperial Pieces.
   
  Secret Door. The northern wall's hidden 
  door is exceptionally difficult to find, 
  seamlessly worked into the paneling 
  and locating it requires a passive 
  Perception of 22 or a DC 23 Intelligence 
  (Investigation) check. Creatures that 
  successfully found signs of activity in 
  the first floor gain advantage on these 
  checks (increasing their passive Perception 
  by 5). If the PCs manage to find it, one of 
  them needs a DC 13 Intelligence check 
  to open it (in which case the GM should 
  turn to page 18 for information on the 
  Róbai Shita Dungeon and Róbai Shita 
  Catacombs).
  Cannon Ambush
  When the adventurers return from Róbai 
  Shita Temple the Mubō Brothers make their 
  accusation in the marketplace or in front of 
  Mayor Yashido’s house (the GM may choose 
  either) then launch their attack (page 29 and 
  page 30)! Read the following:
  Suddenly a loud voice rings out from around 
  the corner, demanding your attention, 
  “HOLD, WHELPS!” Raitoningu Mubō 
  saunters out onto the street, his massive 
  ironwork gun resting over his shoulder. 
  “Shibai has no need for dogs and witchcraft! 
  Be off with you or suffer the consequences, 
  heh heh heh.”
   
  Before you can respond his brother 
  Sandā appears with a sickly old man at his 
  side, bellowing affirmation, “that’s right! 
  Set foot in this town and we’ll bring you 
  the thunder and fire. Go on, elder, tell them 
  what you told us.” 
   
  Sandā nudges the feeble old man with 
  the miniature cannon in his arms, making 
  the elder stumble forward. Unwilling to 
  look at you, the aged fellow points in your 
  direction and weakly proclaims, “these are 
  
  15
  the ones, yes. I, I saw them doing magic with 
  blood in the forest—frozen with fear I could 
  not move, and soon after, they met with 
  the monster and treated it like one would a 
  servant. Truly we must—”
   
  “We must defend Shibai from the likes 
  of their foul souls!” Raitoningu yells, 
  interrupting the old man. He takes a knee, 
  aiming his firearm. “Come no further!”
  Whether or not the party acquiesces to their 
  demands, the brutish duo attack them all the 
  same (claiming afterwards of course that they 
  saw one of the adventurers move to draw 
  a weapon or dash forward). During combat 
  with the Mubō Brothers (pages 29–30) the 
  GM should roll randomly to determine which 
  one of the PCs notices a new arrival among 
  the onlookers witnessing the fight—Sanjuro 
  Shigetoki, a merchant that has been absent 
  for the past few weeks traveling to the distant 
  Fukushu Prefecture for business. Unfortunately 
  before either the gunman duo or the party 
  can win the fight, the Mists of Akuma descend 
  onto Shibai once more and chaos erupts! 
  Read the following:
  The flash and bang of the Mubō Brothers’
  weapons drowned out the first cries of 
  consternation but suddenly the entire 
  settlement is running in chaos—the Mists of 
  Akuma are rapidly descending onto Shibai! 
  An unnatural howl splits the air and you 
  know the monster is near even before it 
  emerges from the supernatural haze further 
  up the mountaintop, a dozen oni cackling
  with glee 
  hopping 
  alongside 
  with 
  weapons
  in hand
  and
  bloodlust 
  in their 
  eyes!
  The monster Fukō (page 37) appears soaring 
  out of the Mists of Akuma accompanied by a 
  dozen adeddo-oni hunchlings (page 27)! 
  The Mubō Brothers (page 29–30) fight 
  for two rounds (dispatching a total of four 
  of the minions) before disappearing in the 
  havoc, determined to best the PCs and prove 
  their superiority at a later date. Despite their 
  reputation neither is honorable at all however, 
  and should one of the adventurers accidentally 
  fall into the path of a bullet—well that’d be a 
  crying shame, wouldn’t it? 
   
  When the PCs strike the (perceived 
  to be) killing blow against Fukō read the 
  following:
  Lashing wildly at the air with its tassles and 
  screaming with primal rage, the unnatural 
  creature spins and somersaults through the air 
  before rising quickly and exploding in a burst 
  of unholy energy, transforming into dust that 
  scatters on the wind.
  In the chaos all of the villagers fled for their 
  homes, including the newcomer one of the PCs 
  noticed during the fight. A DC 10 Charisma 
  (Persuasion) check to chat up townsfolk (or 
  a DC 11 Intelligence check to remember the 
  houses that have already been abandoned 
  or are had residents within) is enough for the 
  party to find Sanjuro Shigetoki and begin to 
  uncover what truly troubles Shibai. 
   
  If for some reason the adventurer 
  who saw Sanjuro has failed to appreciate the 
  significance of his appearance, the next day 
  Ishimoto Shigetoki finds the party and thanks 
  
  16
  them profusely for protecting her husband—
  he has been traveling for business and had 
  no idea yet the evils that have befallen Shibai. 
  Seeking to implicate her sister (Mayor 
  Yashido), she quietly whispers to one of the 
  PCs that she overheard Miya speaking with 
  the Mubō Brothers about enchanted chimes 
  of some kind. A DC 18 Wisdom (Insight) 
  check to gauge her claim reveals she is 
  hiding something (that being of course that 
  her husband has the yūrei-fū wind chimes), 
  though she coyly diverts conversation away 
  from any further questions about the relic and 
  is utterly unwilling to share her secret. Should 
  the party ask either Mayor Yashido or the 
  Mubō Brothers (who of course seek to engage 
  in another combat against the adventurers) 
  about them, they flatly deny any knowledge of 
  such a relic and are dismissive of Ishimoto as a 
  source of information (her sister distrusts her 
  and the Mubō Brothers just don’t like the PCs).
   
  GMs that wish to really endanger Shibai 
  or increase the investigational difficulty of the 
  module may instead choose to force the PCs 
  to figure out where Sanjuro and the yūrei-fū 
  wind chimes are by process of elimination—
  every time the Mists of Akuma roll into 
  the settlement, 1d4 rounds later the relic 
  reverberates around the mountainside as 
  it disperses the supernatural haze nearby 
  before causing the remainder to dissipate 
  more quickly. Locating the direction the sound 
  is coming from requires a DC 18 Wisdom 
  (Perception) check but should the Mubō 
  Brothers still be roaming throughout the town, 
  this check is made at disadvantage due to their 
  booming firearms. The GM can decide where 
  in the village Sanjuro is when he uses the 
  yūrei-fū wind chimes, but it is recommended 
  he only do so at his home if the mystery of 
  the adventure has run its course—instead he 
  might have been traveling back from a visit 
  with Mayor Yashido, doing some trading in 
  the market, stopping at a friend’s home, or 
  visiting the grave of an ancestor in the woods 
  nearby. Knowing that something of such great 
  value would be a prime target for theft, the 
  merchant is subtle and sneaky when using the 
  magic item and while people nearby will notice 
  his presence, nobody ever actually sees him 
  activate the device (which he keeps in a wide 
  bamboo cylinder lined with silk to muffle the 
   
   
  relic until the top or bottom of 
   
   
  the container is opened and it 
   
   
  drops out).
  Interrogating Sanjuro 
  While Sanjuro Shigetoki knows he is guilty, 
  he is also an experienced merchant—and a 
  damn good liar, possessing a shrewd +5 bonus 
  on Charisma (Deception) checks. He is polite 
  and congenial, inviting the party into his 
  home, offering them sumptuous food, serving 
  excellent tea, and speaking candidly of his 
  recent travels with bands of other merchants 
  journeying together for safety. Nothing 
  untoward or strange happened on his three 
  week trip to and from Fukushu where his 
  business transactions (managing the 
  distribution and logistics for prominent tea 
  farmers surrounding the village and many 
  settlements nearby) went better than expected. 
   
  When the PCs ask about the yūrei-fū 
  wind chimes he remains friendly but lies 
  directly to their faces. Any adventurer that 
  succeeds on a DC 18 Wisdom (Insight) check 
  can confirm his duplicity and gains advantage 
  if they know from deduction (either through 
  his prior absence, the length of his journey, or 
  by following the sound of the chime when the 
  Mists of Akuma appear) that he must be 
  hiding something. Confronting him about his 
  dishonesty causes Sanjuro’s face to redden 
  and he quickly stands up, ordering the party 
  to leave at once and yelling that their baseless 
  accusation dishonor not only themselves but 
  him as well! 
   
  While he puts up a good front, Sanjuro
  cannot back up his angry demeanor with blade 
  or spell and a DC 16 Charisma (Persuasion) 
  check or DC 12 Charisma (Intimidation) 
  check is enough to break his duplicity. Either 
  way Ishimoto took her husband’s outburst as 
  an opportunity to disappear into a back room 
  where she quietly exits the house through a 
  window; hearing her do so requires a passive 
  Perception of 17 or higher. Realizing that she 
  is gone and either persuaded or intimidated, 
  the merchant reveals that he suspects his wife 
  was having an affair with one of the priests 
  of Róbai Shita Temple. One night he followed 
  her, traveling through a secret entrance in the 
  western bluffs of the mountainside, hidden 
  within a cave behind some dense bamboo. 
  Once inside the temple however his curiosity 
  got the best of him, and when he realized the 
  tomb at the bottom belonged to one of his 
  ancestors he felt compelled to take a keepsake 
  with him—at which point he reveals the yūrei-
  fū wind chimes. 
  
