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AD&D - OA1 - Swords of the Daimyo (1e) (lvl 1)

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Published by Capn_Ragnar, 2022-11-07 02:01:11

AD&D - OA1 - Swords of the Daimyo (1e) (lvl 1)

AD&D - OA1 - Swords of the Daimyo (1e) (lvl 1)

Keywords: Dungeons & Dragons,DnD,AD&D,TTRPG

Official Game Adventure

Swords of the Daimyo

by David “Zeb” Cook

Adventure Book of Miyama

Table of Contents

Adventures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Adventure 1: Over the Waves We Will Go . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Adventure 2: Riders of the Black Temple. . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Adventure 3: Lord of the Black Temple . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Timeline of Kozakura. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
New Creatures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Player Characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Maps. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25

Kozakuran Provinces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Shoen Map of Miyama . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Tamanokuni Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Mura Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Monastery/Temple Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Shoen Residence of a Jito or Zussho . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Small Town House of a Samurai/Commoners’ Houses . . . . . . . . . . . . . . . 32

CREDITS Distributed to the book trade in the United States
by Random House Inc. and in Canada by Random
Adventures: Zeb Cook and Kelley Foote House of Canada Ltd. Distributed to the toy and
Editing: Mike Breault hobby trade by regional distributors. Distributed in
the United Kingdom by TSR UK Ltd.
with Anne Gray McCready ADVANCED DUNGEONS & DRAGONS, AD&D,
and Karen Martin PRODUCTS OF YOUR IMAGINATION, and the
Interior Art: Jeff Easley TSR logo are trademarks of TSR Inc.
Cartography: David C. Sutherland III
This adventure is protected under the copyright
Dennis Kauth laws of the United States of America. Any repro-
Marsha Kauth duction or other unauthorized use of the material
Typography: Linda Bakk or artwork contained herein is prohibited without
Keylining: Colleen O’Malley the express written permission of TSR Inc.

©1986 TSR Inc. All Rights Reserved. Printed in U.S.A.

TSR Inc. TSR UK Ltd.
POB 756 The Mill, Rathmore Road
Lake Geneva,
WI 53147 Cambridge, CB1 4AD
United Kingdom

Printed in U.S.A.
ISBN 0-88038-273-2
9164

THE ADVENTURES

This book contains three adventures for let. The adventures given here do not ancestries, and families.
use with the AD&D® Oriental Adventures need to be played uninterrupted, but they Adventure 1 (“Over the Waves We Will
rules. Each adventure is set in the Koza- should be played in the order listed. By the
kuran province of Miyama, described in time you have finished with these adven- Go”) is a special adventure that enables
the accompanying Province Book. Also you to introduce gajin characters to the
included is a color map of Miyama Prov- tures, most player characters in your cam- Oriental world. Play it first if you wish to
ince. On the inside of the adventure cover paign should have from five to seven take non-Oriental AD&D characters from
is the Ocean Voyage Map for use with levels of experience. your campaign into the world of Oriental
Adventure 1. The remaining maps and Adventures.
tables for the adventures are found in the Before playing these adventures, you
back of this book. should read the Province Book up to the There is more to Swords of the Daimyo
Gazetteer section. You may also read the than the adventures it contains. A number
The adventures given here are Gazetteer if you wish, but it is not neces- of the maps at the end of this booklet are
designed for use with a complete Oriental sary at this time.. You are now ready to not used in the adventures. Some of these
Adventures campaign. With the exception read the first adventure. While reading it,
of Adventure 1 (“Over the Waves We Will you should also read any Gazetteer maps are keyed to one or more places on
Go”), they are meant to be played in the descriptions of locations mentioned in the the Province Map. You can use these and
order listed. Characters are expected to adventure. Once you have read every- the other maps for your own adventures.
rise in level as they play. The level range thing thoroughly, you are ready to play the Furthermore, the Gazetteer section of the
for each adventure is listed at its start. adventure. At the end of this book (on Province Book describes many locations
Adventures of your own design (or other page 20) are some beginning characters that are ideal for mystery and adventure.
TSR adventures) can be used between for use in an Oriental campaign. These These should provide you with campaign
the different adventures listed in this book- include character statistics, physical activities for a long time to come.
descriptions, personalities, backgrounds,

2

ADVENTURE 1
OVER THE WAVES WE WILL GO

This adventure should be used only if you armada. It arrived in a nearby port, where sword+ 1 chainmail): Alonso is a portly,
are introducing characters from a normal it is said to have unloaded its cargo of silk, middle-aged man. A bristling mustache
AD&D® campaign into an AD&D Oriental spices, gold, silver, exotic art objects, and and beard hides most of his drink-flushed
Adventures campaign. No pregenerated a few powerful magic items. Supposedly face. He dresses in shabby clothes and
characters are supplied for this adventure. this armada makes a single voyage every swears continuously while he talks.
The characters either come from your own year to some place far across the ocean.
AD&D campaign, or they are created for The captain and the navigator keep their Alonso meets the characters over a
this adventure. Since nearly all of this destination a close secret. For years no meal, where he displays outrageous table
adventure occurs at sea, it is strongly rec- one knew where they sailed. Now, how- manners—slurping, belching, spitting,
ommended that player characters be at ever, a rival captain claims to know their throwing scraps on the floor, and wiping
least 6th level, although characters of 10th port of call. greasy fingers through his hair. He
level or greater may not find the adventure demands the most exorbitant price possi-
challenging. * There are rumors of a fabulous trea- ble for his ship or passage (whichever is
sure galleon that sails somewhere out in desired). Furthermore, he tells the charac-
It is essential to this adventure that the the ocean. Several captains claim to have ters they will have the pleasure of dining
player characters be enticed to undertake sighted it (although their testimony is with him on the trip. Alonso is, however, a
the dangerous sea journey to Kozakura. It hardly reliable) and one says he captured good captain and navigator. His crew is
is more fun if the player characters do not its cargo, only to lose it later to pirates. The dependable and competent. He begins
have a clear idea of where they are going. crew is said to be human but of some dif- with a Mutiny Rating of 10.
If you are using this adventure in your own ferent and far distant land. The PCs must
campaign, decide on the most appropriate talk to the captains to gain the information Iyawaei of Konghani (Barbarian, 8th
way to introduce the information. Listed below. level; hp 38; AC 5; MV 12”; #AT 3/2;
below are several suggestions. THAC0 14; Damage 1d8 + 1; SA see Bar-
Other methods of intriguing the PCs can barian in Oriental Adventures book; AL N):
* The player characters find the scraps be devised as appropriate for your cam- Iyawaei is a wiry, black man of unknown
of an old map. In scrawled notes are paign. All of the preceding methods yield age. His face is weather-lined and cracked
vague statements about what direction to the following information: but when he smiles, which is often, it
sail, about how long it will take, the dan- breaks into a happy, youthful glow. He
gers encountered, and the riches availa- 1. The journey is long, taking at least speech is thickly accented, almost incom-
ble. Of course, about half of this one month with good weather and longer if prehensible at first. Sprinkled liberally
information is dead wrong or greatly exag- the winds are bad. throughout his conversation are foreign
gerated. You can make a map on a torn words and phrases that he never explains.
scrap of paper. 2. Sail west! Follow the setting sun to
reach the lands of the East. In addition to the sword carried at his
* The player characters meet a crazed side, he has a dirk strapped to his left fore-
seaman. He may be young or old, but he is 3. Be prepared for dangers—storms, arm. His clothes are a hodge-podge of
definitely not in his right mind. He babbles sea monsters, and terrible terrors. styles and tastes, none of which match.
out the information about the voyage— Although good humored, he has a very
how wonderful and terrible it was. He is 4. The land you sail to is different. Your quick temper and rules his ship with a sav-
obviously poor and wretched, but shows welcome may not be what you expect. It is age, occasionally cruel, discipline. Flog-
the player characters a marvelous trea- a deadly land for the unwise. gings and irons are not unknown to his
sure (a giant pearl) he swears is from that crew, and he has ordered the hanging of
foreign shore. The Ship at least two mutineers in the past. His crew
fears and respects him. He begins the
* There is a fabulous stranger frequent- If the player characters have a ship of game with a Mutiny Rating of 12.
ing the inns and taverns on the waterfront. their own, allow them to use it. If they also
He is different from all others in appear- have a loyal and hand-picked crew, you Rupert Brock (Fighter, 9th level; hp 52;
ance, dress, speech, and behavior. No can ignore this section. AC 7; MV 12”; #AT 3/2; THAC0 9; Dam-
one has ever seen anyone quite like him. age 1d8 + 3; AL N; magical + 2 long
He claims to come from across the ocean Upon investigating the port, the player sword; potion of extra-healing): Brock is a
(clearly impossible!) and tells wild stories characters find they have three choices healthy warrior in his early thirties. He is
about his homeland. The stranger can for captains who will either sail for hire or neat in appearance. His clothes are sim-
either be rich or poor. If he is rich, he is take the player characters on as seamen ple and clean. His hair and beard, while
attempting to hire a ship to return him to or passengers. Looking at their ships tells long, are clean and groomed. He is gener-
his native lands. If he is poor, he offers his the player characters nothing. All seem to ally well-mannered, although he is not
services as a navigator, promising riches be in good repair and seaworthy. The above using highly colorful language or
and wonders from across the ocean. characters can meet the captains, if they flailing away in a bar-room brawl.
want to.
* Rumors abound of a fabulous treasure For all his easy outward appearance, he
Alonso de Bartuella (Fighter, 12th level; is a savage taskmaster. Once at sea, he is
hp 68; AC 4; MV 12”; #AT 3/2; THAC0 9;
Damage 1d8 + 2; AL N; magical +1 long

3

seldom seen without a crop in his hand to encounter area that is closest to their lasses. There is only a 5% chance of any-
spur his sailors on. He is only a fair naviga- desired direction. The characters sail in one in the group having a magical item.
tor. He cares little for the needs of his crew, that direction into the next Encounter
seldom stocking adequate or nourishing Area. Once in an area, any encounters are The mutineers attack at the least
supplies for them. Disease is common resolved and then the players choose a expected moment, hoping to surprise the
below decks. Good sailors seldom sign on new area to enter. officers. They fight at least until the situa-
with him, and his crews often consist of cut- tion looks hopeless and, if assured of a
throats and hard-luck men. He begins the In most cases, the amount of time gruesome fate otherwise, fight until they
game with a Mutiny Rating of 20. needed to travel from one Encounter Area are slain. Captured mutineers can hope at
to another is two days. Some areas, how- best to finish the voyage in irons (only if
If the PCs need to gather a crew, deter- ever, have arrows indicating the direction they are needed to crew the ship), and are
mine the crew’s Mutiny Rating as follows. of a major current. When a ship is sailing far more likely to be keelhauled, beaten to
If the characters do not need a captain or with the current (in the direction of the death, or hanged.
navigator, but still need a crew, roll 1d10 arrow), the time is normal, as given above.
and add eight. Add four to the die roll if the When a ship is sailing against the current The following statistics can be used for
player characters openly announce their (in the opposite direction from the arrow), the crew: AC 9; MV 12”; 1st-3d level; #AT
goal. Add two to the die roll if the player the sailing time is four days for every area 1; Damage by weapon type; AL various.
characters do not announce any destina- entered.
tion. Subtract two from the die roll if the Ocean Encounter Areas
player characters announce they are pick- The Mutiny Rating
ing the best sailors. Subtract two if good Doldrums: In the center of the map are
pay is given or a bonus is promised. Sub- During the dangerous sea journey, the doldrums, areas of extremely calm
tract one for every day spent gathering a there is a chance that the crew mutinies waters. No winds or currents are present
crew. The final result is the Mutiny Rating each six-day period at sea. At the begin-
for the crew. ning of each period, the Mutiny Rating is to aid navigation. The effect of the dol-
adjusted as follows, and a check is made drums is built into the size of the areas.
If the player characters screen every to see if a mutiny occurs. When these are entered, you can inform
crewmember taken on (through spells or your players that the wind has died down
other powers), and only select the abso- + 2 if the period was spent entirely at sea and the ship sits on still quiet waters. It is
lutely trustworthy sailors, the crew has a + 4 if the ship left a favorable island like this day after day, with only a little
Mutiny Rating of 4. The player characters progress made. If the ship is fitted with
cannot charm crew members, as such (friendly natives, ample food, etc.) oars or magic is used to create a constant
sailors are sluggish and lack the initiative + 4 for harsh treatment during period regular wind, the amount of time required
needed for sailing. The player characters + 2 if in doldrums to cross a doldrum area is halved.
have no difficulty raising a crew, even + 2 if passed through storm
within a single day. + 1 for every point of hull damage Icebergs: The sea gradually becomes
+ 1 for every crew member lost to choked with floating masses of ice and the
SAILING weather becomes more and more
monsters unpleasant. The ice becomes so thick and
THE OCEAN + 2 for every officer lost to monsters frequent that forward movement becomes
+ 8 for every officer or PC slain in impossible. The ship must turn back or be
The Ocean Voyage Map (found on the trapped in the ice and slowly crushed. For
inside of the color cover) shows the coast- previous mutiny every two days spent in the area, there is a
line of a continent where the characters + 4 for inadequate rations during period 20% chance the ship runs aground on an
begin their voyage, as well as the coast- iceberg. If this happens, 10-100% (1d10 x
lines of Kara-Tur. Between the two are a -2 for every mutineer slain in previous 10) of the ship’s hull points are lost in the
number of Encounter Areas. Ships sail from mutiny collision.
one Encounter Area to any other adjacent
Encounter Area. Ships cannot move diag- -10 if previous mutiny failed Storms: When a ship enters. a storm
onally from area to area (i.e., where only -1 for good treatment during the period Encounter Area, it has been caught in a
the corners of two spaces touch). -6 if sailing east fierce, raging gale. True navigation is
impossible. The crew can barely keep the
The player characters begin their voy- Add all appropriate adjustments to the ship from capsizing. Secretly roll 1d6 to
age at one of the three ports on the east- previous period’s Mutiny Rating to get the determine the number of areas the ship is
ern edge of the map. The only exit from the current rating. A percentile dice roll is blown off course. Then roll again to deter-
map is on the island of Kozakura (at Miy- made and the result is compared to the mine the direction: 1 = Northeast, 2 =
ama Province). When the player charac- adjusted Mutiny Rating. If the dice roll is East, 3 = Southeast, 4 = Southwest, 5 =
ters sail out of a port, they must announce equal to or less than the rating, a mutiny West, 6 = Northwest. If no Encounter
their direction of travel in one of eight com- occurs. Areas exist in that direction, roll again.
pass directions—north, northeast, east, Unless the characters are able to magi-
southeast, south, southwest, west, or When a mutiny occurs, not all the crew cally lessen the strength of the storm, they
northwest. From the current position of the rise up in arms. Naturally, the captain is will move in that direction for the number
player characters, select the adjacent not among the mutineers. There is only a of areas indicated by the first die roll. Any
10% chance that any of the other officers encounters in the new areas entered are
join the mutiny. Of the remaining crew, ignored. Do not inform the players of their
61% to 80% (1d20 + 60) take up arms new location.
against the captain. The mutineers do not
have weapons better than knives and cut-

4

While running before the storm, there is a 20% chance of sinking. Should it avoid immune to sleep, charm, hold, and cold;
a 20% chance per eight-hour period that this fate, the ship suffers 2d6 points of hull AL LE
the ship suffers 1d6 points of damage to damage before escaping the vortex.
its hull. Such damage may result in broken Ghoul Officers— AC 6; MV 9”; HD 2;
rudders, fallen masts, or even staved D: These Encounter Areas are filled #AT 3; Damage 1-3/1-3/1-6; SA Paralyza-
hulls. Any damage taken cannot be with tangled, floating masses of ocean tion; SD immune to sleep and charm; AL
repaired until the storm is over. kelp. In areas of current, these seas are CE
formed by eddies in the current. In other
Lettered Encounter Areas areas, stagnant water allows the kelp to Skeleton Crew— AC 7; MV 12”; HD 1;
collect. These seas are dangerous, for a #AT 1; Damage 1d6; SD edged weapons
A: Leaping through the waves at the foolish sea captain may become hope- do half damage, immune to sleep, charm,
bow of your ship is a school of dolphins. lessly mired in the weeds. The PCs’ ship is hold, and cold; AL N
They splash playfully through the water. able to cross these areas without becom-
An old salt pauses to look over the rail and ing trapped. However, 2d3 days of effort F: The lookout sights land — just a small,
then beams a wry grin at the PCs, “ ’Tis a are needed to cross. During this time, verdant island, but it appears to have to
sign o’ good fortune t’ave the little darlings there is an additional + 2 applied to the good harbor. As the ship comes closer, it is
dance for ye ship!” With a wink he turns Mutiny Rating of the crew. (The DM may seen that the island offers fresh water and
and stomps away. also create encounters with monsters and fruit trees. Indeed the island is just what it
humanoids living among the sargasso, if seems. It is uninhabited and is covered
The dolphins are indeed a sign of for- desired.) with lush growth.
tune. The next leg of the voyage (until the
ship reaches a new Encounter Area) has E: Roll 1d10 to determine if the If the island is bypassed without land-
favorable winds and requires half the nor- encounter occurs during the daytime (1-4) ing, add six to the crew’s Mutiny Rating. If
mal travel time. The crew’s morale or night (5-10). During the day, the lookout the ships lands, the crew’s Mutiny Rating
improves, reducing their Mutiny Rating by spots a ship on the horizon (a large mer- immediately drops by two. However, after
two. chant ship). It is flying tattered sails. The the first week spent on an island, the
player characters may attempt to outrun Mutiny Rating of the crew is increased by
B: A barely sunken atoll presents a haz- the ship. This is successful if they are sail- one point every week. Some of the men
ard to navigation. Roll 1d10. On a 1-5 the ing in a faster vessel. At night, the ship begin to grumble about returning home,
encounter occurs during the day. On a 6- appears 10d6 yards off the bow. while others grumble at the thought of
10 the encounter occurs after dark. During leaving the island.
the day, the sea shows signs of a roiling Next roll 1d6. On a 1-5, the ship is a der-
surf where there is no land. Anyone foolish elict vessel and nothing more. The crew G: This island appears fair and lush,
enough to sail into this obvious danger may have been slain by sahuagin or other covered with green plants and ample fresh
runs the ship aground. At night, the look- monsters or may simply have disap- water. But this island is populated by hos-
out hears the sound of crashing surf peared. On a die roll of 6, the ship is tile natives. If the ship bypasses the
somewhere. Unless specific efforts are manned by fearsome undead. The captain island, the Mutiny Rating of the crew is
made to sail on with great caution, there is is a lich and the first mate is a spectre who increased by four. If the ship lands, the
a 70% chance the ship strikes a reef. If lurks below decks by day with five ghoul natives hide in the jungle until the crew is
precautions are taken (more lookouts on officers. Twenty skeletons serve as crew. ashore. Then they try to attack with sur-
duty, depth soundings, etc.), the chance of prise. They keep attacking until at least
running aground is reduced to 20%. They try to board any ship they catch 200 natives are killed or the ship leaves.
and slay all they find. In the hold of their The Mutiny Rating of the crew is increased
If the ship runs aground, it suffers 2d10 ship is 2,000 sp, 3,000 ep, and 5,000 gp. by one for every crew member killed.
points of hull damage. Furthermore, it is The ghost ship is rotted and cannot be
stranded on the reef. It takes all the crew taken as a prize. Indeed, it has only three Tribesmen— AC 7; MV 12”; HD 1; #AT 1;
and 1d4 days to tow the ship free. hull points and a fierce boarding action Damage 1d6. The tribesmen attack in
may cause enough damage to sink it. waves of 70 men. The following leaders
C: A confluence of small currents has can be seen in the background, urging
created a dangerous, spinning flow capa- Lich Captain— AC 0; MV 6”; HD 13; hp their men on:
ble of drawing even large ships into its 68; #AT 1; Damage 1d10; SA spells, para-
depths. Even worse, the whirlpool comes lyzation, cause fear; SD + 1 weapon to hit, 1 5th-level fighter, 34 hp
and goes with the vagaries of the current. immune to charm, sleep, enfeeblement, 2 4th-level fighters, 33 & 23 hp
When the ship enters this Encounter Area, 7 3d-level fighters, 14 hp each
roll 1d10. On a result of 1-4, the vortex hold, cold, polymorph, electricity, insanity, 1 6th-level druid, 20 hp
begins to appear 10d10 yards from the
ship. It expands quickly, 10 yards per and death; AL NE Creature Encounters
round, up to a maximum of 100 yards
across. One check is made to escape the Magic User Spells per level The remaining Encounter Areas are all
whirlpool as soon as it appears. Roll per- (select any desired spells) areas of possible encounters with crea-
centile dice and if the result is equal to or tures The information for each is pre-
less than the distance (in yards) the whirl- Level 123456789 sented on the following table.
pool appeared from the ship, the ship
escapes and can sail away unharmed. If # of Spells 5 5 5 5 5 3 3 2 1
the ship is captured by the whirlpool, it has
Spectre Mate— AC 2; MV 15”/30”; HD
7 + 3; hp 39; #AT 1; Damage 1d8; SA 2-
level drain; SD + 1 weapons to hit,

5

Encounter Creature No. AC MV HD #AT Dam
Area Hai nu 22 7 6”//15” 1d4 1 1d6
H Wako 130 * 12” 1
I Ningyo 1 by wpn
J Giant Octopus
K Giant Sea Snake 6 7 //18” 4 1 1d6
L
Pteranodon 1 7 3”//12” 8 7 1d4x6/2d6
M
N Vampiric Ixitxachitl 3 5 12” 8 2 1d6/3d6
O Sahuagin War Party
6 7 3”/15” 3+ 3 1 2d4

1 6 1 2 ” 1+1 1 3d4

5 0 5 12”//24” 2+2 1 1d6

Table Notes kura and have no choice but to take part in still the storm increases. By the light of
Oriental-setting adventures. However, this morning, the player characters find them-
Hai nu: immune to water-based attacks ending has drawbacks. selves in the rending coils of a major
want to trade with ship typhoon.
The “Shipwreck!” ending requires that
Wako: the player characters lose their ship and If nothing is done to escape the storm,
65 men with hara-ate-gawa & sword are beached on a strange shore. Little can the ship is suddenly heaved up on a great
13 men with sword & bow be done to prevent this result. They may wave. It rises ten, twenty, thirty, then forty
20 men with do-maru & sword also lose a large number of their posses- feet out of the water, which suddenly under-
13 men with kote & spear sions and treasure in the process. Some goes a transformation. The cascading
6 men with kote, domaru, sword, & bow players might become angry and upset water becomes the shimmering scales,
13 men with haramaki, sword, spear, with this treatment. This is not an unrea- and the froth the hoary whiskers, of a great
sonable feeling on their part. You should dragon-like serpent. With a hiss, it bellows
& bow consider your friends (the players) care- in a foreign language, “Defilers of my
fully before using this ending; be sure that sacred home! I, Lord of the Sea, curse
Wako leaders: they are not likely to remain unhappy for- you!”
1 10th-level samurai captain, AC 3, ever. The second ending, “Port of Call,”
can be used if you do not want to strand Suddenly the wave, only seconds
hp 55, katana + 1 halberd + 1 the player characters in Kozakura or if you before stretched 50 feet above the sea,
+ 1, + 2 vs. larger than man-sized, do not want to anger your players with the collapses! It almost seems the great ship
potion of growth “Shipwreck!” ending. This ending is best could sail through the sky. And then the
2 7th-level barbarians, AC 6, hp 47 & 36 used if you wish to introduce the worlds of wild waves leap upward. Planking and
2 6th-level bushi, AC 3, hp 33 & 24, Kozakura into your own campaign. Since beams scream as they twist and split. Jag-
+ 1 splint armor, + 1 tetsubo it leaves the player characters with a ship ged splinters, smashed casks, and
4 5th-level bushi, AC 3, hp 29 each, and the knowledge that there is a port screaming men wash astern on a ram of
potion of super-heroism, across the ocean, they can travel back foam. The bow disintegrates against the
philter of love and forth between the two worlds when sea as if dropped on a giant’s anvil. A fist
they desire. of water smashes through the lower
The magical items are divided between decks, gutting the hull. And above all the
the leaders of the same level. Shipwreck! screams of the men and shrieks of wood is
the throaty laughter from under the waves.
Ningyo: Spells as 4th-level shukenja and For several days the crew have been
wu jen seeing signs of land. Flocks of shorebirds The wreck of the ship is a violent and
pass overhead. Branches with green dangerous event. All characters standing
Giant Octopus: Constriction attack, leaves, fruits, and flowers are occasionally on deck have one round in which to act
pinning, ink pulled from the sea. The crew is eager to before the ship hits the water and disinte-
see land. They have even been bathing grates. When the ship hits, all characters
Pteranodon: Lands on deck, tired and and washing their clothes! must make a saving throw vs. death with a
hungry -4 adjustment to the roll. No magical
Now, however, it is night. All day the sky bonuses apply. For characters on deck, if
Vampiric Ixitxachitl: Spells as 3d-level has been gray and looming. The captain the saving throw is failed, they are
cleric, energy drain, regeneration has passed word to his officers to be alert slammed into a convenient beam and
for anything. The weather could change at knocked unconscious. They also suffer
Sahuagin: Led by 4+4 HD chieftain and any time. 2d10 points of damage. Characters who
four 3+3 HD aides make the saving throw slam into a beam
Around ten o’clock at night, the wind and suffer 2d6 points of damage, but they
Arriving in Kozakura begins to rise. The swells of the ocean do not fall unconscious. Characters who
slam against the ship. Water washes are below decks automatically suffer 3d10
When the ship reaches the island of across the deck. A light rain slashes points of damage. If the saving throw is
Kozakura, select from two possible end- through the rigging. Everything is soaked. failed, they too are knocked unconscious.
ings provided with this scenario (or you By midnight, a full-strength gale has Two rounds after this, what remains of the
may create your own). The first ending, arisen. Every hand is called to deck and ship sinks.
“Shipwreck!,” can be used if you wish to
begin an Oriental Adventures campaign 6
using the material provided here. This way
the player characters are trapped in Koza-

Unless weighed down with heavy armor the jito or zussho. They remain under a
or equipment, both conscious and uncon- watchful guard. Any attempt to escape is
scious characters float to the surface of stopped with whatever force is necessary.
the ocean. There is ample wreckage to
cling to. Quick-thinking characters can Once the characters are in the hands of
also save those who otherwise would sink. an official (not the peasantry), they are
After a few rounds of drifting at sea, a carefully secluded and questioned. Their
group of ningyo surface around the char- presence is not revealed to anyone but the
acters, signaling their friendly intentions. official’s lord. He in turn keeps this infor-
They fix ropes to the characters and begin mation secret until he has determined
towing the characters to shore. After 12 what threat or usefulness the characters
grueling hours, the characters land on a present. During this time, the characters
white sand beach. All but the most hardy either languish in prison or are gradually
are utterly exhausted. (If the players argue introduced to Kozakuran culture.
with this, point out the immense physical
strain all of this entails.) The ningyo also If it is ultimately determined the charac-
rescue unconscious characters (they ters pose no threat, they are allowed
regain consciousness midway through the greater freedom of movement. However,
journey to shore). the player characters, unless they escape,
are never free of their escorts. They are
Port of Call always watched and supervised. They
become the responsibility of the lord, who
Should the characters either survive the treats them as oddities, greater than peas-
storm or not suffer its effects at all, they ants but less than samurai. It is likely that
eventually arrive at Kozakura. Sighting he will find some use for the characters,
first the mountains, then the long coast- given their different abilities and unusual
line, the characters do not know whether natures. High-level player characters may
they have found an island or a major conti- eventually reach a level of acceptance
nent. As they sail closer, they can begin similar to that of a samurai.
inspecting the coast for a suitable landing
point. Choose a hex on the southern As the player characters adventure in
coastline of the Miyama Province Map and Kotakura, it is likely that one or more will
follow the coast from there in the direction be permanently slain. When this occurs,
the characters sail. Use the Province Map you should allow the player to generate a
to describe what they see. Many towns on new character. This character should be a
the coast can provide the ship with suffic-
ient shelter to drop anchor. Kozakuran, from the classes given in the
Oriental Adventures rule book. The new
Upon arriving in port, the ship is greeted character may be one of the guards
by a fleet of fishing boats. The boats, accompanying the other player charac-
sailed and rowed by peasants, are filled ters, a samurai who has become intrigued
with curious fishermen and wary warriors. with the foreigners, or even a wu jen who
If the town has a resident jito or zussho, he hopes to learn something new from the
is present along with the samurai and strangers. Gradually, more and more
bushi he commands. Speaking Koza- western player characters will be replaced
kuran, he demands that his men be by Kozakurans. Eventually you will have
allowed on board and that all weapons be introduced your players to the rules and
seized. Any attempts to resist are met with world of Oriental Adventures.
violence, although an attempt is made to
take a few prisoners for questioning.