  17
   
  With this information in 
  hand the PCs may realize that 
  the absence of the magic item 
  roughly coincides with the 
  recent troubles in Shibai and a 
  DC 12 Intelligence (Religion) 
  check tells the adventurers 
  that the spirit of Sanjuro’s 
  ancestor is likely troubled—
  restoring the yūrei-fū wind 
  chimes to their rightful place 
  will bring peace to Watsuji 
  Shigetoki’s soul. The merchant 
  greatly values the relic for its 
  usefulness to his trade and 
  is very unwilling to give it 
  away, but a DC 18 Charisma 
  (Persuasion) check (made 
  with advantage as long as a 
  bribe of 50 Imperial Pieces is 
  involved) or DC 15 Charisma 
  (Intimidation) check (made 
  with advantage if the threat 
  of violence is used, though 
  this increases their Haitoku by 
  1) convinces him to part with 
  the magic item. Either way 
  he is happy to share where 
  the secret entrance to Róbai 
  Shita Temple is and how to 
  find it; locating it without his 
  directions requires a DC 20 
  Wisdom (Perception) check 
  made in the general area of 
  the cave.
   
  So long as the Mubō 
  Brothers are alive Ishimoto 
  has managed to find them, 
  revealing where the PCs are 
  and describing the dishonor 
  shown to her husband. 
  Raitoningu and Sandā bellow 
  from outside the home, 
  baiting the adventurers into 
  their final battle. Read the following:
  Sanjuro jumps suddenly as you all hear the voice of a Mubō brother bellowing from outside, 
  “COME OUT, CURS! We are not done with you yet! First dark magic, and now dishonoring one 
  of this town’s finest citizens? Shibai must be rid of you! Face us honorably and die with courage!” 
  Sure enough looking outside you see Raitoningu standing brazenly, though Sandā is nowhere 
  in sight. The merchant looks at you innocently though as you realize that his wife Ishimoto is 
  nowhere to be found, you think you might see a small smirk of satisfaction flash across his 
  features.
  Blackmailing Ishimoto
  If Ishimoto successfully ousts her sister to 
  become the mayor of Shibai the PCs can 
  leverage her involvement in the town’s 
  troubles, gaining advantage on 
  Charisma (Persuasion) and Charisma 
  (Intimidation) checks to negotiate 
  for a favor in the future, rights to recently 
  vacated homes in the town, or up to 
  150 Imperial Pieces of hush money. 
  Anyone who benefits from blackmailing 
  Ishimoto decreases their Dignity score by 2 
  and increases their Haitoku score by 1.
  
  18
  With the yūrei-fū wind chimes in hand the PCs are able to bring an end to the troubles in Shibai—
  bringing peace to the soul of Watsuji Shigetoki (whether knowingly or not) by restoring the relic 
  to its rightful place in the tomb at the bottom of Róbai Shita Temple. The party has to successfully 
  navigate the subterranean passages first however, and after Ishimoto and Sanjuro left the hidden 
  door to the western slopes open the evil winds of Akinochisō blew through to awaken many of 
  the objects inside (and even some of the structure itself) into tsukumogami! Regardless of which 
  entrance the PCs use to gain access to Róbai Shita Dungeon, read the following:
  A ghostly flickering paper lantern throws a soft light onto a bloodied torture rack, the ominous 
  object of suffering’s shadow looming over large, imposing stone steps that descend further 
  beneath the earth. All is silent save for the occasional scratching or curious cackle emerging 
  from below, and with the smell of death pervading the air you cannot help but wonder what 
  awaits.
  ACT 3: BENEATH RÓBAI SHITA TEMPLE
  ACT 3: BENEATH RÓBAI SHITA TEMPLE
  Róbai Shita Dungeon
  The dungeon and catacombs of Róbai Shita 
  Temple are all as much living tsukumogami as 
  inanimate stone blocks and mundane objects. 
  Just how many of the monsters are in the area 
  (and how many of them care to be noticed by 
  the adventurers or decide to be mischievous 
  rather than aggressive) is entirely at the
  discretion of the GM, but it is recommended 
  that the party cross paths with at least 
  4 lesser, 3 medium, and 2 greater Róbai Shita 
  tsukumogami throughout this sequence of 
  the adventure. Should the party be visiting 
  this area a second time (after finding the 
  secret door in the basement during Act 2) 
  their second time through the dungeon 
  should have half as many encounters (2 lesser, 
  2 medium, 1 large). More importantly, the 
  tsukumogami rearrange themselves and, at 
  the GM’s discretion, may even alter the layout 
  of the rooms (switching what objects are in 
  which chambers, or if the GM prefers, 
  re-drawing the entire map!) to confuse 
  the PCs.
  Statue Room
  If only because it would be too obvious, these 
  statues (both of Watsuji, one youthful and one 
  old) are inanimate and should serve to lower 
  the adventurers’ hackles. A DC 12 Intelligence 
  (History) check can date them as older than 
  2,000 years, though their relatively pristine 
  condition makes it difficult to be sure. Any 
  result of 20 or higher notes the telltale signs 
  of an item falsely aged by exposure to the 
   
   
  Mists of Akuma.
  Ancient Study
  This chamber has a table, book cases, and a 
  pair of trunks—the latter being Medium Róbai 
  Shita Tsukumogami hidden in plain sight. Both 
  monsters attack when one of them is tampered
  with, flanking the nearest adventurer. The scroll 
  on the table is written in ancient Soburi 
  and requires a DC 11 Intelligence check to 
  decipher. A PC that successfully reads it 
  discovers the parchment has the funereal 
  rites of Watsuji Shigetoki and list his many 
  impressive accomplishments, among them 
  the creation of the temple (as well as accounts 
  of him singlehandedly destroying an oni 
  warlord and its armies, diverting a cyclone 
  away from Kyusokuna with powerful magic, 
  brokering piece with a yai sovereign of metal, 
  and defending Seinaru from the powerful 
  sovereign dragon Yamano-Ryōshu to name a 
  few).
   
  Western Anteroom
  The chest in the corner of this room is has no 
  traps and is unlocked, seeming to contain 
  fine garments of silks worth as much as 
  10 Imperial Pieces to the right buyer. Closer 
  inspection with a DC 14 Intelligence 
  (Investigation) check after the trunk has 
  been opened finds a hidden compartment 
  with 10 pounds of ancient coins worth 
  88 Imperial Pieces.
  Shrine Room
  As in the Ancient Study, there are two monsters
  hidden in this room—the shrines within it 
  are a Lesser Róbai Shita Tsukumogami and 
  Medium Róbai Shita Tsukumogami! Both wait 
  until someone moves to unlock the chest in
  
  19
  
  20
   the corner then attack in concert, shutting and blocking the door to separate an adventurer from 
  their allies.
   
  There’s a trunk as well, though it is both locked and trapped. A DC 17 Intelligence 
  (Investigation) check spots the activation plates worked into the container’s lock. Any attempts 
  to break (AC 14, 30 hp) or open the chest without the proper key trigger the trap, causing it to 
  send out a 5 foot jolt of electricity. A creature within range takes 17 (5d6) lightning damage and 
  must succeed on a DC 14 Constitution saving throw or be stunned for 2 rounds. A successful 
  DC 16 Dexterity (thieves’ tools) check disarms the trap, removing the circuit nodes from the 
  lock. Unsuccessfully attempting to pick the lock triggers the trap. The chest can be opened by 
  succeeding on a DC 16 Dexterity (thieves’ tools) check. Only one thing is hidden inside of it, 
  another relic of Watsuji Shigetoki—a set of ornate painting brushes and marvelous pigments.
  Eastern Anteroom
  There is little of interest in this room save for the chest in the corner. The trunk isn’t locked, 
  trapped, or a tsukumogami but contains nothing other than bloody torture implements. These 
  can be sold to a nefarious and wicked merchant for 20 Imperial Pieces but the party may wish to 
  keep them—if used in conjunction with an interrogation they grant advantage on checks made 
  against a restrained victim.
  Treasure Room
  A total of four chests await within this chamber—two are identical to those found in the Róbai 
  Shita Basement (page 14) but two are hidden Medium Róbai Shita Tsukumogami (page 35). 
  Unlike the other monsters, however, they do not attack until either discovered or after one of 
  the trunks has been opened (or tampered with unsuccessfully). Inside of the two genuine 
  strongboxes the PCs find random mundane items of the GM’s choice—acid vials, arcane 
  focuses, ink and parchment, and so on—up to a worth of as much as 60 Imperial Pieces.
  Prisoner Chamber
  An unlocked, untrapped trunk in the corner of this room contains the dried, bloodied rags and 
  belongings of some nameless prisoner long dead. The shackles that once held them however are 
  very much alive, a Greater Róbai Shita Tsukumogami that remains motionless until a PC is within 
  its reach. 
  Róbai Shita Catacombs
  The layout of this area of the dungeon is very 
  simple (and does not change even if visited 
  twice): there is a western passage and an 
  eastern passage, both of which lead to the 
  entrance of Watsuji Shigetoki’s tomb. There is 
  an obvious danger in the northernmost corner 
  of the eastern hall, an iron maiden that has 
  become a Greater Róbai Shita tsukumogami 
  (page 35), but again this is a vicious ploy—
  to the west is an even greater threat, a wall 
  tsukumogami (page 36). Either way to 
  continue forward the adventurers must 
  travel along one of these paths in order to 
  continue. If the monster is currently alive and 
  conscious, Fukō attacks the party as they rest 
  after vanquishing (or fleeing from) either of 
  the creatures.
  Torture Chambers
  All of these macabre chambers are roughly 
  identical, containing manacles, torture racks, 
  a skeleton, or all three. This is an opportunity 
  for GMs to include additional Róbai Shita 
  tsukumogami for parties that have had an 
  easy time traveling through the dungeon 
  thus far. Otherwise these rooms have anything 
  of value inside, instead serving as a grisly 
  reminder that even the most revered and 
  holy of Soburi are capable of inflicting terrible 
  horrors. 
  Watsuji Shigetoki's Tomb
  A large iron door bars the way forward into 
  this room but a DC 12 Strength check is 
  enough to wedge it open. 
   
  Read the following as the PCs enter this 
  room:
  (see page following map for full read-aloud)
  
  21
  
  22
  The creaking of the heavy iron door as it 
  swings into the crimson-lit chamber ahead 
  of you echoes off the walls, reverberating 
  back and again before silence reigns once 
  more. Arrayed along the walls are dozens 
  of candles flickering with red and violet 
  flames, illuminating a simple yet perfectly 
  cut marbled sarcophagus. At its head are 
  two statues identical to those from the 
  level above, both looking down onto three 
  plinths—on the left an urn, on the right a 
  scroll, and the third empty.
  No check is required to recognize that the red 
  and violet light cast by the flickering candles 
  in this room is unnatural. At its northern end 
  at the head of Watsuji’s stone casket are three 
  pedestals, one with an urn atop it, another 
  holding a scroll, and the last empty—obviously 
  meant for the yūrei-fū wind chimes. When 
  placed upon the pedestal the screaming soul 
  of the ancient wu-jen yamabushi frees itself 
  of Akinochisō’s curse, visibly returning to the 
  sarcophagus in the center of the chamber. The 
  malevolent spirit that puppeted Watsuji’s spirit 
  is not undone however, and its dark patron 
  empowers it, causing it to manifest unbound 
  to attack the adventurers! Read the following:
  A wailing cry suddenly fills the chamber and 
  motes of blue energy swirl through the air, 
  gradually gathering to form the screaming 
  form of an old soburi man in simple robes. 
  Gradually his countenance calms until he 
  is entirely at peace, the last thing you see 
  being a smile crossing his face before the 
  spirit’s head disappears into the stone 
  casket. Not a moment later a moaning 
  howl reverberates from the walls, an 
  unnatural voice infused with rage—suddenly 
  tornado winds whip around the chamber 
  until the monster that attacked the village 
  floats before you. Before the winds die 
  down the creature grows and distorts in 
  violent convulsions, becoming more wild 
  and savage with every gust before it leaps 
  to attack!
  When Fukō Unbound has been destroyed, the 
  voice of Watsuji Shigetoki thanks the party and 
  assures them that with his relics returned, his 
  ancient protections over Shibai will return as 
  well. Afterward he is willing to answer a single 
  question about anything (from the afterlife 
  to secrets of the modern world) though how 
  accurate or how much he truly knows is 
  entirely at the discretion of the GM.
  When the PCs emerge from Róbai Shita Temple it is immediately clear that they have had a 
  positive impact on the region; not only will they feel dignified and know without doubt that they 
  have aided a soul in turmoil, they can see it in the very environment. Read the following:
  The sky is clear and a warm wind runs up the mountainside, though that’s not the first thing 
  that strikes you—it’s the sudden abundance of wildlife, the noises of nature all the louder for 
  their unnoticed absence the past several days. Crickets chirping and the occasional call of a 
  bird fill you with confidence, sure that you have made a difference in the lives of the people of 
  Shibai.
  Mayor Yashido is overwhelmingly pleased to hear that the adventurers have gotten to the bottom 
  of things and immediately announces it in the village’s marketplace, much to the pleasure of the 
  townsfolk still in Shibai—except for Ishimoto. Her younger sister uses the opportunity to berate 
  Miya, publicly denouncing her for hiring the disastrous Mubō Brothers and moving that she be 
  deposed, allowing for herself to act as interim mayor until a new election can be held. The PCs 
  are able to stop this coop by revealing Ishimoto’s part in causing the town’s curse, but she gives 
  the adventurers a knowing wink (making it clear that they will be rewarded for their silence). 
   
  Regardless of how local politics play out the next day Nature-Wielder Yon-jū Banme sends 
  another fox, this one fitted with pack that turns out to be a bag of holding containing all of the 
  party’s reward (including blank travel papers and the agreed upon number of Imperial Pieces).  
   
   
   
  The PCs all increase their Dignity scores by 3 and if they have not yet gained 
   
   
  a level, each does so as well. Furthermore their reputations spread, reaching the
   
   
  ears of other bengoshi—men and women in need of agents elsewhere in Soburin...
  
  23
  As the adventurers sift through the mystery at the heart of Scourge of Róbai Shita Temple they 
  will inevitably hear many things about Shibai that simply are not true (at least not entirely). 
  When dispensing information in any of the instances of the module (from the Sukochi bengoshi, 
  Ishimoto Shigetoki, Mayor Yashido, or various citizens of the town) the GM should sprinkle in at 
  least a few pieces of the following gossip for amusement—and of course to throw the PCs off 
  the trail if they are advancing through the story too quickly! 
  Mubō Brothers. As famous warriors there are 
  numerous tales about Raitoningu and Sandā 
  though much like the gunmen, they are lacking 
  in consistency and truthfulness.
  • The Mubō Brothers killed a true oni and it is one 
  of these creatures children keeps resurrecting 
  the monster.
  • Raitoningu was witnessed doing unseemly 
  things with a horse.
  • Sandā keeps grisly trophies of his kills tucked 
  inside of his armor for good luck.
  • Both are bastards born out of wedlock and  
  banished from the noble house of their father.
  • The Mubō Brothers are actually in league with 
  the monster and lured it here, as they have 
  other towns, exacerbating their fame with each 
  seeming victory.
  The Monster. Countless canards about  
  the enigmatic monster roam throughout  
  conversation in the marketplace, each as  
  unfounded as the last and more evident of  
  the locals’ fear than anything else.
  • The creature is the ghost of a dead noble from  
  a family long gone from Shibai.
  • In truth the monster is Akinochisō’s bastard  
  offspring, the result of the dark entity mating 
  with a human.
  • The spirit of the noble samurai Maita Etsuko has 
  been warped into the freakish beast plaguing 
  the town, her body infused with evil and hatred 
  over the betrayal that saw her killed.
  • Finally the mystery surrounding the local 
  woodsmen and hunter Sako Kaori has come to 
  an end—he had been seen to show the signs 
  of corruption the last few times he stopped 
  through town and many villagers avoided  
  him entirely, so surely this must be what he’s 
  transformed into.
  • This so called monster is nothing more than  
  parlor tricks and illusions created by the Mists  
  of Akuma and a foul sorcerer lurking in the 
  supernatural haze, nothing more than a ploy to 
  sap courage from the village and make Shibai 
  weak enough to take over completely.
  • The monster is punishment Shibai being spared 
  from the Mists of Akuma for years, the karma  
  of lacking devotion accumulating over the  
  centuries to ultimately doom them all.
  Róbai-Shita Temple. Normally revered as a 
  truly holy shrine to both ancestors and nature, 
  Róbai Shita Temple’s reputation has rapidly 
  fallen to be thought of as a cursed, haunted 
  place.
  • There’s a secret dungeon beneath Róbai Shita 
  Temple where heretics are tortured to death.
  • The temple was founded by an ancient wu-jen 
  that was cast away from his peers for his  
  outlandish beliefs.
  • Akinochisō has stolen the wind from the top  
  of the mountain, angering the spirits of the 
  temple’s dead priests.
  • Anyone who is truly honorable and righteous 
  that spends the night within Róbai Shita Temple 
  wakes up invigorated by their ancestors and free 
  of any sicknesses.
  • The temple has existed since the dawn of  
  history, before even one house was built in 
  Shibai or any warlord sought to conquer all of 
  Soburin.
  Shukettsu the Erītokirā Warrior. As both a 
  shikome and a warrior that embraces heretical 
  technology, even the merest sight of Shukettsu 
  is enough to send the villagers into a frenzy of 
  speculative gossip.
  • The mysterious warrior protects a hidden lab 
  devoted to crafting heretical devices and  
  secreted away somewhere in the western  
  slopes of the mountain.
  • It is actually a demon made from an accursed 
  steametic that died inside the stomach of a 
  dead boar, fusing the two together and filled 
  with animalistic rage.
  • It is really the creation of a mad scientist  
  working for Rimono Prefecture and not alive  
  at all, an automaton that lurks in the woods 
  waiting to kidnap children from Shibai.
  • The mechanically armored hunter is an agent of 
  one of the rogue Kengen warlords sent to spy 
  on the town for an imminent invasion.
  • A beast that walks on two metal legs, it feeds on 
  the blood of the living and has been using the 
  Mists of Akuma as cover to abduct its meals.
  