If the characters cooperate, they are
allowed ashore, but only under constant
guard. Everyone is questioned, if at all
possible—where do they come from, who
do they serve, what kind of ship is this,
why are they here, etc. Characters who
look like commoners or who foolishly state
that they have no lord are stripped of all
weapons and locked up under heavy
guard. Characters who look wealthy or
noble or who claim to serve a powerful for-
eign lord are given quarters in the house of

7

ADVENTURE 2
RIDERS OF THE BLACK TEMPLE

This is the first adventure you should run if 79 people in the village). However, there The Sequence of Events
your players are all using Oriental charac- are only eight men capable of fighting
ters. (If your players are using characters (bushi, 1st level). They are unarmored and The Player Characters Arrive: Have
from the other AD&D® rule books, first play armed with spears. They do not fight as a the player characters come into the mura
“Over the Waves We Will Go,” which unit, each attacking individually and with- by whatever means you prefer. They may
brings them to Kozakura and introduces out plan. However, if brought under the enter as a single group, arrive in small
them to the Oriental world.) Player charac- command of a strong leader (by scoring groups, or saunter in alone. If the pregen-
ters in this adventure should be first level. 85% or greater on an encounter reaction erated characters are used, it is likely that
check) they will follow simple commands Etsu-no-kami-Makoto and Saisho enter as
This adventure presents a raid on a issued by him. However, this leader must one group, Annen and Akirakeiko as
small mura (not far from the village of remain with them at all times and must be another, Kanari Taro and Penri as the
Tosa) by the sohei of the evil Black Temple. at the front of any fight. Any sign of weak- third, with Roben and Kani each entering
Several weeks ago, couriers from the ness from their leader and they will break alone. Samurai player characters (and
Black Temple arrived in the mura with a and run. those pretending to be samurai) who act in
message. The message demanded a por- the appropriate lordly manner are housed
tion of the coming harvest as rent payment Choose one minka to be the myusho’s in Gobo’s house at no charge. All others
to the Black Temple. The myoshu of the house. Although slightly larger than all the must find sleeping space with the other
mura, knowing nothing of this temple, others, it is similar in appearance and con- families in the village, paying only a few
refused to make the payment. His village, struction. It is the minka of Gobo (AC 10; fen.
he pointed out, already paid rent to the MV 12”; HD 1-1; hp 4; #AT 1; Damage 1d6;
proper shoen officials. The messenger AL LG), the myusho or leader of the mura. The Warning: Allow the player charac-
left, threatening retribution. To outsiders of wealth or power he is obse- ters to get settled in the village. Charac-
quious and fawning, to all others he is ters can introduce themselves to each
The myoshu sent a message to the jito stern and inhospitable. Since the mura other (if they entered separately),
of this shoen (located at Tosa), but the jito has no inn, he offers the use of his home to although they do not have to. If any char-
has done nothing. Now a force of sohei persons of rank while he sleeps in the sta- acter inquires about local affairs, tell the
have appeared, intent upon destroying the ble. If the important person is a stranger, player about the demands of the Black
village and all within it in revenge. If the Gobo does not offer any more than this. If Temple messengers. Do not offer any indi-
pregenerated player characters are used, the person is a local official or greater, cation that the mura may be attacked.
they have gathered in this town for their Gobo produces his finest foods (which are
various purposes. It is their first stop on not much) and sees that the traveler has After this minor business is done, a
their journeys into Miyama. If non-Oriental rice to eat every day. If the stay is a short peasant boy, about 15 years old, runs into
player characters are used, they just hap- one, he puts up with this expense. How- the village. He does not say anything, but
pen to be passing through this mura when ever, if the visit is protracted, he begins to is obviously upset. He runs to the minka of
the attack occurs. If Oriental characters of grumble and secretly complain. He his father, tugs at the man’s sleeve and
the players’ own design are used, find becomes less cooperative, hiding food- points excitedly across the fields. The
some method of gathering the players all stuffs while protesting poverty. He is by player characters are too far away to hear
in one place. nature stingy and manipulative. what is said and may not notice this scene
at all. The father in turn runs to the myusho
For this adventure, you will need the The buildings shaded on the map are and repeats the scene. If the myusho is
Mura Map (on page 29 of this book). The the godown (storehouses) of the wealthier with any of the player characters, the
descriptions below are used with the map. peasants. Each has a stone foundation father draws him to the side and whispers
and plaster walls. Normal godown have in his ear. A look of distress comes across
Mura Descriptions only thatched roofs, but these have tiled his face. He leaves hastily, runs to the cen-
roofs. These buildings are actually stouter ter of the village and begins pounding the
Most of the buildings are minka, homes and more fire-proof than the minka since alarm block (a piece of wood he hammers
of the families of the community. While they hold all the treasures of each family. with a large mallet). Heads pop out of win-
each is different in detail, the general con- Each godown is partially filled with bales dows and doors slide wide. Screaming
struction of each minka is the same. The of rice straw, bags of rice and millet, jars of and crying, the villagers rush into the
roof is made of a thick layer of rice straw beer and sake, lumber, and other farm streets, whirling about in panic, finally
thatch. The walls are wood lattice or, in goods. The godown are sturdy buildings. clustering at the dusty base of the alarm
some cases, rough-hewn planks. The Holes can be knocked in the walls for mound. Many of their faces tear-streaked,
main area of the floor is bare earth with an arrow slits and other improvisations can they shout and scream at the myoshu.
open hearth in the center. Around this area transform these into reasonable defensive Over their voices, the myoshu bellows,
are wooden-floored platforms. The minka points. “Family! Riders are coming! They are
serves as a home, a workshop, and occa- bandits!”
sionally a barn for the family’s livestock. 8

In this mura, each minka contains 1d6
+ 2 peasants of all ages (to a maximum of

These words only increase the utter Leader of the Black Riders: 4th-level “The Black Riders are new to me, but
panic of the villagers. A chorus of screams sohei (AC 5; MV 12”/18” mtd.; hp 23; #AT they have no rights to this shoen. It is
erupts from the older women and several 1; THAC0 16; Damage 1d8 + 2) owned by the Niwa family whom I serve. I
of the weaker-willed men fall to their must go and present a report of this to my
knees, sobbing. The outer fringes of the He is wearing do-maru, kote, and sune- lord, but he will task me for my inactivity. I
crowd begin to run away. Some take shel- ate (-1 to Dexterity) and is armed with a +1 must show him that I am doing something.
ter in their homes, others hastily prepare trident. He also has a pearl of protection You can do me a great service and I will be
to leave the mura. Only a few run for their from fire in an earring. He rides a medium under obligation to you. Defend this vil-
spears, determined to fight. The women warhorse. He carries 2d10 yuan. lage and learn what you can of these Black
claw at and cling to these, pleading with Riders. In several weeks I will return.
them not to die foolishly. 15 Black Riders: 1st-level sohei (AC 7; Report to me at the village of Tosa then.”
MV 12”/24” mtd.; hp 5; #AT 1; THAC0 19;
There is very little time before the attack Damage 1d6 + 1) He acts as if the player characters are
comes. The myoshu knows no more than expected to automatically accept this
he has said. If the player characters can Each rider is armed with a spear and is offer. If they protest, use whatever persua-
quickly find the boy (by demanding that he wearing hara-ate and haidate. None of sive arguments seem appropriate—
be brought to them), they can learn more. them have magical items. Each carries payment, honor, his friendship, or threats
The riders were armed and armored. 1d10 fen. All are riding light warhorses. of dire consequences.
There were about 20 or more of them.
They were coming from the east. They The Player Characters: Exactly what If the player characters showed coward-
were very close by and were riding fast. the player characters do during this ice during the recent attack, he still
The player characters can also attempt to engagement is entirely up to them. They instructs them to learn what has hap-
organize a defense with the eight bushi of are in no way required to stay and fight. pened. As coercion, he threatens them
the village, if they act quickly. They have Indeed, you may want to encourage them with punishment and exposure of their
just enough time to gather these men and to flee at a convenient moment. The Black shameful behavior to the shugo-matadai
get them into simple positions. Riders are tired from their day of travel and of the region.
have no desire to pursue what they con-
The Attack: Suddenly, 26 mounted sider to be fleeing peasants. If the player
sohei sweep down the main road. Their characters choose to stand and fight, their
forms are barely visible in the dusk, out- best chance is to retreat to one of the
lined by the fading sun and the torches godown (with a tile roof) and make a stand.
they carry. Galloping into the mura, they If several sohei are slain without hurting
mercilessly cut down any who foolishly get the player characters, the riders surround
in their way. Shouting and screaming; they the godown while they collect taxes from
order the peasants into the center of the the rest of the mura. They will then leave.
mura. All who resist are attacked. One They do not wish to be drawn into a pro-
rider, wearing better armor than the oth- tracted battle.
ers, demands to see the myusho and
know which is his house. He is quickly dis- The Aftermath: Once the riders have
covered, since the others in the mura left, the player characters have several
make no attempt to protect him. options. They can ignore the plight of the
villagers and leave. The raid did not con-
The leader of the sohei makes a quick cern them and is not their problem. They
speech. “You ungrateful curs have can take the noble course and seek to
refused to pay rent to the Black Temple! avenge the villagers. The villagers can
For this, your rent is doubled! And this will hire the player characters (although for
be your punishment, should you refuse meager wages).
again!” With these words, he orders his
men to burn the myoshu’s house and exe- The adventure can continue as follows:
cute Gobo. This is done without hesita- The morning after the raid, a group of 10
tion. After this, the riders pillage the soldiers enter the mura, led by a mounted
remaining houses and godown, and col- samurai (Sato Masako, 8th level). He care-
lect the rent, which leaves the villagers fully surveys the damage and hears the
barely enough to survive on. complaints of the villagers. Hearing of the
actions of the player characters, he
demands their presence. He questions
them closely. If the characters fought to
defend the mura, he respects them, realiz-
ing they are more intelligent and percep-
tive than the villagers. At the end of the
questioning, he makes the following offer
to the PCs.

9

ADVENTURE 3
LORD OF THE BLACK TEMPLE

This adventure is for a party of 4-8 charac- his back to you. Myudo
ters of 3d to 5th levels. It continues the Hung up in the broken stalks of bam-
story of the Black Temple begun in the sec- When they arrive at the mura, the play-
ond adventure. It is assumed that some boo is a dead swordsman. He is ers notice that it is a poor and backward
time has passed between that adventure pitched forward into the bamboo, his village. The minka are in sad repair and
and this, allowing the player characters to sleeves tangled in the sharp stalks. His the villagers are particularly thin and
reach the proper levels. During this time, shoulders sag and his legs are limp hungry-looking. Several of the buildings
the player characters may have other under him. Thick blood soaks the back are nothing but burned-out shells. A few
adventures of your own creation or may of his slashed shirt. animals are nosing around the corners of
simply have spent the time searching for buildings. It is getting dark.
clues and information about the Black The swordsman is quite dead and
Temple. obviously has been robbed. Investigat- Myudo is a mura of 98 inhabitants of all
ing the area shows many signs of a ages. There are 38 large minka or similar
Information the player characters can small battle—slashed bamboo, blood, buildings; ten of these on the outskirts of
gain in the course of the adventure and another dead body, also picked the mura have been burned or crushed.
includes the following: clean of anything valuable. The bodies There are only 12 effective warriors in the
are still slightly warm, so the attack mura (all 1st-level bushi). The myoshu of
The name of the sohei commander who could not have occurred too long ago. the mura is Ochio, a middle-aged and
attacked the mura The trail leads out through the bamboo quite worn-down man. His responsibilities
and disappears across a patch of rocky are great, and this does not sit well with
The names of other mura that have ground. him, since he is by nature indecisive. His
been forced to pay the Black Temple lot is made even worse by his shrewish
Pressing on a little farther, you see a and nagging wife. Although she is out-
A history of the practices of the temple traveler on the road ahead of you. He is wardly meek and obedient, in private
The general location of the temple headed in your direction. He is about moments she is loud and domineering.
40 yards away, and you can tell by his
Armed with one or all of these bits of dress he is wealthy. As the traveler Not all of Ochio’s problems stem from
information, the player characters should approaches, it is obvious that he has his personality or his family, however.
eventually be led to the mura of Myudo. been in a recent battle. He is wounded Myudo is currently under a woeful oppres-
This rests in one of the secluded valleys and weak. sion that is taxing the resources of all in
that reaches up into the Kurisammyaku. the mura.
As referee, you should decide the exact If the characters attack he begs for
hex location. mercy, unwilling to put up any resistance. As the player characters enter the mura,
they are the objects of suspicious stares.
The Road to Myudo He introduces himself as a trader, Kuda There seem to be no friendly faces here.
no Nito. But it is his sorrow to report that Suddenly the mura’s alarm gong sounds,
All morning, the trail you have been fol- he was set upon and robbed by bandits. ringing through the village. The peasants
lowing has been winding through a They took all his goods and slew his two run from their huts toward the west end of
thick grove. The weather has been assistants. It is only by great fortune that the village.
pleasantly cool and the flowers of the he escaped. But unfortunately, all his
wood have added soothing bursts of goods were stolen. He was carrying a load A poorly dressed old man strides from
color to the dark green background. of weapons and suspects that the peas- the minka nearest the characters. With
Several times you have seen signs of ants of one of the nearby mura may have barely a nod in their directions he shouts,
previous travelers—churned earth, arranged the raid. “Hurry, you must flee before the dai-oni
droppings, broken branches, and dis- sees you, hurry!” He then turns and runs
carded bits of gear. They are a fairly He then asks the characters if they after the other villagers. If the player char-
large group and do not seem to be mak- would recover his goods. If they seem hes- acters chase, follow, or talk to this peasant
ing any effort to hide their movement. It itant, he offers them a reward of 10 ch’ien. or any others, run “The Ritual” encounter.
is unlikely they are bandits or malevo- If the characters take him up on his offer, If the characters leave the village or hide
lent creatures. he tells them where the mura (Myudo) is somewhere nearby, go to the “Dai-Oni”
and warns them that the peasants might encounter.
Following the trail along a young be well-armed now. After all, he points out,
stand of bamboo, the situation they did steal weapons from him. The Ritual
changes. Broken bamboo lays across
the trail, the stalks spattered with blood Nito: AC 10; MV 12”; 0th level; hp 4; #AT Quickly you follow the small stream of
and slashed by sword cuts. An opening 1; Damage 1d8; carrying 100 tael villagers. In small clumps and knots
of crushed and cut plants plunges into they gather at a circle of packed dirt. In
the dark grove. In the shadows at the the center is a large stone slab topped
end is an unmoving form, standing with

10

with a huge drum. An old man, perhaps are slow to react, he imperiously strides footprints of the dai-oni go a short distance
the village elder, climbs up to the drum over and knocks them into the dirt. Seeing into the woods on the other side of the trail
and begins beating it with slow, rhyth- them close up, he realizes they are not and then disappear. However, the tracks of
mic strokes. Between each beat he from this village. If the player characters the men remain and are easy to follow.
chants praises to the “dai-oni” (great do not resist, he orders his men to take the
oni). The villagers slowly begin to shuf- player characters and bind them. Wu Jen/Ninja: AC 7; MV 12”, 4th/2d
fle in and out, ignoring you while they level; hp 14; #AT 1; Damage 1d8 + 1; S
perform their ritual dance. With each If the player characters attack the men 15; I 16; W 12; D 17; C 16; Ch 15; AL LE
verse of his chant, they give a shout, or resist them, a melee erupts. The vil-
punctuating the ritual. Finally, on an lagers flee in panic, some screaming Spells
outward turn of the dance, a pretty curses at the player characters. As soon Know History
peasant maiden turns to you with her as a fight starts, the dai-oni turns and Accuracy
head bowed and says, “Please, honor- strides away over the hill, disappearing Elemental Burst
able strangers, leave so our village will from sight. If the player characters man- Enchanted Blade
be spared.” age to reach the dai-oni before it disap- Apparition
pears, they discover it is only a costume.
The first two peasants the characters Inside is a puppeteer on short stilts. He is a Magical Items: + 1 short sword, potion of
attempt to question refuse to say anything wu jen/ninja. invisibility
useful. The first is evasive, trying to avoid
saying anything. The second refuses out- Two rounds after the dai-oni disappears, Kensai Leader: AC 6; MV 12”; 4th level;
right to talk to the player characters. If the wu jen/ninja appears at the top of the hp 36; #AT 3/2; Damage 1d6 + 2; S 17; I 9;
pressed, he becomes hysterical, demand- hill to help in the fight. He attacks the char- W 16; D 17; C 15; Ch 10; AL LE; chosen
ing they leave and claiming that this is all acters from a safe distance. If things look weapon is a three-piece rod
their fault. If the characters find the old bad he drinks a potion of invisibility and
man they saw in the village, he is willing to makes his escape, reporting what has Equipment: quality jitte
talk, but also quite fearful of something. transpired to the Black Temple. If he
He tells the player characters to meet him escapes, the PCs meet him again in the Armored Bushi (x3): AC 5; MV 12”; 3d
in his hut later that night. “Tengu Discovered” encounter. level; hp 27, 16, 21; #AT 3/2; Damage
1d10 + 3; AL NE; all have double speciali-
Dai-Oni The five men fight until either their zation with katana. Each wears do-maru,
leader (the kensai, see NPC statistics fol- haidate, kote, and sune-ate.
As the villagers perform their ritual, lowing) falls or they lose three men.
there suddenly comes a loud voice Should either of these events occur, the Yakuza: AC 6; MV 12”; 3d level; hp 12;
booming over the heads of the crowd. men attempt to flee, crossing the hill and #AT 1; Damage 1d8 + 1; S 16; I 15; W 10;
Instantly the villagers fall silent. The old disappearing into the woods. D 16; C 12; Ch 17; AL LE
and the cowardly drop to their knees,
shivering. “Kneel!” cries the echoing If the player characters kneel with the Midnight Meeting
voice. Looking upward, you see a huge villagers, it may appear as if they are going
common oni standing on the hill over- to escape safely. The men come down to This encounter occurs if the player char-
looking the west side of the village. the slab and admire the weapons, loading acters meet the old man at the pre-
them into baskets. At this point, a scruffy arranged midnight meeting. His house is
After the dai-oni speaks, three men peasant not far from the player characters clean and modest in size. Standing in the
in armor and two in robes come down starts toward the men. His actions and shadows inside the doorway, he greets the
the hill toward the stone slab. As the intentions are obvious to any watchful player characters with a motion to be silent.
men approach, the dai-oni again player character (i.e., anyone who is spe- Ushering them inside, he takes them to the
speaks. “Now, insects, what tribute cifically watching the entire crowd, not just main room, shooing out his aged wife and a
have you brought for the Black Tem- the men). Unless restrained by subtle young woman. A man, possibly his son,
ple? Approach and present it!” Three arguments, such as the gentle pressure of remains in the room with him.
of the village women approach the altar a knife in his back, the peasant runs for-
with wicker backpacks. At the stone ward to the men and flings himself at their “Welcome most respected sirs. I am
slab, they empty their backpacks, feet. Pleading mercy for himself, his fam- Myudo Ichiro. This is the husband of my
unloading an assortment of weapons. ily, and his village, he turns the player daughter. I am sorry you had to arrive at
characters in. The men then attempt to such a bad time. We are being punished
Player characters recognize the weap- capture the player characters as for evils of our other lives. All the sutras we
ons from the merchant Nito’s descriptions. described above. chant cannot save us from our sins. For
what we may have done, the gods have
If the player characters are among the If the player characters manage to avoid sent a monster into our lands. Six moons
crowd and do not kneel, one of the men detection, the men gather the weapons ago, just before the harvest time, it arrived
without armor brusquely orders them to and go back up the hill. The dai-oni roars and proclaimed itself the master of the
kneel. If the player characters refuse or out, “This time you have pleased me! My Black Temple. Rent was demanded of us.
blessing and my protection is over you. On At first we refused. We are not foolish or
traitorous—we know who our true lord is.
the next moon I will return.” With that, the But the monster has troops and the shu-
entire group turns and strides away. go’s men have ignored our little village.

Darkness prevents any immediate “Once we refused, but only once. We
attempts to track the group. In the morn- are not warriors. For our refusal, the hot-
ing, however, it is easy to find the trail. The

11

headed sons of several families were slain player characters into a shadowy corner, a deep sleep. Otherwise, aside from a mild
and their houses were fired. Those are the he says the men passed through the vil- case of indigestion, the character does not
burnt-out hulks you see outside. lage this morning and went up into the notice any effect.
mountains. He attempts to learn what the
“Every moon his followers come and player characters are doing in his town If all of the characters succumb to the
collect a monthly rent. Already we have and what they intend to do next. drug they awake the next morning with ter-
become unable to pay in rice. Last moon, rible headaches. Not only that, but all their
we were forced to pay with our best crafts- If asked about the dai-oni, he goes into a personal possessions (including their
men and daughters chosen by lot. For this horrible tale of what has become of the vil- clothes) are gone. Indeed the only clothes
rent, in desperation we set upon a mer- lage. This story is very much like that told in the minka are several women’s robes! A
chant and took his goods. It was a shame- in the previous village. However, Hoseki search reveals that Hoseki is nowhere to
ful act, but otherwise we would have to freely embellishes the story with tales of be found.
draw lots for our daughters again. dire magical powers, huge bands of men,
and terrible events. Any information If some or all of the characters are not
“We are dust—nothing. We have gained from him is generally overstated or drugged, but all are asleep, roll percentile
shamed ourselves and our families. In a misleading. As an agent of the dai-oni, his dice. If there is an undrugged barbarian,
few days I will leave this village and go to task is to learn as much as possible while ninja, or yakuza with the party, add 10 to
Tamanokuni. There I will present myself to revealing as little as possible. the die roll. If the result is 70 or less, the
the court and plead mercy for my small vil- characters are robbed as described
lage. They will kill me, I am sure. I will be Once finished with his story, he again above. If the die roll is greater, one or more
executed for my village. Knowing this, I presses the player characters to stay at of the undrugged player characters
will go and die. I beg you to destroy the his house. If they accept, go to “A Night at awaken during the robbery. Randomly
Black Temple. Avenge the death of an old Hoseki’s.” If the characters refuse, he is determine which and how many charac-
man. Avenge me for what they have done greatly disappointed. No other building in ters awaken.
to my village. I am old and I am already the mura offers them shelter. Unless they
dead. I am a presumptuous old fool who return to his house, they are forced to Robbing them are six men dressed in
offends his guests. I will die with some spend a night in the open air. In this case, black clothing and carrying weapons.
small honor.” run the “Chill of the Night” encounter. When discovered, their first objective is to
silence those awake before they can
His face pale as aspen bark, he wipes a A Night at Hoseki’s spread the alarm. They do not care how
trickle of tears from his cheek and bows they accomplish this, as long as they are
forward, exposing his neck to the touch of That night the player characters are silent. They are all ninjas and are
the swordblade. “Aiieee!” wails his son in given rooms in Hoseki’s household. His equipped with a number of weapons and
sorrow and agony. The cry is echoed by large minka is fairly barren. Gathering devices. Secondly, they wish to finish the
the women in the room beyond, their himself a simple comforter, he apologizes task they came here to do. Finally, they
voices ending in choked and wracking for the disarray. He is a widower and has naturally wish to avoid unmasking. If the
sobs. little talent for housekeeping. With no chil- leader is unmasked, the player characters
dren, he has a girl come in a few times a discover the whereabouts of their genial
The Village in Ruins week and see to his needs. Tonight he host, Hoseki.
sleeps in the kura (storehouse) while the
After following the trail of the dai-oni’s honorable strangers use his house. After a If the player characters keep a watch,
men for five hours, you arrive at simple dinner of a very small bowl of rice the ninja attempt to dispatch the guard
another small mura nestled at the base and pickled radishes, Hoseki lays out silently before commencing with the rob-
of the mountains. The village is a well of comforters and headblocks for everyone bery. To accomplish this, Hoseki enters
sorrow. The buildings are decrepit, the in the party. As a finish to the dinner, he the minka through the upper story. Moving
thatch rotting on some. Garbage is cast goes outside and brings back a basket of silently, he attempts to backstab the guard
aside in small piles near side doors. fruit and a jar of hot sake. He apologizes from behind with his drug-coated ninja-to.
Small children throw stones at each for his meager fare. With this he says If successful, allow the player characters a
other and young men in rags lounge in goodnight. percentile die roll as described above.
doorways. Bony dogs sprawl under This may result in one or more characters
shady trees. Monkeys clamber through If the player characters have told Hoseki awakening. Drugged characters never
the branches above them. No one what they are doing, asked about the awaken before dawn.
seems happy or cheerful. Black Temple, inquired about other stran-
gers, or have shown an unnatural interest If the ninjas lose Hoseki or half of their
As the characters enter town, they are in temples of the area, the fruit and sake party, the survivors attempt to run away by
greeted by a little man who introduces are drugged. Wait about five minutes of jumping through the open windows and
himself as Hoseki. Bobbing obsequiously real time and then require a saving throw into the darkness.
to the characters, he tugs at their sleeves versus poison for every character who ate
and tells them he has most pleasant and or drank the drugged substances. If a If any ninja is captured, he steadfastly
wonderful accommodations for travelers. character only had one drink or a few refuses to answer any questions. Indeed,
If questioned about the dai-oni or his men, bites, he is allowed a +2 on the saving he goes to any extreme to avoid answer-
Hoseki feigns fear and caution. Pulling the throw. For every additional drink or piece ing questions. So long as the player char-
of fruit, the saving throw is reduced by -4. acters hold the ninja prisoner, they are the
If the character fails his save, he falls into target of further ninja ambushes. These
ambushes have the express purpose of
12 killing the party members quickly. As such
the attacks are sudden and deadly.