  24
  Mists of Akuma
  The corrupting fogs that have thrown Soburin once more into turmoil can roll in at any time, 
  forcing the PCs to move to high ground or get into a contained space where they can buffet 
  the foul haze away from themselves.
  Even before wholesale transformation exposure to the Mists of Akuma twists all it touches, leading to a special 
  condition called misted. A creature inside a square occupied by the Mists of Akuma makes a Dignity saving throw 
  (DC 8 + 1 per previous save in the last minute) at the end of each turn or accrues 1 point of Haitoku. This does not 
  reduce a character’s Dignity score and can increase a creature’s Haitoku above 20.
  New Condition: Misted
  Misted is measured in eight levels. An effect can give a creature one or more levels of misted, as specified in the 
  effect’s description. Creatures always have a minimum number of levels of misted condition equal to their Haitoku 
  modifier. Kami, oni, and tsukumogami are immune to the misted condition. 
   
  Table: Misted Effects
  Level
  Effect
  1
  Mild auditory effect
  2
  Mild visual effect
  3
  Speed +10 feet during combat; Disadvantage on Dignity ability checks
  4
  Severe auditory effect
  5
  Severe visual effect
  6
  Visible physical mutation, providing +1 to two attributes, –1 to one attribute; 
  Disadvantage on Dignity saving throws and you gain the hated condition
  7
  Ignore the first 3 points of damage from each attack or spell
  8
  Death and transformation into adeddo-oni (page 29)
  Auditory and visual effects are not perpetual but they are frequent and obvious when they occur. Some example 
  effects are:
  Mild Auditory Effect. A disembodied voice repeats everything you say in a barely audible whisper.
  Mild Visual Effect. Your fists and feet smolder with red energy during your katas, in battle or out. 
  Severe Auditory Effect. Whenever you draw your weapon a clap of thunder echoes around you. 
  Severe Visual Effect. Whenever your ire is raised (even slightly), your image stretches and distorts to make you 
  appear look much larger and more demonic than you are.
  
  25
  In the lands of Soburin few people are truly honorable—most of those who claim to be hide their 
  duplicitous ways behind hearsay, rumor, and the appearance of nobility. When playing in a game 
  set in Mists of Akuma, two new ability scores come into play that are emblematic of the struggle 
  against the overwhelming nature of the world that grinds down all the living souls within it: 
  Dignity and Haitoku. These abilities function just like any other ability score, with the exceptions 
  detailed below.
   
  Characters begin with a Dignity score of 10 and Haitoku score of 10. Some backgrounds 
  may decrease or increase a character’s Dignity and Haitoku, and at the GM’s discretion a PC 
  may choose to have a starting Haitoku score of up to 15. Unlike normal, these attributes are not  
  limited to a score between 1 and 20, and are directly related to one another. After character 
  creation, most increases to Dignity reduce a character’s Haitoku by the same amount, and most 
  increases to Haitoku reduce a character’s Dignity by the same amount (though the GM is not 
  bound to this rule and may reward either attribute as they see fit). A character with a feat that 
  has Dignity or Haitoku as a prerequisite does not lose the feat even if their attribute drops below 
  the prerequisite.
   
  When a Dignity or Haitoku check or saving throw is needed for a monster that does not 
  have these attributes, substitute Charisma for Dignity and Wisdom for Haitoku.
  NEW attributes: Dignity and Haitoku
  NEW attributes: Dignity and Haitoku
  Dignity
  Dignity isn’t an actual measure of a character’s 
  devotion to a set of principles or how virtuous 
  they might be—it is an indicator of how well 
  they carry their dutiful nature (if they have 
  one) and how honorable others perceive them 
  to be. The reputation of a character with a 
  high Dignity carries weight and garners them 
  recognition, both generally and with bengoshi 
  or among other characters with high Dignity.
   
  Dignity can be raised through normal  
  ability score increases without lowering a 
  character’s Haitoku. Otherwise, the GM can 
  choose to increase Dignity (lowering Haitoku) 
  based on how a character acts (although they 
  are not required to do so every time Dignity 
  increases). At the end of a gaming session if  
  a character was seen defending the law,  
  protecting against wanton malice, or has 
  otherwise distinguished themselves (such as 
  finishing a mission for a bengoshi), the GM 
  can increase the character’s Dignity (assuming 
  of course that at least one witness survived  
  to spread the word).
  Dignity Checks. Dignity checks can be used 
  much like Charisma, when how honorable a 
  character is plays an impact on a social  
  situation.
   
  The GM might also call for a Dignity 
  check in the following instances: 
  • A character is unsure on how to act  
  honorably and must respond quickly.
  • A character is surrendering but attempting 
  to retain the respect of their allies and  
  enemies.
  • A character wants to know another  
  character’s Dignity score (DC 10 – target 
  character’s Dignity modifier).
  • A character wishes to utilize the appropriate 
  etiquette in a social situation that is complex 
  or tense.
  • A character wants to influence another  
  character through their social standing.
  • A character wants to acquire travel papers 
  from a torii gate when they would not  
  normally be able to.
  Dignity Saving Throws. Dignity saving throws 
  are used against Haitoku-driven abilities and 
  when a character is attempting not to dishonor 
  themselves. The GM might also call for a  
  Dignity saving throw in the following instances: 
  • A character is about to breach etiquette.
  • A character replies to an enemy’s insults or 
  provocations in turn, dishonoring them-
  selves.
  • A character is about to be fooled by an  
  enemy’s ploy to breach their honor.
  
  26
  Haitoku
  Haitoku means “fall from virtue” and represents a character’s gradual embrace of the dark  
  methods, immoral ethics, and fel powers that have encroached upon and consumed Soburin (and 
  everyone within). Characters with a high Haitoku score do whatever is necessary to achieve their 
  goals—endangering children and the infirm, sacrificing the lives of others, committing a  
  settlement to bloody reprisal from a rival town, or even dooming a region by disrupting a  
  powerful relic for their own gain—and it taints their soul. This severe disposition can be  
  recognized by others who share a willingness to be cutthroat, and some truly embody their  
  depravity to unlock powerful abilities beyond the ken of mortal men.
   
  Haitoku can be raised through normal ability score increases without lowering a character’s 
  Dignity. Otherwise the GM can choose to increase Haitoku (lowering Dignity) based on how a 
  character acts (although they are not required to do so every time Haitoku increases). At the end 
  of a gaming session if a character was seen breaking the law, engaging in wanton violence, or has 
  otherwise committed an immoral act, the GM can increase the character’s Haitoku.
   
  Finally, a character always has a number of levels of the misted condition (page 20) equal 
  to their Haitoku modifier.
  Haitoku Checks. Haitoku checks can be used much like Wisdom, when how despicable a  
  character is plays an impact on a social situation. Generally if the Intimidate skill is applicable, 
  Haitoku may be used with it.
   
  The GM might also call for a Haitoku check in the following instances: 
  • A character is unsure of whether they are going to endanger others with their direct actions.
  • A character wants to know another character’s Haitoku score (DC 20 – character’s Haitoku 
  modifier).
  • A character wishes to unlock the secrets of a powerful item, activating it with the implacable 
  and unending perseverance of their spirit.
  • A character wants to influence another character by revealing how depraved they are willing 
  to be and that no consequence or measure can stop them.
  Haitoku Saving Throws. Haitoku saving throws are used against Dignity-driven abilities or when 
  a character pushes their body and mind beyond their limitations. 
   
  The GM might also call for a Haitoku saving throw in the following instances:
  • A character can resist death by dipping into their deepest  
  reserves of unyielding resolve. As a reaction, a character can  
  attempt a Haitoku saving throw (DC equal to the damage from 
  the last attack). On a successful save, the character regains 1 hit 
  point and a level of the exhausted condition. They may activate 
  this ability even while unconscious (and before they make a Death 
  Save). A character may resist death a number of times equal to 
  their Haitoku modifier (minimum 1). Uses of this ability recharge 
  after a long rest and when they do the character gains a point of 
  Haitoku.
  • A character encounters a truly unnatural horror that would  
  shatter the mind of a less resolute being. When an effect would 
  cause insanity (such as the symbol spell or to resist madness) a 
  character may make a Haitoku saving throw in place of a Wisdom 
  or Charisma saving throw. They may make this Haitoku saving 
  throw with advantage by gaining a level of the exhausted  
  condition.
  • A character breathes the Mists of Akuma.
  