Hoseki (sohei/ninja): AC 6; MV 12”; 5th/ companions. They are searching for the The men are members of the gang that
3d level; hp 28; #AT 1; Damage 1d6 + 3; S player characters, whom they intend to has been terrorizing the neighboring
17; I 15; W 15; D 16; C 15; Ch 11; AL LE slay. They attempt to approach the player mura. Through clever deceptions, they
characters undetected. If this is not possi- have convinced everyone that the gang is
Equipment: +2 kusari-gama, ninja-to ble, they use their grenades to create con- led by a dangerous and fearsome oni. This
coated with sleeping drug (save vs. poison fusion in the midst of the party and then is not the case. The oni intends to kill the
with +2), three dust grenades, shukenja attack from what they think is the least men in revenge for their vile trickery. It is
scroll of calm and cure critical wounds, likely direction. They fight until half or not that the oni minds being viewed as a
haramaki-do more of the player characters are slain, terror of the countryside, it is just that it
half their number are fallen, or until Hoseki does not want the blame for these things.
Bushi/Ninja (x5): AC 8; MV 12”; 1st/1st falls. Their statistics appear at the end of Now men are hunting it because of evil it
level; hp 6,6,4,3,2; #AT 3/2; Damage 1d8 the previous encounter. has not done.
+ 2; AL LE; all specialize in wakizashi
Next Morning When the player characters arrive, the
Equipment: wakizashi, dust grenade, men begin to scream and shout that the
leather armor If the player characters were attacked dai-oni is attacking them. The dai-oni in
and survived, they can attempt to follow turn also begins to shout its side of the
Chill of the Night the trail of their attackers (provided some- story. If the men escape (through the aid of
one has tracking skill). If successful, this the player characters), the oni still
If the player characters spend the night trail leads to the “Tengu Discovered” attempts to make peace with the player
outdoors, they do not have any combat encounter. If unsuccessful or if the charac- characters. If this is impossible, it flies into
encounters. However, if the guards are ters are unable to follow a trail, they have
watchful, they notice a figure moving in to return to the mura for more clues. a fury and attacks relentlessly, fighting to
the shadows. Player characters able to the death.
move silently and hide in shadows are able Talking to the adult villagers gains the
to follow this figure. Other player charac- player characters nothing. It is painfully If the oni makes peace with the player
ters are only able to tell that the figure is clear that no one wants to talk to them, characters, it explains the complete situa-
stealthily slipping out of the mura. that they are not even wanted here. The tion to them. Should the player characters
villagers are terrified of the dai-oni and his reveal they intend to destroy the dai-oni
If the figure is successfully followed, he men and are fearful of retribution if they and his men, this oni volunteers to accom-
leads the characters a short way into the assist the player characters at all. pany them. It is bent on vengeance and is
woods. At a particularly large willow tree willing to work with humans (and others) if
he takes a scroll from under his robes and However, the children of the mura are that will help. It is quite rash, however, not
tucks it in a large hole. With this he turns not as oppressed as their elders. If any of given to subtlety. Upon reaching the
and slips back into the village, returning to the player characters has the presence of enemy camp, its only desire is to attack
the house of Hoseki. mind to talk to them, the characters gain the false dai-oni. It becomes quite uncon-
information. The children describe a horri- trollable at this point.
Ten minutes after the message is ble monster who lives in the cleft of a cliff
dropped off, another figure appears at the not far from the village. Once they used to If the player characters slay the oni and
tree and disappears into the woods. play there secretly, but the monster came the men are still around, they look at each
Again, characters able to move silently and now they are afraid to go there. They other in a quick panic. Then the cleverest
and hide in shadows can attempt to follow. can give the player characters precise of the group suddenly falls to his knees in
The figure darts quickly to an old, standing directions to the cleft. false gratitude. “O honorable and valiant
trunk. Rummaging a large stick from warriors, it is a great deed you have done!
under the leaves, he beats the trunk in Tengu Discovered You have slain the dai-oni and freed the
rhythmic strokes. It echoes like a reverber- land from his evil grip!” The others hastily
ating drum. After several seconds he Striking off through the woods, the char- follow suit, heaping praises upon the
pauses and waits, his head cocked. Thirty acters travel for 30 minutes and finally top player characters. They do everything
seconds pass with no sound. He repeats a low rise. Ahead they can see a cleft in a they can to convince the player characters
the performance. This time a faint echoing low cliff. As they move out, the sounds of that the mission has been accomplished.
thump floats through the forest. He tosses battle reach their ears. “Surely now the oni’s evil followers will be
the stick aside and returns to the edge of forced to flee.” They want to take the
the village. There he hides himself care- At the base of the cliff just ahead is a player characters back to the mura to
fully. huge oni, fighting a group of four men. It announce their great deed and honor
has them cornered, and it seems fairly cer- them.
Thirty minutes later, four men dressed in tain to win the fight. Upon sighting the
black robes join him. After a few whis- party, the men begin to scream for help If the player characters insist on push-
pered words, one cups his hands to his while the oni bellows in rage. ing forward into the cleft, the men ask if
mouth and imitates the hoot of the night they can go along to help. If the characters
owl. Three times he hoots, then pauses If the characters attack, the oni con- refuse, the men leave the party and then
and calls once more. In 10 minutes, the tinues to attack the four men during the trail behind to join in the ambush into
bushes rustle and a sixth figure joins the first two rounds of the fight. After this, it which the player characters are sure to
group. With a few abrupt hand signals, the attacks whichever character seems to stumble.
group spreads out in a line and stealthily present the greatest danger. If given a
enters the village. chance the men try to flee. One of the men is a yakuza. He and the
yakuza encountered in the first mura are
The men are Hoseki and his bushi/ninja 13 both members of the same kumi. Hidden

on his upper arms are tattoos identical to If the NPCs from the previous encounter tengu polymorphed into human form. He
those worn by the other yakuza. If any are following the player characters, they is the leader of the Black Temple and the
character is particularly observant during join the bushi in the attack. The bushi rec- organizer of the sohei raiders.
the fight, he sees these tattoos. If the ognize the men and do not fire upon them.
player characters have seen the tattoos on These men attempt to gang up on some If the characters watch the ceremony,
the other yakuza, they know the designs characters while the bowmen keep the they can tell it is a quasi-religious service.
are identical. What conclusions are drawn rest of the party pinned down. In part, the tengu intones chants to the dei-
from this is up to the players. ties of the Black Temple. After a little of
Two rounds after the ambush begins, this, however, the tengu starts into a ser-
Oni: AC 4; MV 9”; HD 8; hp 39; #AT 2; the occupants of the temple are aware that mon for his faithful. In it he attempts to
Damage 1d8 + 2/1d8 + 2; SA polymorph intruders are in the valley. They begin to rouse them to fanatical action against a
self, fly, become invisible, cloud trapeze; organize a defense. On the fifth round of group of strangers who are threatening
has a carved ivory snuff box hung from a the fight, the first of the reinforcements the very survival of the temple. He
jeweled silken cord worth 1,000 tael arrive. As referee, you should decide how describes the horrible punishments these
many reinforcements are needed and in strangers will receive for their impiety. He
Yakuza: AC 8: MV 10”: 2d level: hp 10: what order they arrive. The tengu never then details a plan to increase the tem-
#AT 1; Damage 1d8; AL LE; standard becomes involved in this battle. ple’s power and lay claim to the local
sword shoen.
Bushi (x4): AC 6; MV 9”; 2d level; hp15,
Sohei(x3): AC 7; MV 12”; 3d level; hp 7, 15, 14, 14; #AT 2; Damage by weapon Characters who listen to this realize that
17, 18; #AT 1; Damage 1d8 + 1; armed type; AL LE; all specialize in daikyu the dai-oni is nothing but a hoax. It is clear
with naginata and wearing hara-ate-gawa, that it was nothing but trickery on the part
sode, and sune-ate Equipment: daikyu, 15 normal arrows, of the tengu—a clever costume,stilts, and
two armor piercers, three leaf heads, waki- proper staging were all it took to convince
Ambush zashi, brigandine armor the local peasants. Now for the next part of
his plan, the tengu explains that the dai-
The cleft the characters must travel Tengu Revealed oni must be replaced by something more
down is a narrow, rocky gorge. At the far believable and useful. With these words,
end of the cleft is a small valley, nestled For this encounter use the Monastery/ he concludes his sermon and the meeting
into the rocky walls. At the far side is a Temple Map in this book. If the player begins to break up.
modest-sized temple. characters managed to quickly silence the
bushi guards from the previous encounter, If the player characters are hidden
As the player characters study this all the NPCs in this encounter are attend- somewhere near the exits, there is a 50%
scene, roll for surprise, subtracting one ing a convocation in the back (meditation) chance they are noticed by one of the fol-
from the die roll. While the group stands at hall of the temple. If the player characters lowers. As soon as he sees the PCs, he
the bottom of the cleft, four bushi armed have caused an alarm, they encounter shouts a warning to all others and they
with daikyu attack. They are stationed at several different groups within the temple. attack en masse. In this situation, the con-
the top of the cleft. From their vantage Use the sections, below, that best match gregation cannot be surprised. However, if
point they rain down arrows on the player the situation. the player characters attack the congrega-
characters, hoping to kill or pin them tion before the sermon is over, they sur-
down. Since the men are stationed on A. Party Undiscovered prise the followers on a 1-3. If the oni is
both sides of the cleft, it is impossible for present with the player characters, it
the player characters to find total cover. At As the characters enter the temple, they immediately attacks upon spotting the
best the PCs can get 100% cover from two see the halls are empty. The building is old robed men, not waiting to listen to any-
attackers and 25% cover from the remain- and somewhat run-down. However, there thing.
ing two. The bushi in turn have 25% cover are clear signs that someone or some-
from all missile attacks by the player char- thing is living here. They do not seem to be During the fight, the tengu attempts to
acters. overly neat. From the distance come the duck behind the statue and revert to his
faint sounds of voices. true form. He then flies to the top of the
The cliffs to either side of the player hall and attacks with his spells. If the fight
characters are 50 feet high and can only In the meditation hall are all the NPCs goes badly, he flees.
be scaled with ropes or by those with listed in this encounter—the humanoid
climbing skill. During the climb, the tengu, 10 sohei, and two yakuza. In addi- B. Party Detected
climber is exposed in full view of the bushi tion, if the wu jen/ninja of the first
on the opposite side and has no Dexterity encounter or Hoseki have survived, they If the alarm has been raised by the bushi
adjustments to Armor Class. Likewise, are also here. guards, the followers in the temple take up
climbing characters are not able to use positions in several places attempting to
shields. The characters are attacked at By the time the player characters reach ambush the player characters as they
the point where the cleft opens into the the meditation hall, they know people are poke around.
valley. One hundred yards from their posi- present there. The sound of voices chant-
tion is the entrance to the temple. How- ing makes this perfectly clear. Peering into Main Gate: In the guardroom to the side
ever, the ground between is open and the hall, they see a man dressed in black of the gate are three sohei armed with
bare. and orange robes standing in front of the naginata. At the same time, there are two
broken statue of a goddess. He is looking more in the outer courtyard, standing at
out over a group of hooded men. The man the entrance to the main hall. They have
before the statue is actually a humanoid daikyu and standard arrows. Their task is

14

to pin the characters in the gateway while value in the front half of the structure. trick to play on the humans.
the other sohei strike them from the However, scattered throughout the One of the cells is particularly interest-
flanks. monks’ cells are many personal belong-
ings, obviously the property of the sohei ing. It contains the costume of a giant hor-
Main Temple Hall: If the player charac- and others who operated out of the tem- rible creature (the dai-oni), a pair of stilts,
ters attempt to pass through this hall, the ple. Going through all these goods takes three flashpowder grenades, three sets of
two yakuza hear them coming and take up some time and the player characters can ninja garb, and a ninja-to.
positions behind the various statues in the spend up to 10 hours searching before
hall. When the player characters reach the they find everything. Each hour spent Also hidden in the floor of this room is a
center of the room the yakuza attack. One searching—going through chests, pulling set of spell scrolls such as a wu jen would
of them carries a biwa of calm (proficiency up mats, etc.—gains the PCs 500 fen and use. The book contains the following
15) and a spear + 1, + 2 vs. smaller than 50 tael. spells— know history, accuracy, elemental
man-sized. He is stationed behind a group burst, hail of stone, enchanted blade,
of statues toward the center of the room. Imprisoned in a number of the monks’ apparition, and rope trick.
As the characters approach, he attempts cells are five men and eight women. The
to calm them with his music. Meanwhile, men are burning for vengeance against The player characters find the weapons
his partner, armed with a + 1 short bow of their oppressors. The women are horrified lost by the merchant on the bodies of the
distance, takes advantage of their hesita- with shame and want nothing more to do various sohei.
tion to rush out and gently disarm the char- with this world.
acters. He has prepared for the music by Humanoid Tengu: AC 4; MV 12”/15”;
stuffing wax in his ears. He is able to dis- In addition to these items, there is a HD 7; hp 40; #AT 2; Damage 1d10 +2; SA
arm up to two calmed characters per beautifully done sutra scroll in the library knows karate with Feint, Circle Kick, and
round. Once this is done, he and his part- worth 500 tael to the Konjo Temple. How- Iron Fist; SD invisible at will
her attack. Of course, if they are attacked ever, only characters with religion profi-
first, they fight back. ciency are able to identify the true value of Spells: cure light wounds (x2), bless,
this scroll. There are also two other deflection, aid, hold person, withdraw,
If the player characters bypass the main scrolls, one telling the history of this tem- castigate, dream vision
hall, the two yakuza happily take advan- ple and the other telling the activities and
tage of this to escape. plans of the tengu. Reading this, it Yakuza (x2): AC 6; MV 12”; 3d level; hp
becomes apparent that the tengu, under- 16, 15; #AT 1; Damage 1d8; AL LE
Meditation Hall: In this hall are the took this scheme because he thought the
remaining characters—five sohei and the whole idea was some type of grand cos- Magical Items: Biwa of calm; spear +1,
tengu. The sohei fight with fanatical fury mic joke. Apparently, he really had no + 2 vs. smaller than man-sized; + 1 short
while the tengu acts as described above. burning desire to rule—he only thought bow of distance
the whole thing was a cruelly humorous
Searching The Temple: Searching the Sohei (x10): AC 6; MV 12”; 2d level; hp
temple, the characters find nothing of 12 each; #AT 1; Damage 1d8; AL LE

15

TIMELINE OF KOZAKURA

There were several semi-mythical eras weop and his allied chiefs are slain. begins in the north against the
before the written Timeline of Kozakura Leadership of the northern korobo- empress. Prince Sagi, half-brother
began. The first of these eras, called the kuru is destroyed. of Emperor Toakimi, was persuaded
Age of the Gods, begins with the creation 2/52 (112): DAIGEN by the Nagato family to rebel when
of Shinkoku and the settlement of Koza- 3/13 (133): Chiro no Maasate establishes the Honda family supported Prin-
kura. Legend maintains that this era a Kozakuran colony on Tenmei. cess Kodaiku after the death of her
lasted over 10,000 years. Next came the 3/30 (150): TENSHO childless husband, Toakimi. The
Reign of the Earth Spirit Emperors. These 4/5 (185): OKURI northern rebels name their own
demi-gods supposedly received their titles 5/28 (288): KOSHU emperor and establish a separate
from the Heavenly Deities. Many colorful 6/13 (313): The last resistance of the capital at Senita. The northern court
legends of Kozakura come from this northern korobokuru is overcome. survives for 68 years. During this
time—the War of the Oni Kings, the Stone- The northern provinces are formally time three emperors are proclaimed
Bearing Empress, and the deeds of Naka declared part of the imperial lands. by the rebels: Sagi (11/54; 654),
no Moriya. The tales of this time combine 6/22 (322): The first envoys from the Gosagi (12/46; 706), and Ouizu (12/
fiction and fact, embellishing and exag- Shou Lung court arrive at the impe- 59; 719).
gerating known events. Those of later rial capital of Fukama. Shou Lung 12/41 (701): The Kanchai school of the
ages call the rulers of this age emperors, histories record this as the “discov- Way of Enlightenment is founded.
in an effort to legitimize their own imperial ery” of Kozakura. 12/52 (712): Suffering from the political
lines. Only after these two ages did the 7/10 (370): SENTAI and financial strain of the Zakura
rise of the human emperors occur. 7/25 (385): The korobokuru hero, Poiy- Insurrection, Empress Kodaiku is
opepoen, leads the remainder of his compelled to name Honda no
In the following timeline, the names of people in a great migration to Ten- Okumi as regent for her young son,
emperors and empresses are listed in mei. There they settle in the deep Bidamu. The Honda control of the
capital letters next to the dates when they woods, hidden well away from the imperial court is now complete.
ascended to the throne. The Kozakuran small human settlements. 12/53 (713): BIDAMU
calendar groups years into cycles rather 7/46 (406): Under the guidance of Prince 13/2 (722): The last stronghold of the
than centuries. Each cycle is 60 years Sanetomo, the Prime Minister, Zakura Insurrection is captured.
long. The calender begins with the ascen- Emperor Sentai begins the Great The war is officially ended and the
sion of Mori, the first human emperor, to Land Reforms. Much property is rebel court is destroyed.
the throne. The year in which an, event redistributed and the status of koro- 14/58 (838): SUREI
occurred is given in terms of the cycle bokuru and hengeyokai is formally 15/19 (859): The Konjo school is intro-
(preceding the slash), the year within the defined as outside the Kozakuran duced to Kozakura.
cycle (following the slash), and the cumu- government. The action sparks 15/38 (878): Ichiro the Swordsman fights
lative number of years since Year 1 (in many fierce uprisings. The end his first duel at the age of ten. In the
parentheses). result is the strengthening of Prince next 83 years, he becomes the fore-
Sanetomo’s family, the Honda. most swordsman of Kozakura. Leg-
Timeline of Kozakura 8/26 (446): SHOTOKEN end maintains he was the finest
8/42 (462): The Way of Enlightenment is swordsman who ever lived or ever
1/1 (1): MORI introduced to Kozakura. will live. Living the life of a wastrel
2/19 (79): ITONIN 9/23 (503): JUMEI (Empress) and vagabond, he is never beaten in
2/34 (94): Prince Miki begins his cam- 9/24 (504): Empress Jumei begins the a duel. Shortly before his death, it is
construction of a new capital at said he achieved his ultimate goal,
paigns to subjugate the northern Dojyu. making the perfect weapon, infus-
korobokuru. 10/23 (563): SANOE ing it with the very essence of his
2/45 (105): The northern korobokuru 10/38 (578): The Black Castle is founded life. It is the Breath-Floating-Sword.
overwhelm Todaijo, the stronghold by Aga (Miyama). The weapon has never been found.
of Prince Miki. He and all his fol- 11/10 (610): The Black Castle is destroyed 16/16 (916): KOKAN
lowers are slain. The korobokuru by Kinusake no Yori. 17/9 (969): SUKO
chieftain Inoyep begins to recover 11/23 (623): The village of Kuda is
lands lost to Prince Miki. founded as the provincial capital of
2/47 (107): Emperor Itonin leads an army Miyama by Kinusake no Yori’s
against the northern korobokuru. In grandson.
the midst of the campaign, Inoyep is 11/31 (631): TOAKIMI
treacherously assassinated by 11/53 (653): KODAIKU (Empress)
Akarweop, one of his sub-chiefs. 11/54 (654): The Zakura Insurrection
Itonin accepts Akarweop’s peace
offer. At the peace council, Akar- 16

17/24 (984): An invasion fleet from Wa 18/42 (1062): SOYOKU (Empress) Mount Kaza and the other on the
commanded by Hidegari Iegusa 18/48 (1068): MURAKAKU neighboring peak of Dagorayama.
lands on the southwestern tip of 19/28 (1108): Prompted by the weakness For an entire night the sky in the area
Shinkoku, conquering several prov- is changed to a horrid violet-green.
inces. The shogunate organizes a of the imperial court, the Hojo family The villages, fields, and forest
counterattack, but the effort is ham- precipitates the Tennu War. The between the two are burned to cin-
pered by the defection of several country splits between supporters of ders. The 237-year-old feud appar-
powerful southern lords. After the the emperor, under the control of the ently ends with the climactic
initial battles, both sides are unable Honda family, and the Hojo cause. explosion of the peak of Mount Kaza.
to make further progress. Raiding 19/30 (1110): SAGO The site is now called Broken-Dish-
along the borders of the occupied 19/32 (1112): Hojo forces win the Battle of Mountain for the shape of the
provinces becomes a common prac- Kurisammyaku, conquering Miy- remaining mount. No bodies are
tice of the Kozakuran families in the ama. During the campaign in the found, so it is difficult to say if the
area. province, a great fire sweeps Kuda. feud has ended or is postponed.
Niwa Ozuchi sacrifices his life to 21/28 (1228): TOKURA
17/35 (995): Hidegari Iegusa attempts to save the family charters. The 21/42 (1242): IJO
break the deadlock in the Southern emperor Sago is assassinated. 21/44 (1244): GODAIGEN
War by invading the Dai plain from 19/33 (1113): SHOWAJI 21/49 (1249): GOMORI
the sea. The regent, Honda no 19/39 (1119): Under the authority of the 22/7 (1267): The career of Ichi the High-
Mototsune, launches a force onto puppet emperor Showaji, the Hojo wayman ends in his death.
the Inland Sea. In the midst of a family assumes the title shogun. 22/19 (1279): The mines at the Mountain
fierce storm raised by Mototsune’s Although fighting continues off and of Iron are closed (Miyama).
sorcerers, the two armies meet. For on for many years, the Tennu War is 22/25 (1285): ENCHIGO
two days a fierce hand-to-hand bat- considered to have ended. The 22/38 (1298): GOSAGO
tle rages across the decks of over power of the Honda family is broken. 22/42 (1302): FUKAKUJI
300 ships. In the end, his ship Most of its members are exiled or 22/47 (1307): Dorumiji Monastery is
ablaze and most of his men dead, executed. The few that remain have destroyed by hostile sohei (Miy-
Iegusa refuses to surrender or leave their power carefully restricted. ama).
his ship. With Iegusa dead and his 19/40 (1120): The Bakufu is officially 22/52 1312): GOFUKAKUJI
army broken, Mototsune begins the declared at Gifu. Most of the lords of 22/59 1319): SUTOPEI
recapture of the occupied southern Kozakura come to present them- 23/23 1343): Takenaka family is founded.
provinces. selves to the Hojo shogun. Those 23/27 1347): GOIJO
who do not come are considered 23/44 1364): GOKIMAYAKU (Empress)
17/36 (998): The Great Hunt begins in the enemies of the shogunate. 23/52 1372): REIJO
southern provinces. As the survi- 19/56 (1136): GOTENSHO 24/18 1398): The Hori family is founded.
vors of Iegusa’s naval expedition 20/1 (1141): GOSOYOKU (Empress) 24/19 1399): GOBIDAMU
return to their conquered territories, 20/3 (1143): With the arrival of its first 24/21 (1401): Shrine of the River Dragon
fell creatures and oppressed peas- shugo, the provincial capital of Miy- is built in Miyama.
ants exact a horrible revenge on the ama is moved from Kuda to Tamano- 24/26 1406): GOKAMMU
stragglers. Many villages overthrow kuni. 24/35 1415): The Hojo War begins.
their oppressors and proclaim their 20/4 (1144): KAMEDAI 24/41 (1421): The Battle of Norinoshima
freedom. As Mototsune’s army 20/15 (1155): GOSUKO ends the Hojo War with the defeat of
arrives, many of these communities 20/18 (1158): Gizu Hanashi is appointed the Hojo forces.
refuse to give up their indepen- shugo of Toyaki. All provinces are 24/42 (1422): Hojo Kawakubo is named
dence. Mototsune savagely now directly or indirectly under Hojo shogun.
destroys these rebellious hyakusho, command. The country is unified 24/43 (1423): Niwa appointed shugo-
leaving a wake of devastation under a shogun. daimyo of Miyama.
behind him. 20/23 (1163): NIJO 24/45 (1425): GONIJO; Village of Anan
20/50 (1190): GOITONIN burned by troops of the shugo-
17/44 (1004): Honda Mototsune com- 20/52 (1192): SHUJO daimyo (Miyama).
pletes the reconquest of the south- 20/56 (1196): KAMMU 24/48 (1428): Construction begun on
ern provinces. 21/15 (1215): The wu jen Ch’u Tei Zao and Atarashijo (Miyama).
Goboro the Lame engage in a mur- 24/50 (1430): The beginning of the PCs’
18/1 (1021): Dorumiji Monastery built derous duel of sorcery. So great are campaign.
(Miyama). their powers that one stands atop

18/4 (1024): Konjo Monastery built (Miy-
ama).

18/38 (1056): KIMAYAKU

17

NEW CREATURES

Following are a number of creatures that group of travelers or a peasant family, only themselves as travelers and, upon meet-
are peculiar to the islands of Kozakura and to slay them one at a time in secret. A ing another traveler on the road, suddenly
Wa. None of these monsters are featured common practice for them is to disguise lengthen their necks and attack.
in the short adventures given in this book,
allowing you to introduce them when you Utoyasukata The utoyasukata is a brightly colored
want; for example, after your players think FREQUENCY: Rare bird found in the coastal areas of temper-
they have discovered all there is to know NO. APPEARING: 1d4 ate lands. Its flesh is greatly prized as a
about Miyama and its dangers. ARMOR CLASS: 6 delicacy by nobles and wealthy mer-
MOVE: 3”/18” (MC: B) chants, who are willing to pay good sums
Rokuro-Kubi HIT DICE: 3 for the bird. The bird is extremely difficult
% IN LAIR: Nil to catch as it is very wary and flees at the
FREQUENCY: Rare TREASURE TYPE: Nil slightest sign of danger. Likewise its nest
NO. APPEARING: 1d4 NO. OF ATTACKS: 1 is virtually impossible to find. It is hidden
ARMOR CLASS: 8 DAMAGE/ATTACK: 1d4 so well that the utoyasukata cannot
MOVE: 12” SPECIAL ATTACKS: Poison remember where it is and must call to its
HIT DICE: 4 SPECIAL DEFENSES: Surprised only young to find the nest. Alas, this leads to
% IN LAIR: Nil its undoing, for hunters have learned to
TREASURE TYPE: Nil on a 1 imitate these calls, luring the utoyasukata
NO. OF ATTACKS: 2 MAGIC RESISTANCE: Standard within range of their nets and weapons.
DAMAGE/ATTACK: 1d4/by weapon type INTELLIGENCE: Animal
SPECIAL ATTACKS: Constriction ALIGNMENT: Neutral Still, the hunting is dangerous since the
SPECIAL DEFENSES: Nil SIZE: S blood of the bird is a deadly poison. Any-
MAGIC RESISTANCE: Standard PSIONIC ABILITY: Nil time a successful hit is scored with a
INTELLIGENCE: Average melee weapon, the wielder must make a
ALIGNMENT: Chaotic evil Attack/Defense Modes: Nil successful saving throw versus poison
SIZE: M LEVEL/X.P. VALUE: III/105 + 3/hp ( + 2 on the die roll) or die. Once the bird is
PSIONIC ABILITY: Nil

Attack/Defense Modes: Nil
LEVEL/XP VALUE: III/85 + 4/hp

The rokuro-kubi are humanoid crea-
tures that are indistinguishable from
humans, under most circumstances. They
can, however, can stretch their necks in a
snake-like manner to the prodigious
length of 20 feet. In addition, their mouths
are filled with sharp fangs, allowing them
to bite for 1d4 points of damage. In combat
they fight adjacent opponents with their
weapon, stretching their necks to attack
those behind or to the side of them. In
addition, instead of biting, they can
attempt to constrict a victim. On a suc-
cessful to hit roll, the snake-like neck
wraps around the victim and squeezes for
1d6 points of damage per round. While
constricting, the rokuro-kubi can only
attack the constricted victim. The victim
can escape the constriction by making a
successful bend bars/lift gates die roll or
by slaying the rokuro-kubi.