  27
  Adeddo-Oni
  The Mists of Akuma change people (page 24), transforming them into abominations with 
  malevolent dead hearts that beat with a thirst for blood. Some scholars believe that the 
  jabbering of adeddo-oni is more than the nonsensical chatter it sounds like and that despite 
  their apparent mindlessness, the undead possess some level of intelligence. Military commanders
  agree with this assessment, convinced that the preternatural battlefield acumen shown by 
  hordes of the creatures is a sign of a commanding presence among the adeddo-oni (and 
  ancient legends tell of truly brilliant specimens though these have not been seen for centuries).
  Adeddo-Oni Template
  Giants, monstrosities, and any creature type 
  other than beast or undead can become 
  adeddo-oni. An adeddo-oni keeps its 
  statistics, except as follows.
  Alignment. Adeddo-oni are chaotic evil.
  Type. The adeddo-oni’s type changes to 
  undead (oni).
  Armor Class. Adeddo-oni gain a natural 
  armor of 2.
  Speed. Adeddo-oni increase all of their 
  movement speeds by 30 feet and quadruple 
  all jump distances.
  Intelligence. Almost all adeddo-oni lose most 
  of their memories and sense of self. An adeddo-
  oni’s Intelligence score changes to 4 and it gains 
  proficiency in Intelligence saving throws.
  Resistances. Adeddo-oni gain resistance to 
  cold damage.
  Damage Immunities. Adeddo-oni gain immunity 
  to necrotic, poison, and psychic damage.
  Condition Immunities. Adeddo-oni gain 
  immunity to the charmed, exhaustion, 
  frightened, and poisoned conditions.
  Senses. Adeddo-oni gain darkvision 120 ft. and 
  can see through mists and fog without difficulty. 
  Vulnerabilities. Adeddo-oni are vulnerable to 
  radiant damage and while in sunlight they are 
  at disadvantage on all ability checks, attack rolls, 
  and saving throws.
  Languages. Adeddo-oni speak and understand 
  Adeddo (a simple and instinctual language).
  Magical Attacks. Adeddo-oni weapon attacks 
  are magical and they gain a +1 bonus on melee 
  attack rolls and melee damage rolls made with 
  natural weapons and unarmed strikes.
  Regeneration. Adeddo-oni regain a number of 
  hit points at the start of their turn equal to their 
  CR if they have at least 1 hit point and are not 
  in sunlight.
  Challenge Rating. Adeddo-oni increase their 
  CR by 2 (if necessary, recalculate proficiency 
  bonus).
  Adeddo-Oni Hunchling
  Small undead (oni), chaotic evil
  Armor Class 14 (natural) 
  Hit Points 7 (2d6)
  Speed 50 ft. (quadruple all jump distances)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (–1)
  14 (+2) 10 (+0) 4 (–3)
  8 (–1)
  8 (–1)
  Saving Throws Int –1
  Skills Stealth +6
  Damage Vulnerabilities radiant
  Damage Resistances cold
  Damage Immunities necrotic, poison, psychic
  Condition Immunities charmed, exhaustion, 
  frightened, poisoned
  Senses darkvision 120 ft., 
  passive Perception 9 (sees
  through fog or mist)
  Languages Adeddo
  Challenge 2 (450+50 XP)
  Nimble Escape. The 
  adeddo-oni hunchling can 
  take the Disengage or Hide 
  action as a bonus action on 
  each of its turns.
  Regeneration. The adeddo-oni 
  hunchling regains 2 hit points 
  at the start of its turn if it has at 
  least 1 hit point and is not in 
  sunlight.
  ACTIONS
  Hammer. Melee Weapon 
  Attack: +2 to hit, reach 5 ft., 
  one target. 
  Hit: 3 (1d6) magical 
  bludgeoning damage.
  
  28
  Adeddo-Oni Ninja
  Medium undead (oni), chaotic evil
  Armor Class 16 (leather, natural)
  Hit Points 27 (6d8)
  Speed 60 ft. (quadruple all jump distances)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 15 (+2) 10 (+0) 4 (–3)
  14 (+2) 16 (+3)
  Saving Throws Int –1
  Skills Deception +5, Perception +6, Stealth +4
  Damage Vulnerabilities radiant
  Damage Resistances cold
  Damage Immunities necrotic, 
  poison, psychic
  Condition Immunities charmed, 
  exhaustion, frightened, poisoned
  Senses darkvision 120 ft., 
  passive Perception 16 (sees through fog or mist)
  Languages Adeddo
  Challenge 3 (700 XP)
  Cunning Action. On each of its turns, the adeddo-oni 
  ninja can take the Dash, Disengage, or Hide actions 
  as a bonus action.
  Regeneration. The adeddo-oni ninja regains 
  3 hit points at the start of its turn if it has at 
  least 1 hit point and is not in sunlight.
  Sneak Attack (1/Turn). The adeddo-oni ninja 
  deals an extra 7 (2d6) damage when it hits a 
  target with a weapon attack and has advantage 
  on the attack roll, or when the target is within 
  5 feet of an ally of the adeddo-oni ninja that 
  isn’t incapacitated and the adeddo-oni ninja 
  doesn’t have disadvantage on the attack roll.
  ACTIONS
  Multiattack. The adeddo-oni ninja makes two melee attacks.
  Ninja-To. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
  Hit: 6 (1d6+3) magical slashing damage.
  Shuriken. Ranged Weapon Attack: +5|+5 to hit, range (20/60), 
  one target. Hit: 4 magical piercing damage.
  
  29
  Imposing even without his ornate suit of finely crafted green tosei gusoku armor, this hulking soburi 
  stands at nearly 7 feet in height and hefts about a miniature cannon as though it were a rifle. His 
  brutish face is almost always in a sneer and he walks with a confident, boastful swagger.
  Raitoningu Mubo
  Medium humanoid (soburi), neutral
  Armor Class 16 (tosei gusoku)
  Hit Points 87 (12d8+24)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Dignity Haitoku
  16 (+3) 14 (+2) 14 (+2) 9 (–1)
  13 (+1) 11 (+0) 14 (+2)
  13 (+1)
  Saving Throws Str +5, Dex +4
  Skills Athletics +5, Intimidation +2
  Senses darkvision 60 ft., passive Perception 11
  Languages Soburi
  Challenge 3 (700 XP)
  Brute (1/round). Raitoningu is extremely strong and large for a human. He may grant himself 
  advantage on a Strength ability check. In addition, his carrying limit is doubled.
  Cannon Wielder. Raitoningu can reload his portable cannon by spending a bonus 
  action and he is not at disadvantage to fire his portable cannon when within his target’s reach.
  ACTIONS
  Multiattack. Raitoningu attacks twice 
  with his katana.
  Katana. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 9 (1d12+3) 
  slashing damage.
  Portable Cannon. Ranged Weapon Attack: 
  +4 to hit, range 30/200, one target. 
  Hit: 21 (3d12+2) piercing damage.
  REACTIONS
  Reactive Shooter. Raitoningu can spend his 
  reaction to drop to one knee and gain 
  total cover (provided the object he 
  is hiding behind is already providing at 
  least three-quarters cover). 
   
  Alternatively he may drop 
  prone as a reaction to gain total 
  cover behind an object 
  already providing him 
  half cover.
  i
  
  30
  This husky soburi carries a long iron firearm that resembles a cannon, the whole of the firearm 
  nearly twice as long as he is wide. The top of the stalwart man’s skull is clean shaven and the 
  rest of his scraggly black hair continues into the shortly trimmed beard covering his lower face, 
  flecks of hair caught all around his mouth.
  SANDA MUBo
  Medium humanoid (soburi), neutral
  Armor Class 16 (tosei gusoku)
  Hit Points 99 (12d8+36)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Dignity Haitoku
  14 (+2) 14 (+2) 16 (+3)
  9 (–1)
  13 (+1) 11 (+0)
  15 (+2)
  12 (+1)
  Saving Throws Dex +4, Con +5
  Skills Intimidation +2, Survival +3
  Senses passive Perception 11
  Languages Soburi
  Challenge 3 (700 XP)
  ACTIONS
  Cannon Wielder. Sandā is able to reload his portable cannon by spending a bonus action 
  and he is not at disadvantage to fire his portable cannon when within his target’s reach.
  Glutton (1/round). Sandā is extremely large for his size and well known for his iron stomach. 
  He may grant himself advantage on a Constitution ability check. In addition, he gains 
  advantage on saving throws to resist the poisoned condition.
  ACTIONS
  Multiattack. Sandā attacks twice with his katana.
  Katana. Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target. 
  Hit: 8 (1d12+2) slashing damage.
  Portable Cannon. Ranged Weapon Attack: 
  +4 to hit, range 30/200, one target. 
  Hit: 21 (3d12+2) piercing damage.
  REACTIONS
  Reactive Shooter. Sandā can spend his 
  reaction to drop to one knee and gain total 
  cover (provided the object he is hiding 
  behind is already providing at least three-
  quarters cover). Alternatively he may drop 
  prone as a reaction to gain total cover 
  behind an object already providing him 
       half cover.
  New Feat: Cannon Wielder
  Prerequisites: Proficiency with martial weapons
  Many see the portable cannon as an ungainly 
  and unnecessary weapon, but when properly 
  trained, a warrior can use it to blast their way 
  through enemies with reckless abandon. You 
  gain the following benefits:
  • You are able to reload a portable cannon by 
  spending a bonus action.
  • You are not at disadvantage to fire a  
  portable cannon when within a creature's 
  reach.
  • You are able to use a portable cannon as 
  a greatclub. Should you score a critical hit 
  while doing so, the portable cannon  
  cannot be fired until you spend 1 hour 
  clearing and re-aligning its inner workings.
  i
  i
  Portable Cannon. Martial (3d12 piercing damage, range 30/200) 
  This firearm heavy ironwork only holds 1 bullet and requires an 
  action to reload. When fired inside of a regular room or smaller 
  area (30 ft. across and wide, 10 ft. high), all creatures inside the 
  room make a DC 12 Constitution saving throw or are deafened 
  for 1d4 rounds.
  
  31
  
  32
  Though this shikome warrior wears a beautifully painted dragon sashimono on his back and wields 
  a katana in one hand, its resemblance to most of Soburin’s samurai ends there, the armor covering 
  its body as strange as he is but mechanical in nature—heretical, even.
  SHUKETTSU, KODOMO-TACHI ERITOKIRA 
  Medium humanoid (cursed shikome), lawful neutral
  Armor Class 16 (erītokirā armor)
  Hit Points 115 (14d8+42)
  Speed 40 ft., leap 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Dignity Haitoku
  18 (+4) 15 (+2) 16 (+3) 14 (+2) 15 (+2) 13 (+1) 8 (–1)
  13 (+1)
  Saving Throws Dex +4, Int +4, Wis +4
  Skills Acrobatics +4, Athletics +6 (advantage), Culture +1, Insight +4, 
  Intimidation +3, Perception +4 (sight-based 
  advantage), Stealth +4 (advantage), Survival +4
  Senses darkvision 200 ft., passive Perception 14
  Languages Adeddo, Ceram, Soburi
  Challenge 4 (1,100 XP)
  Brave. Shukettsu gains advantage on saving 
  throws to resist the frightened condition.
  Corrupted. Shukettsu cannot be transformed 
  by or die from exposure to the Mists of Akuma 
  regardless of how high his Haitoku attribute is.
  Dampening Enhancers. Shukettsu possesses 
  cutting-edge prototype augmetics that grant 
  him advantage on Athletics and Stealth checks.
  Darksight Goggles. Shukettsu’s has advantage 
  on sight-based Wisdom (Perception) checks.
  Exhaust. Shukettsu has advantage on checks 
  and saving throws to resist exhaustion.
  Hated. Shukettsu has disadvantage when 
  making Wisdom or Charisma checks against 
  any humanoid that doesn’t also have the 
  hated condition but he cannot suffer 
  disadvantage on Intimidation checks.
  Iyashino Iyashi Injectors (2/short rest). 
  Shukettsu spends a bonus action activating a 
  feature on his armor, regaining 22 (4d8+4) 
  hit points.
  Martial Advantage (1/turn). Shukettsu 
  can deal an extra 5 (2d4) damage to a 
  creature he hits with a melee weapon 
  attack if that creature is within 5 feet 
  of an ally that isn’t incapacitated.
  Nitrous Dash (Recharge 5-6). 
  Shukettsu gains a free Dash action. 
  Prayer Slips (66 total). Kami and 
  tsukumogami have disadvantage on attack 
  rolls made against Shukettsu. By sacrificing 
  a number of prayer slips equal to the level of a 
  spell that has caused him to gain the charmed 
  condition, Shukettsu can end the duration of 
   
   
  the spell.
  i
  i
  
  33
  Kodomo-Tachi EritokirA Chapter
  Children of Battle (Neutral)
  Art, Balance, History, Nature, Technology
  Chapter Master: Yasei No Choro
  Throughout the militaristic shikome (hobgoblins in Soburin) are various erītokirā chapters, guilds 
  of warriors that take to battle in advanced suits of armor incorporated with augmetics. The 
  Kodomo-Tachi are one of the most prideful erītokirā chapters, claiming to embody the ethos of 
  the independent shikome generals millennia in the past—disciplined soldiers that were not the 
  servants of dragons, but seen as powerful as the dragons themselves. So it is that the Kodomo-
  Tachi revere history and art in all forms, taking particular pride in the winged serpents arrayed 
  on their sashimono. Their belief is that for any life to exist in Soburin a balance must be struck 
  between nature and technology; unlike other erītokirā warriors the Kodomo-Tachi do not blame 
  humanity for the horrors of the recent past, knowing that such ignorant violence is not unheard 
  of. Emperor Hitoshi’s agents and spies have assessed the threat of Shukettsu’s lodge, and though 
  they have not been deemed a force for good they are thought to pose relatively little danger 
  compared to the other erītokirā chapters (provided of course that their non-aggressive stance 
  towards the Masuto Empire remains neutral).
   
  Shukettsu is on a fact-finding mission, sent to Shibai to confirm rumors that a merchant 
  headed back to the village carries a relic able to negate the dreaded Mists of Akuma. The 
  shikome does not require the magic item, only to confirm that it truly exists and to negotiate an 
  opportunity for the Kodomo-Tachi’s magical experts to study it. Moreover his clan’s divinations 
  have hinted at the intrusion of the party, prompting him to seek out and then follow the 
  adventurers as they traveled from Hanashichū Grove. After the PCs have made their first 
  investigation into Róbai Shita Temple (or at the GM’s discretion, on their way inside) Shukettsu 
  attempts to peacefully approach them, seeking to offer his aide in whatever way they think is 
  most useful—keeping watch on the temple, patrolling the town and defending against adeddo-
  oni, and the like. Of course if the party accepts his help the Mubō Brothers find out and add it 
  to their false accusations but otherwise the townsfolk simply find any alliance with him to be an 
  odd thing. 
   
  The GM can take or leave Shukettsu: if the adventurers are having an easy time of things 
  they might have him take a more aggressive stance, but if the party is struggling, fearful of 
  spreading resources too thin, or in need of an extra set of eyes and ears (which can be a means 
  of sifting through the rumors and give the PCs some clues) he is best used as an asset to rather 
  than liability. Even if he isn't immediately included in this adventure when it's deployed at the 
  table, the GM could introduce Shukettsu as an interested (and slightly less aloof) traveler, raider, 
  or go-between for Chapter Master Yasei Nochōrō to further a greater plot.
   
  Regardless of the details of his inclusion, it's best for GMs to employ a light touch with the 
  shikome soldier and erītokirā warriors in general—there are many chapters in Soburin and they 
  are more violent, duplicitous, and tenacious than even the clans ruling over the prefectures. 
  Should one group believe the party has declared loyalty to their enemies, the PCs will 
  have new, dangerous, well-equipped adversaries to contend with!
  Radio Antennae. Shukettsu automatically detects radio waves and can broadcast his own radio 
  waves to a distance of 15 miles.
  ACTIONS
  Multiattack. Shukettsu attacks once with his katana and once with his sword arm.
  Katana. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12+4) slashing 
  damage.
  Sword Arm. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) slashing 
  damage. By spending a bonus action to activate the gearwork within the augmetic, Shukettsu 
  can set the sword arm to vibrate for 1 minute. While vibrating its damage increases by 1d6 and 
  checks made to disarm another creature gain advantage.
  i
  i
  i
  i
  
  34
  There are a wide variety of items throughout the Róbai Shita temple’s dungeon and making 
  statistics for each would be redundant. When using a Róbai Shita Tsukumogami the GM should 
  choose one of the following features to add to its statblock:
  Constrict and Squeeze. The tsukumogami gains the following attack:
  Constrict. Melee Weapon Attack: (to hit, reach, and targets as claw attack). Hit: as claw attack but 
  bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the 
  creature is restrained, and the tsukumogami can’t constrict another target. By spending its bonus 
  action, the tsukumogami can deal its claw attack damage (bludgeoning) to the restrained creature.
  Endless Interior. The inside of the tsukumogami leads to an extradimensional space. At the start 
  of its turn if the tsukumogami has grappled a creature of Medium or smaller size, it may spend its 
  action to make an opposed Strength (Athletics) check to restrain its target (escape DC 13). When 
  the tsukumogami starts its turn and has restrained a creature, it may spend its action to swallow the 
  creature. A swallowed creature can only be released when the tsukumogami wills it or dies, though it 
  may make attacks and cast spells targeting the tsukumogami; the swallowed creature has disadvantage 
  on attack rolls and the tsukumogami gains advantage on rolls to resist a swallowed creature’s spells. 
  The tsukumogami may choose to target a swallowed creature with its attacks, gaining advantage on its 
  attack rolls and dealing force damage on a successful hit.
  Expel Contents. The tsukumogami spends its bonus action expelling junk, trash, old grain, grit, sand, 
  dirt, or other inexpensive substance out at a 
  creature within 10 feet, forcing the to make 
  a DC 13 Dexterity save or gain the blinded 
  condition until the end of the tsukumogami’s 
  turn.
  Void Flame. The tsukumogami gains the 
  following attack:
  Void Flame. Ranged Weapon Attack: 
  (to hit as claw attack), range (30/100), 
  one target. Hit: 11 (2d6+4) necrotic 
  damage and the target must make a 
  DC 13 Dignity saving throw or gain 
  1 Haitoku. A creature can only gain 
  Haitoku from void flame (any creature’s
  void flame) once every 24 hours.
  Greater Róbai Shita Tsukumogami may also 
  choose from the following:
  Enlarged Reach. The reach of all the 
  tsukumogami’s attacks increases by 10 feet.
  Painful Construction. The tsukumogami 
  may spend its bonus action to make an 
  opposed Strength (Athletics) check to 
  grapple a creature within reach. If the 
  tsukumogami begins its turn grappling a 
  creature, it may spend a bonus action to 
  make an opposed Strength check to restrain 
  the creature, or spend an action to make 
  the check with advantage. Once the 
  tsukumogami has successfully restrained a 
  creature it implements the sinister parts of 
  its construction, forcing its target against 
  spikes, agonizingly stretching their bodies, 
  or bleeding them through iron syringes 
  hidden in manacles (dealing bite damage 
                with a bonus action each turn 
   