Rokuro-kubi are sly and cunning by nat-
ure. To avoid suspicion, they seldom have
a fixed home, preferring to wander from
village to village. They delight in the suffer-
ing they cause and sometimes befriend a

18

slain. care must still be taken in the han- Yuki-On-Na domain, ignoring the presence of beings
dling of the carcass for the poison remains such as solitary hengeyokai. However, it is
deadly for up to one hour after the crea- FREQUENCY: Very rare possessed with a fanatical hatred of all
ture’s death. Placing the carcass in a bag NO. APPEARING: 1d3 things human and anything or anyone
is insufficient, as the poison rapidly soaks ARMOR CLASS: 1 associated with them. It invariably
through several layers of cloth. Utoyasu- MOVE: 12” attempts to kill lone human travelers fool-
kata have even been known to prick them- HIT DICE: 8 ish enough to enter its territory.
selves with their beak and shake a few % IN LAIR: 85%
drops loose in an attempt to defeat NO. OF ATTACKS: 1 The yuki-on-na always attempts to
hunters. DAMAGE/ATTACK: 1d10 attack in the midst of snowstorms or in
SPECIAL ATTACKS: See below snowy conditions. Its white robe makes it
Even eating the utoyasukata is danger- SPECIAL DEFENSES: See below virtually impossible to spot at a distance.
ous, a situation that actually enhances its MAGlC RESISTANCE: Standard As such, it surprises on a 1-3 and the
reputation as a delicacy. It can be properly INTELLIGENCE: High encounter distance is always 10d3 feet. It
prepared only by a skilled cook (who must ALIGNMENT: Chaotic evil is a dangerously seductive creature, and
check against his proficiency for success). SIZE: M any who meet its gaze (up to one person
If prepared unsuccessfully, or by an PSIONlC ABILITY: Nil per round) must make a saving throw vs.
untrained person, all who eat it must make paralyzation with a -2 modifier. Those who
a saving throw versus poison. Those who Attack/Defense Modes: Nil successfully save are unaffected by the
make the saving throw have enjoyed a LEVEL/XP VALUE: VII/1, 175 + 10/hp creature. Those who fail their saving throw
meal of great delicacy. Those who fail the are hypnotically paralyzed for 2d4 rounds
saving throw suffer intense illness (or Similar in appearance to graceful young by its striking appearance. It can use dis-
death if the saving throw result is a 1). The maidens with long, black hair, yuki-on-na guise, know history, comprehend lan-
onset of the illness occurs 1d6 hours after can be identified by their snowy white
eating and lasts for 1d8 hours. During this robes and pale blue skin. Yuki-on-na dwell guages, and ESP at will, one per round.
time the character is afflicted by severe in sub-arctic forests and wintry mountain Once per day it can use lose the path
stomach cramps and weakness, prevent- forests, particularly in the northern parts of (reversed find the path). In combat the
ing him from doing all but the simplest Kozakura. They virtually never appear out- yuki-on-na attacks with its icy touch, caus-
actions. side of these regions. ing 1d10 points of damage. It is immune to
all cold-based attacks, but suffers an extra
The yuki-on-na is malicious and cruel, point of damage per die from fire-based
but has been known to live in harmony
with other intelligent creatures within its attacks.

19

PLAYER CHARACTERS

Etsu-no-kami-Makoto Roben Saisho
(Makoto of Etsu)
1st-level Human Kensal 1st-Level Human Wu Jen/Ninja

1st-Level Bamboo Spirit Folk Samurai Alignment: Lawful Good Alignment: Neutral

Alignment: Lawful Good STRENGTH 15 STRENGTH 14

STRENGTH 16 DEXTERlTY 16 DEXTERlTY 16

DEXTERITY 12 CONSTITUTlON 10 CONSTITUTION 10

CONSTlTUTlON 13 INTELLIGENCE 11 INTELLIGENCE 17

INTELLlGENCE 14 WISDOM 13 WISDOM 11

WlSDOM 15 CHARISMA 10 CHARISMA 14

CHARISMA 14 COMELINESS 8 COMELINESS 11

COMELlNESS 12 Hit Points: 6 Hit Points: 5

Hit Points: 7 Family Honor: 29 Family Honor: 15

Family Honor: 51 Personal Honor: 39 Personal Honor: 25

Personal Honor: 52 Birth: Upper Class Proficiencies: Bo stick, herbalist (17),
NPC React Mod: 35% animal handling (14), dagger,
Birth: 4th Rank Birthright: None reading/writing ancient Kozakuran,
NPC React Mod: 70% ninja-to, kusari-gama
Birthright: Three horses (one sold) Proficiencies: Naginata, daikyu,
navigator (12)
Proficiencies: Katana, horsemanship (18), Starting Money: 2 yuan, 57 fen
calligraphy (18)
Starting Money: 3 tael, 17 yuan Equipment: Bo stick, ninja-to, kusari-
gama, dagger, mino (straw raincape), light
Starting Money: None, owes 2 tael to Equipment: Naginata, wicker backpack, warhorse, riding saddle, bit and bridle,
Saisho tobacco pipe, one lb. of tobacco, tent large saddle bags, saddle blanket, one
(small), lacquered chopsticks, tinder box week of ricecake, one jar sake, cord (10
Background: You are the son of Etsu- (flint and steel), iron pot, one lb. of tea, one feet), 10 tallow candles, three sticks of
no-kami-Yasutoki, a minor samurai of Miy- week’s ricecake, hooded lantern incense, flashpowder eggshell grenade,
dust eggshell grenade, iron pot
ama Province. Your mother was a graceful Background: Born the son of a ship-
nature spirit of a great willow in the forest. ping merchant, you have lived a good life Background: You are the life-long
For years your father held a small shoen up to now, indulging in most harmless friend of Etsu-no-kami-Makoto. Perhaps it
near Kuda. However, a plot at the provin- pleasures. But this has proven unsatis- was his supernatural heritage that drew
cial capital in Tamanokuni disgraced your fying. So, by your own mental discipline him to you, for you were always a wild
father and ruined the fortunes of your fam- and the training of an old man in your vil- youth. Your family died when you were a
ily. The shugo-daimyo was forced to ban- lage, you have entered on the path of the child and a kindly uncle adopted you. He
ish your family and strip your father of the kensai. You have a natural talent for it. But took you to his village and raised you.
charter to his shoen. The shugo-daimyo now, having learned to meditate and the
reassigned the shoen to Inoue Kanemori, basics of handling your weapon, your old He was a talented wu jen who lived
a retainer of the Igi household. You do not amidst a village of ninjas. From him you
know if the Igi or someone else was master has taught you all he knows. It is learned sorcerous skills; from the myusho
behind the plot. Now your father is dead time to seek a new teacher. Stories have of the village you learned ninja skills. Your
and it is up to you to restore his name. Fur- been told of a master of the naginata days were long and hard, devoted entirely
thermore (just to make matters worse), the somewhere in Miyama and you have to study and exercise. Then, one day, a
grove of your lifeforce is located on your come searching for him. message came from the capital. Your
family’s old shoen. With your meager childhood friend had been banished! Sud-
resources and your friend Saisho (whom denly ninjo (human compassion) over-
you owe money), you have secretly re- came your giri (obligations). Quietly you
entered Miyama from neighboring Shi- left your uncle, leaving all you had with
zume Province. him, and set out to find your friend.

Since that time you have led a wander-
ing life. Only recently have you found
Etsu-no-kami-Makoto, just as he was pre-
paring to return to Miyama. Your uncle has
sent you messages saying you might be
forgiven. Now you are returning to your
home to learn your fate.

20

Kani ordered you out of the temple to seek Kanari Taro
enlightenment by your own path.
1st-level Crab Hengeyokai Bushi 1st-Level Korobokuru Yakuza
Suddenly thrust outside the peaceful
Alignment: Neutral Good Alignment: Lawful Neutral
walls of the temple with no guidance but
STRENGTH 14 your own spiritual instincts, you are con- STRENGTH 12

DEXTERITY 10 fused and perhaps a little frightened. For- DEXTERITY 15

CONSTITUTION 14 tunately, you have made a friend of CONSTITUTION 14
Akirakeiko, a sohei. Still, you must seek
INTELLIGENCE 16 enlightenment, but how? What will you INTELLIGENCE 15

WISDOM 15 do? Where will you go? Now your true WISDOM 13

CHARISMA 12 training as a shukenja begins. CHARISMA 16

COMELINESS 12 COMELINESS 9

Hit Points: 6 Akirakeiko Hit Points: 4

Personal Honor: 20 Family Honor: 5

Proficiencies: Spear specialization, 1st-Level Human Sohei Personal Honor: 17
heraldry, gaming
Alignment: Lawful good Birth: Lower Middle Class
NPC React Mod: 15%
Starting Money: 3 yuan, 94 fen STRENGTH 13

Equipment: Spear, buckler, wicker back- DEXTERITY 9 Proficiencies: Gaming, long sword,
pack, coarse blanket, one lb. spices iaijutsu, chu-ko-nu
CONSTITUTION 10

INTELLIGENCE 15 Starting Money: 10 yuan

Background: You have lived most of WISDOM 15
your life on the lonely and barren sea-
shore. Until recently, you were content to CHARISMA 14 Equipment: Long sword, wicker back-
watch the fishing boats of the humans and pack, one week of ricecake, five jars of
mind your own business. But now you are COMELINESS 9 beer, hara-ate-gawa
dissatisfied and curious. You have tired of
the tricks of your friends, Rabbit and Hit Points: 5
Tanuki. So, shouldering your meager pos-
sessions, you have set out to learn about Personal Honor: 24 Background: You are a rare thing
the world of men. indeed—a korobokuru living and dealing
Proficiencies: Spear, fishing, sailing with the humans! You have never known
craft, swimming who your real father was. As a child, you
were a street urchin, tough and wild. While
Starting Money: 1 yuan still a youth, you were adopted by a
yakuza kumi of one of the northern prov-
Equipment: Spear, jar of sake inces. You lived among them for several
years. Your unusual appearance and
Annen Background: You were once a sohei of small size made you both the butt of jokes
the Konjo school in Shizume where you and an asset. Finally, you formally joined
1st-Level Human Shukenja guarded and protected the temple from their kumi. But shortly after, in a wild rage,
your fierce rivals of the Kanchai school. you slew a yakuza of a rival kumi who
Alignment: Chaotic Good The two temples had been feuding for insulted you.
years. Neither gained the upper hand or
STRENGTH 9 made progress against the other. Most For your own safety, your oyabun has
activities were confined to small raids. ordered to travel far away for several
DEXTERITY 15 Then, the Kanchai followers suddenly out- years. You have become a matatabi, a
maneuvered your temple. Gaining the wandering and homeless yakuza. Your
CONSTITUTION 10 support of the shugo-daimyo of Shizume, oyabun has advised you to travel to Miy-
they launched a full-scale assault on the ama, where you can find shelter with the
INTELLIGENCE 11 Konjo temple. You were away, at an iso- oyabun Ebi. You are guaranteed his hospi-
lated outpost, when this happened. By the
WlSDOM 18 time you learned what had happened, it tality, but in return you must serve him,
was too late. Now the shugo-daimyo, faithfully executing his wishes. If you are
CHARISMA 16 swayed by those of the Kanchai school, faithful to him, he may adopt you into his
has made it impossible for you to remain in kumi for as long as you wish to stay.
COMELINESS 12 Shizume. So, nearly empty handed, you
have come to Miyama. You still consider
Hit Points: 4 yourself a Konjo sohei and were traveling
to a Konjo temple in Miyama to offer your
Personal Honor: 29 services. Now, on your journey, you have
found a Konjo shukenja, Annen, who
Proficiencies: Tetsubo, gunsen, religion, looks like he could use your protection.
calligraphy, reading/writing Shou Lung

Starting Money: 6 yuan, 46 fen

Equipment: Tetsubo, jingasa, prayer
beads, small bell, 10 sticks of incense, 20
paper prayer strips

Background: You are a follower of the
Konjo school of the Way of Enlightenment.
For most of your adult life, you have
stayed at the provincial Konjo temple of
Miyama, studying sutras and perfecting
your mind. However, your master decided
that these activities, while worthy, are
insufficient to prepare you. Thus, he

21

Penri Background: You are the son of an ordi-
nary tribesman from the Bear Clan of the
1st-Level Korobokuru Barbarian northern lands. For years your people
(Forest) have been at war with the humans of
Kozakura, a war your clan has been stead-
Alignment: Chaotic Good ily losing. Now, your people have been
overwhelmed by the more populous
STRENGTH 18 (74) humans and have been forced deep into
the mountainous and snowy forests. It is
DEXTERITY 14 no longer an issue of continuing the war
against the humans, now your tribe simply
CONSTITUTION 16 struggles to survive. In desperation you
have been sent out to search for allies and
INTELLIGENCE 9 to help others of your race in need. They
do not expect you to return, but perhaps
WISDOM 13 you will found a new branch of the Bear
Clan, far from the troubles of the north.
CHARISMA 13 Your journey has brought you southward
to the province of Miyama.
COMELINESS 10

Hit Points: 14

Proficiences: Spear, shortbow, short
sword, animal handling, survival, sound
imitation

Starting Money: 13 yuan

Equipment: Spear, leather armor, buckler

22 ©1986 TSR Inc. All Rights Reserved. Printed in U.S.A.

23 ©1986 TSR Inc. All Rights Reserved. Printed in U.S.A.



KOZAKURAN PROVINCE NAMES

1 - Kagochi 30 - Shizume
2 - Toyaki 31 - Horosawa
3 - Miko 32 - Tsuko
4 - Nakaido 33 - Waya
5 - Sogai 34 - Shogitsu
6 - Naredo 35 - Hira
7 - Iwari 36 - Wakinasga
8 - Ike 37 - Hochi
9 - Dosaki 38 - Takako
10 - Gizan 39 - Maeshi
11 - Kumaike 40 - Kanahanto
12 - Naga-ido 41 - Ashi
13 - Fukudo 42 - Yokozu
14 - Chibana 43 - Migri
44 - Haso
15 - Tochiko 45 - Kyotoge
16 - Okiga 46 - Ishinuma
17 - Sanyo 47 - Senike
18 - Futesama 48 - Watsu
19 - Oie
49 - Eiga
20 - Kodo (Imperial Capital) 50 - Akime
21 - Sudai 51 - Kumachi
22 - Yama-no-Taichi 52 - Sai
23 - Azuma 53 - Niie
24 - Tairayama 54 - Gumi
25 - Unetgeso 55 - Ibasuido
26 - Moro 56 - Mito
27 - Doku 57 - Tenmei
28 - Okane

29 - Miyama

1 hex = 40 miles (approx.)