          spent restraining a creature).
  LESSER RÓBAI SHITA 
  TSUKUMOGAMI
  Small monstrosity (tsukumogami), neutral evil
  Armor Class 13 (natural)
  Hit Points 80 (13d6+26)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 15 (+2) 14 (+2) 11 (+0) 15 (+2) 12 (+1)
  Saving Throws Int +2
  Skills Perception +4, Stealth +4
  Damage Vulnerabilities acid, fire, lightning, or 
  thunder (GM’s discretion)
  Damage Resistances cold, necrotic, radiant
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, 
  frightened, poisoned
  Senses darkvision 60 ft., passive Perception 14
  Languages Soburi
  Challenge 1 (200 XP)
  Haitoku Strike. By spending its bonus action 
  sensing its enemy, the tsukumogami may target 
  the enemy’s Dignity score instead of their AC.
  Hidden In Plain Sight. Tsukumogami may 
  appear as mundane versions of the objects they 
  once were, hiding in plain sight; DC 17 Wisdom 
  (Perception) check.
  Róbai-Shita Tsukumogami. The tsukumogami 
  has one of the features listed in the Róbai-Shita 
  Tsukumogami sidebar.
  ACTIONS
  Multiattack. The tsukumogami attacks twice.
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6+2) slashing damage.
  
  35
  Medium RÓBAI SHITA TSUKUMOGAMI
  Medium monstrosity (tsukumogami), neutral evil
  Armor Class 13 (natural)
  Hit Points 107 (13d8+39)
  Speed 35 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 15 (+2) 16 (+3) 12 (+1) 16 (+3) 13 (+1)
  Saving Throws Int +3, Cha +3
  Skills Athletics +4, Perception +5, Stealth +4
  Damage Vulnerabilities acid, fire, lightning, or thunder 
  (GM’s discretion)
  Damage Resistances cold, necrotic, radiant
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened, poisoned
  Senses darkvision 60 ft., passive Perception 15
  Languages Soburi
  Challenge 2 (450 XP)
  Haitoku Strike. By spending its bonus action sensing its enemy, the tsukumogami may target the 
  enemy’s Dignity score instead of their AC.
  Hidden In Plain Sight. Tsukumogami may appear as mundane versions of the objects they once 
  were, hiding in plain sight; DC 18 Wisdom (Perception) check.
  Róbai-Shita Tsukumogami. The tsukumogami has one of the features listed in the Róbai-Shita 
  Tsukumogami sidebar.
  ACTIONS
  Multiattack. The tsukumogami attacks once with its bite and twice with its claw.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) slashing damage.
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage.
  greater RÓBAI SHITA TSUKUMOGAMI
  Large monstrosity (tsukumogami), neutral evil
  Armor Class 13 (natural)
  Hit Points 130 (14d10+42)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 15 (+2) 17 (+3) 14 (+2) 17 (+3) 15 (+2)
  Saving Throws Dex +5, Int +4, Cha +4
  Skills Perception +5, Stealth +5
  Damage Vulnerabilities acid, fire, lightning, or thunder (GM’s discretion)
  Damage Resistances cold, necrotic, radiant
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened, poisoned
  Senses darkvision 60 ft., passive Perception 15
  Languages Soburi
  Challenge 3 (700 XP)
  Haitoku Strike. By spending its bonus action 
  sensing its enemy, the tsukumogami may target 
  the enemy’s Dignity score instead of their AC.
  Hidden In Plain Sight. Tsukumogami may 
  appear as mundane versions of the objects they 
  once were, hiding in plain sight; DC 19 Wisdom 
  (Perception) check. 
  Róbai-Shita Tsukumogami. The tsukumogami 
  has one of the features listed on page 34.
  ACTIONS
  Multiattack. The tsukumogami attacks once 
  with its bite and twice with its claw.
  Bite. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 8 (1d12+2) slashing 
  damage.
  Claw. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 7 (1d10+2) 
  slashing damage.
  
  36
  As you look up into the nearby corner of the passageway something seems awry but just as the 
  thought crosses your mind an eye appears on the wall, another in the ceiling, and then a mouth 
  forms between the brick and mortar, split in two by the seam of the square tunnel—the dungeon 
  itself has come alive!
  WALL TSUKUMOGAMI
  Huge construct, neutral evil
  Armor Class 13 (natural)
  Hit Points 145 (14d12+42)
  Speed 15 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 12 (+1) 17 (+3) 14 (+2) 17 (+3) 15 (+2)
  Saving Throws Con +6, Wis +6
  Skills Perception +6, Stealth +4
  Damage Vulnerabilities acid, thunder
  Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical 
  weapons
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned
  Senses blindsight 30 ft., darkvision 60 ft., passive Perception 16
  Languages Soburi
  Challenge 5 (1,800 XP)
  Environmental Control. The wall tsukumogami is made from the section of a stone passageway, 
  giving its slam a reach of 30 feet. It is able to grab and swallow up to three creatures at once.
  Hidden In Plain Sight. Tsukumogami may appear as mundane versions of the objects they once 
  were, hiding in plain sight; DC 20 Wisdom (Perception) check.
  Hollow Interior. The wall tsukumogami takes up a 15-foot span of passageway and can attack 
  creatures inside of it (standing on the floor, between two walls, and the roof—all the wall 
  tsukumogami). A creature inside the hollow of the wall tsukumogami treats it as difficult terrain 
  regardless of features that allow them to ignore difficult terrain.
  Magic Resistance. The all tsukumogami has advantage on saving throws against magical effects 
  and spells.
  ACTIONS
  Multiattack. The wall tsukumogami makes two attacks each round.
  Bite. Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 11 (2d6+4) piercing damage.
  Slam. Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 13 (2d8+4) bludgeoning 
  damage. Instead of dealing damage, the wall tsukumogami may grapple a creature instead 
  (escape DC 14).
  Swallow. The wall tsukumogami makes one bite attack against a Large or smaller creature it is 
  grappling. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the 
  grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against 
  attacks and other effects outside the wall tsukumogami, and it takes 11 (2d6+4) bludgeoning 
  damage at the start of each of the wall tsukumogami’s turns (as it is ground between the 
  outside of the monster’s body and the actual wall of the dungeon). If the wall tsukumogami 
  takes 15 damage or more on a single turn from a creature inside it, the wall tsukumogami must 
  succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed 
  creatures, which fall prone in a space within 10 feet of the wall tsukumogami. If the wall 
  tsukumogami dies, a swallowed creature is no longer restrained by it and can escape from 
  the corpse by using 15 feet of movement, exiting prone.
  
  37
  Cannibalistic joy grips this demon’s face as it capers and dances through the air as though naught 
  but a leaf on the wind. Verdant tassels flow about it as it zooms to and fro, gusts whipping about it.
  FUKO
  Medium oni, chaotic evil
  Armor Class 16 (natural)
  Hit Points 115 (16d8+32)
  Speed 30 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 17 (+3) 14 (+2) 13 (+1) 14 (+2) 16 (+3)
  Saving Throws Dex +5, Con +4, Int +3
  Skills Acrobatics +5, Athletics +4, Perception +4, Stealth +5 
  Damage Vulnerabilities radiant, thunder; slashing
  Damage Resistances lightning, psychic; bludgeoning and 
  piercing damage from nonmagical weapons
  Damage Immunities force
  Condition Immunities grappled, prone, restrained
  Senses darkvision 120 ft., passive Perception 14
  Languages Adeddo, Soburi
  Challenge 4 (1,100 XP)
  Born to the Air. Fukō gains advantage on attack rolls when both it and its target are in the air.
  Innate Spellcasting. Fukō's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with 
  spell attacks). It can innately cast the following spells, requiring no material components: 
  At will: detect magic, thaumaturgy
  3/day each: fog cloud, gust of wind 
  1/day each: gaseous form, invisibility, stinking cloud
  Unkillable. When it drops to 0 hit points, Fukō disperses into a cloud of invisible gases that 
  disperse into the atmosphere. At the next sundown, it reforms in its resting place (Róbai Shita 
  Temple) as if it had completed a long rest. Fukō cannot be permanently destroyed. However, if 
  reduced to 0 hit points inside of Róbai Shita Temple it becomes unbound, restoring all of its hit 
  points and features as it transforms into its new form (which has its own statistics). Once 
  unbound, Fukō cannot return to this form (and if killed reverts to the spirit of Watsuji Shigetoki).
  Walking Tornado. Ranged weapon attacks against Fukō are made with disadvantage. A creature 
  may spend its bonus action aiming to negate this feature for a single ranged weapon attack so 
  long as the attack is made immediately after aiming and before moving or taking a reaction.
  ACTIONS
  Multiattack. Fukō attacks twice.
  Baleful Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning 
  damage.
  Slapping Tassels. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4+3) 
  bludgeoning damage.
  Thrown Wind. Ranged Weapon Attack: +5 to hit, range 50/150, one target. Hit: 10 (3d6) force 
  damage.
  Whirlwind (Recharge 5-6). Each creature within 15 feet must make a DC 13 Strength saving 
  throw. On a failure, a target takes 9 (2d6+2) bludgeoning damage and is flung up 10 feet away 
  from Fukō in a random direction and knocked prone. If a thrown target strikes an object, such as 
  a wall or floor, the target takes 3 (1d6) bludgeoning damage. If the target is thrown at another 
  creature, that creature must succeed on a DC 13 Dexterity saving throw or takes the same 
  damage and is knocked prone. If the saving throw is successful, the target takes half the 
  bludgeoning damage and isn’t flung away or knocked prone.
  REACTIONS
  Quick Reflexes. Fukō makes 2 reactions each round.
  Slapping Tassels. Fukō can make an opportunity attack against a creature that has 
  struck it with a melee weapon attack as long as the creature’s reach is 5 feet or less.
  i
  
  38
  What once appeared unnatural and freakish now seems tame as the snarling monster before you 
  rapidly jitters and transforms into a more feral version of what it was. The sharp claws on the end 
  of its fingers have become wicked talons and wavering wild hair has sprouted all over its body, the 
  tassels falling away as their enraged master quickly outpaces their chaotic dance.
  FUKO UNBOUND 
  Large oni, chaotic evil
  Armor Class 15 (natural)
  Hit Points 147 (16d8+64)
  Speed 40 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  14 (+2)
  18 (+4)
  15 (+2)
  17 (+3)
  18 (+4)
  Saving Throws Dex +5, Int +5
  Skills Acrobatics +5, Athletics +7, Intimidation +7, Perception +6, Stealth +5 
  Damage Vulnerabilities radiant, thunder; slashing from magical weapons
  Damage Resistances lightning, psychic; bludgeoning and piercing damage from magical 
  weapons
  Damage Immunities force; bludgeoning and piercing damage from nonmagical weapons
  Condition Immunities grappled, prone, restrained
  Senses darkvision 200 ft., passive Perception 16
  Languages Adeddo, Soburi
  Challenge 5 (1,800 XP)
  Born to the Air. Fukō gains advantage on attack rolls when both it and its target are in the air.
  Innate Spellcasting. Fukō's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with 
  spell attacks). It can innately cast the following spells, requiring no material components: 
  At will: detect magic, thaumaturgy
  3/day each: fog cloud, gust of wind 
  1/day each: gaseous form, haste, invisibility, stinking cloud
  Razor Winds. Each creature that starts its turn within 10 feet of Fukō must succeed on a DC 15 
  Constitution saving throw. On a failure, the creature takes 7 (2d6) force damage and can't take 
  reactions until the start of its next turn. 
  Walking Tornado. Ranged weapon attacks against Fukō are made with disadvantage. A creature 
  may spend its bonus action aiming to negate this feature for a single ranged weapon attack so 
  long as the attack is made immediately after aiming and before 
  moving or taking a reaction.
  ACTIONS
  Multiattack. Fukō attacks twice.
  Baleful Fist. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  target. Hit: 13 (2d8+4) bludgeoning damage.
  Thrown Wind. Ranged Weapon Attack: +5 to hit, range 100/300, 
  one target. Hit: 18 (4d8) force damage.
  Whirlwind (Recharge 4-6). Each creature within 15 feet must 
  make a DC 15 Strength saving throw. On a failure, a target takes 
  17 (3d8+4) bludgeoning damage and is flung up 15 feet away 
  from Fukō in a random direction and knocked prone. If a thrown 
  target strikes an object, such as a wall or floor, the target takes 
  4 (1d8) bludgeoning damage. If the target is thrown at another 
  creature, that creature must succeed on a DC 15 Dexterity 
  saving throw or takes the same damage and is knocked prone. 
  If the saving throw is successful, the target takes half the 
   
   
  bludgeoning damage and isn’t flung away or 
   
   
  knocked prone.
  i
  
  39
  Duplicitously dangerous intelligent items are becoming something of a hallmark in Mists of 
  Akuma adventure modules and if the GM wishes to include one in the adventure, they should 
  look no further than Warui. The sneaky kasa-obake may appear anywhere in Róbai Shita 
  Temple though the best way to introduce it is as the PCs leave the dungeon—it gravitates 
  towards whomever most distinguished themselves while profusely thanking the adventurers for 
  saving it from the dreadful monsters that suddenly inhabited its home.
  WARUI
  Weapon (club), legendary (requires attunement)
  Although Watsuji treated his umbrella with respect and care throughout his life, the foul 
  influence of Akinichoso has warped it into an evil, mischievous creature that cannot wait to 
  betray and doom as many “wielders” as possible. 
   
  Warui grants a +2 magical bonus to attack and damage. Instead of dealing damage after 
  successfully hitting a creature with this weapon, the wielder may instead force the target to 
  make a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or 
  gain the charmed condition for 1 hour. 
  When its wielder attempts to tell a lie or an important truth, Warui may choose to force the 
  wielder to make a DC 13 Wisdom saving throw. On a successful save, any hit dice spent to heal 
  during the wielder’s next rest only restore half as many hit points as they should. On a failed 
  save, the wielder blurts out the opposite of what they intended to say (revealing a truth if 
  intending to lie or lying instead of speaking honestly).
  Magic Properties. Warui grants the following benefits:
  • By spending an action you may release the Warui to become a kasa-obake tsukumogami  
  (page 161 in Mists of Akuma or the free Mists of Akuma: Tsukumogami PDF) until it returns  
  to your hand, but otherwise it acts as a magical club.
  • When you attack a creature with this weapon and roll a natural 20 on the attack roll, if your  
  target has less than half its maximum hit points you may spend a bonus action to open the 
  buki kasa-obake, dealing 21 (6d6) force damage. You may not use this feature again until you 
  have taken a long rest.
  • You increase your vertical jump distances by up to 10 feet and horizontal  
  jump distances by up to 20 feet.
  • By spending an action and pointing the buki kasa-obake at a creature  
  you can see within 60 feet, you force your target to make a Charisma  
  saving throw (DC 8  + your proficiency bonus + your Charisma  
  modifier) or gain the paralyzed condition for 1d4 rounds. After  
  successfully saving against this effect, a creature is immune to  
  it for 24 hours. 
  • You may make a DC 15 Intelligence check as an action to learn an  
  obscure piece of myth or lore. You may not use this ability again  
  until you have taken a long rest.
  • You are able to cast feather fall at will without the need for any  
  components.
  Sentience. Warui is a sentient neutral evil weapon with an 
  Intelligence of 17, a Wisdom of 15, and a Charisma of 16. It has 
  hearing and darkvision out to a range of 60 feet. The weapon 
  communicates telepathically with its wielder and can speak, 
  read, and understand Adeddo, Draconic, and Soburi.
  Personality. Warui’s purpose is to bring death to as many  
  fools as it can, preferably after they have egotistically  
  decided that they are worthy of wielding it. The  
  tsukumogami speaks about its wielder with reverence  
  and praise, often interrupting others with proclamations  
  of greatness and esteem. These are of course all lies and  
  Warui despises everyone that picks it up (Deception +9).
  
  40
  OGL
  OGL
  OPEN GAME LICENSE Version 1.0a
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the 
  Coast, Inc.
  System Reference Document. © 2000, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip 
  Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  System Reference Document 5.0 Copyright 2016, Wizards 
  of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, 
  Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, 
  Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve 
  Townshend, based on original material by E. Gary Gygax 
  and Dave Arneson.
  The Hypertext d20 SRD. © 2004, Jans W Carton.
  5th Edition SRD at 5eSRD.com. © 2015 John Reyst.
  Mists of Akuma. © 2017 Mike Myler, published under li-
  cense by Storm Bunny Studios. Authors Mike Myler, Savan-
  nah Broadway, Luis Loza, Michael McCarthy, Chris Rippee, 
  Jason Sonia.
  Mists of Akuma: Scourge of Róbai Shita Temple. © 2017 
  Mike Myler, published under license by Storm Bunny Stu-
  dios.
  
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  Perched Above on the mountain upon which the village rests 
  is Róbai Shita Temple, an ancient ancestral shrine to nature 
  and the spirits of the departed. For centuries its priests 
  have endured, tending to the folk nearby and maintaining
  the area's spiritual health. It is this—
  or the lack of it—that has caused so 
  much trouble as of late as the 
  Mists of Akuma (usually 
  unseen in Shibai) are now 
  a common threat. Worse
  yet is the monster that 
  hunts in the supernatural 
  fog, terrifying the populace.
  What plagues the village 
  and how to end their 
  suffering is no 
  simple matter 
  however...
  
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Storm Bunny/Mists of Akuma - Scourge of Robai Shita Temple.pdf