©1986 TSR Inc. All Rights Reserved. Printed in U.S.A.

25



©1986 TSR Inc. All Rights Reserved. Printed in U.S.A.

27



MURA

29 ©1986 TSR Inc. All Rights Reserved. Printed in U.S.A.

MONASTERY/TEMPLE

©1986 TSR Inc. All Rights Reserved. Printed in U.S.A.

30

SHOEN RESIDENCE OF A JITO OR ZUSSHO

©1986 TSR Inc. All Rights Reserved. Printed in U.S.A.

31

SMALL TOWN HOUSE OF A SAMURAI Commoners’ Houses

32

Official Game Adventure

Swords of the Daimyo

by David “Zeb” Cook

Province Book of Miyama

Table of Contents

Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Kozakura Geography and Climate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
The Politics of Kozakura . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3

Miyama Province. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Geography and Climate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Resources . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Provincial Government . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
The Armies of Miyama . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
The Religions of Miyama. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
The Estates of Miyama. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
The Social Order of Miyama . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11

The Gazetteer of Miyama. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Empty Province Hexes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Gazetteer of Hex Locations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14

Names . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32

CREDITS Distributed to the book trade in the United States
by Random House Inc. and in Canada by Random
Editing: Mike Breault House of Canada Ltd. Distributed to the toy and
Interior Art: Jeff Easley hobby trade by regional distributors. Distributed in
Cartography:David C. Sutherland III the United Kingdom by TSR UK Ltd.
ADVANCED DUNGEONS & DRAGONS, AD&D,
Dennis Kauth PRODUCTS OF YOUR IMAGINATION, and the
Marsha Kauth TSR logo are trademarks of TSR Inc.
Typography: Linda Bakk
Keylining: Colleen O’Malley This adventure is protected under the copyright
laws of the United States of America. Any repro-
duction or other unauthorized use of the material
or artwork contained herein is prohibited without
the express written permission of TSR Inc.

©1986 TSR Inc. All Rights Reserved. Printed in U.S.A.

TSR Inc. TSR UK Ltd.
The Mill, Rathmore Road
POB 756
Lake Geneva, Cambridge, CB1 4AD
WI 53147 United Kingdom

Printed in U.S.A.
ISBN 0-88038-273-2

9164

INTRODUCTION

Swords of the Daimyo is a campaign set- supreme ruler of Japan. the heart of Kozakura.
ting and a series of adventures for use Oriental Adventures is a fantasy game, The second great plain is located on the
with the AD&D® Oriental Adventures
rules. Obviously, you need the Oriental however, and the information here is not northern end of the island. This, the Jodo
Adventures rules and the Dungeon Mas- historically exact. Furthermore, the for- Plain, is the second largest in size and food
ters Guide. In addition, it is helpful to have eign words (and their translations) are
the Monster Manual handy for easy refer- meant to convey the flavor of the Orient production. Although far from the imperial
ence. and are not necessarily exact Japanese center and somewhat isolated, it has proved
usages. a useful power base for rising warlords.
This module includes a small color map
of the continent of Kara-Tur, a larger map KOZAKURA The third area of plains is a small group
of Miyama Province on the island of Koza-
kura, a book of adventures and maps, as Geography and Climate of river valleys in Miyama Province.
well as the book of background informa- Although not large in land area or food
tion that you are now holding. This book, Kozakura is west of Kara-Tur, the isle production, these plains rest astride the
the Province Book, has information about that separates the Celestial and Eastern narrow neck of land connecting the north-
the island of Kozakura and the province of Seas. Kozakura consists of the islands of ern and southern halves of Shinkoku. He
Miyama. Most of this book deals with Miy- Shinkoku, Tenmei, Mikedono and Hino- who rules Miyama Province controls the
ama, the starting point for your adventures moto. Of these, Shinkoku is the largest, movement of trade, messages, and troops
in the mystical Orient. forming a sweeping arc 1,400 miles in to both ends of the island.
length. On the northern side lies Tenmei,
Before describing Miyama Province, it separated from Shinkoku by the Inner The land of Kozakura contains much
is necessary to know something about Sea. On the southern side are Hinomoto farmland and forest. The farmland is
Kozakura. Thus this book begins with and Mikedono. Between them runs Ama- divided into two types. Where the rains fall
some general information about the geog- kaikyo, the Straits of Ama. heavily or mountain streams are diverted
raphy, climate, government, and politics of to the fields, the farmers grow rice. The
the island of Kozakura. The islands of Kozakura rise from the fields are divided into small squares and
ocean abruptly, extensions of the moun- rectangles, crisscrossed by many dikes
After laying this foundation, the Prov- tain ranges reaching down from the north- and irrigation ditches, for the growing of
ince Book focuses on Miyama Province. ern peninsula. A mountain range runs the rice requires water. Each spring the pad-
Information about Miyama includes its length of Shinkoku’s inside arc. The range dies become flooded, muddy pools, the
geography, resources, history, govern- was formed by volcanic action and several dikes narrow paths. As the rice grows the
ment, politics, towns, castles, monas- of the peaks are still active, erupting at fields are drained and become passable
teries, temples, landholders, monsters, infrequent intervals. While extremely again. The farmland that cannot be irri-
notable NPCs, and a gazetteer that gives rough, the mountains are low and only a gated properly is given to the growing of
detailed information on many of the hexes few reach above the permanent snow line. other crops—vegetables and millet.
on the Miyama Province Map. Thus Miy- The sides are usually steep and heavily
ama Province can be the starting point forested, poorly suited to rice farming. Forest covers most of the islands of
and center of your Oriental campaign. Kozakura. Those who have the resources
Narrow valleys of fertile land wind and money gradually work on reclaiming
Read this book before starting the through the lesser ranges, the slopes ris- farmland from the woods. It is difficult and
adventures in the Adventure Book. This ing abruptly along the mountainsides. expensive work. The forests are thick with
book enables you to provide your players Streams and rivers cascade down these bamboo and trees and the ground is rug-
with the necessary background they need slopes, fed by natural springs, melting ged and broken.
for the various adventures. As you read, snows, and the seasonal rains. These pro-
feel free to highlight important sections of vide water for the rice paddies in the val- Still, even in its wild state, the forest
text, make notes in the margins, or change leys. holds a bounty of resources. Workers go
descriptions as you see fit. Miyama Prov- out every day and cut bamboo. Hunters
ince is your campaign world and you are Life in these small valleys is hard and search for game. Loggers take trees for
free to shape it to your purposes. lonely, unappealing to the majority of lumber. Peasants gather mushrooms and
Kozakura’s people. Most of the population other exotic growths for food and medi-
The lands of Kara-Tur are inspired by lives on one of three large plains. These cine. It is also a place of refuge for humans
historical time periods of the Orient, using areas, although not perfectly flat, provide and nonhumans alike. Bandits and
the culture and way of life of those times. broad expanses of fertile agricultural land. escaped prisoners hide in the mountains.
Miyama Province is inspired by the Japa- The largest of these plains is centered Korobokuru and hengeyokai live in remote
nese culture of the Kamakura through around the imperial capital. Rich in rice valleys, safely away from intruders.
Sengoku periods. This time of Japan’s his- production, the Dai Plain has been the Dragons haunt lakes and swamps.
tory was marked by civil war and the rise of object of political struggle for centuries.
the independent daimyos, each struggling Whoever controls the Dai Plain controls Although located well north of the equa-
to gain and keep the title of shogun, the tor, the weather of Kozakura is generally
2 mild. The great length of the island allows
a wide range of climates, from semi-
tropical lands in the south to frigid winters

in the north. Warm ocean currents give Pond . . . . . . . . . . . . -ike to take the islands away.
most of the island mild, wet winters and Reef . . . . . . . . . . . . -se Recorded human history begins with
hot, humid summers. The northern half of
Shinkoku receives heavy snowfall during . . . . . . . . . . -ze the accounts of several powerful family
the winters. Spring is the monsoon sea- River . . . . . . . . . -gawa tribes. Each tribe controlled a small por-
son, when it rains virtually every day. tion of Shinkoku and constantly struggled
. . . . . . . . . -kawa with the other tribes and the korobokuru
Place Names Rock . . . . . . . . . . . . -ne for more territory. Then, the Akimatsu tribe
Sea . . . . . . . . . . -nada presented the claim that its tribal chief,
Part of creating a campaign world is to Strait . . . . . . . . -kaikyo Mori, had been chosen by the gods to lead
give places authentic-sounding names. all the peoples of Shinkoku. Several
Normally this is not too difficult. The world . . . . . . . . . . -seto miraculous events occurred that helped
of Oriental Adventures, however, is unfa- Swamp. . . . . . . . . -numa substantiate his title as emperor.
miliar to most DMs and players. Look at a
good map of Japan and note the styles of History THE POLITICS
names used. You can use these names or
you can create new names that have the The deities presented in the following his- OF KOZAKURA
sound and feel of Oriental names. tory are created specially to provide back-
ground for the campaign. DMs who are The way Kozakura is governed and the
You can also use the list of suffixes familiar with Japanese mythology or who politics that control it seem strange to
below to help create proper meanings for have already created a mythology for their many outsiders. To understand how the
your Oriental place names. Simply add campaign may want to substitute this for politics of Kozakura work, it is helpful to
syllables to the start of the proper suffix to what is provided. know a little of their background.
create an appropriate-sounding name. A
mountain could be named Ujoyama, using No one knows when the first humans The politics begin with the Akimatsu
the -yama (mountain) suffix. A river could arrived in the islands of Kozakura. The clan and the Emperor Mori. The rise of the
be named Furagawa, again using one of korobokuru, who had inhabited the Akimatsu family was accomplished by
the suffixes given below. islands for ages, keep no written records. skillful use of military might and diplo-
Their oral tales are filled with stories of macy, primarily marriage alliances.
Bay . . . . . . . . . . . -wan their heroes battling foreign chiefs and Through these marriages, the Akimatsu
Beach . . . . . . . . -bama gaining wondrous and rare gifts. The koro- wed their daughters to the powerful
bokuru themselves maintain that the nobles of other clans. From there, they
. . . . . . . -hama humans came from over the sea. Humans maneuvered and worked to see that chil-
Channel . . . . . . -suido have no recorded history of this migration. dren of these marriages assumed control
Gulf . . . . . . . . . . . -umi of the other clans. Such maneuvers gave
According to the chronicles of various the Akimatsu huge influence.
. . . . . . . . . -kaiwan temples and monasteries, the islands of
Harbor . . . . . . . . . . -ko Kozakura were the creations of one or However, the Akimatsu family was
Inlet . . . . . . . . . . . . -tsu more gods, of which Shinkoku was first. never able to put together a strong tradi-
There is no agreement on which gods tion of imperial authority. Too much of their
. . . . . . . . . . . . . -ura were responsible, but a general consen- control relied on the cooperation of allied
sus maintains that it was Heavenly families, who had to be rewarded with
Island . . . . . . . . .-jima Brother and Heavenly Sister. The korobo- titles, offices, and land. Alone, the Aki-
. . . . . . . . . . -to kuru believe the world (and thus the matsu lacked the might to defeat their
. . . . . . . . .-shima islands of Kozakura) were created by one enemies.
of the Animal Spirits—possibly the Bear
Island chain . . . . . -retto God or the Eagle Goddess. To maintain the position of emperor, the
Islet . . . . . . . -koshima Akimatsu quickly dominated the Dai Plain.
All agree that Shinkoku has been the There they gave lands to branches of their
. . . . . . . -kojima home of the gods for untold millennia. own family, cadet families (lesser families
Lake . . . . . . . . . . -ko Gradually, the other islands came into related to their line), and allies. Over time,
being. Tenmei was created when Heav- their daughters married into more outside
. . . . . . . . -umi enly Sister was banished from Shinkoku families, cementing the bonds of further
by Fierce Wind Son. Hinomoto was cre- alliances. Lastly, the Akimatsu launched a
Mountain . . . . . . . . -dake ated when Heavenly Brother declared his series of campaigns against the korobo-
. . . . . . -take retirement and Mikedono was created kuru who still held large portions of the
. . . . . . -mine accidentally in the war between Fire Bright various islands. The land captured in
. . . . . . . -san and Fierce Wind Son. these campaigns was dispensed to loyal
. . . . . . -yama families or added to their own territories.
. . . . . -zan The korobokuru were the first settlers of
the islands and their stories tell how the In time, the policies of the Akimatsu
Mountain Pass . . -toge islands were given to Poinpeyuan, a great worked against them. After the first sev-
Mountain Range . . . . - hero of their race, as a gift from the gods. eral decades, the family became quite
sammyaku The korobokuru could keep the islands so large and split into several branches.
Peninsula . . . . . -hanto long as they paid proper reverence to the Although only those from the main family
Point . . . . . . . . . -bana gods and obeyed special taboos. Later
stories tell how the korobokuru people
. . . . . . . . -hana broke these taboos and the humans came
. . . . . . . . . . -kubi
. . . . . . . -misaki 3
. . . . . . . . . -saki
. . . . . . . . -zaki

could become emperors, the other entered the capital in force, threatening dire In Order of Power In Order of Prestige
branches sought to control the emperor. curses unless their demands were met.
Most often this was done through marriage, Shikken Emperor
wedding a daughter to the emperor or his The power of the Akimatsu and the
sons. A child of such a marriage could be other nobles of the court eventually weak- Retired Emperor Retired Emperor
named emperor and the grandfather of the ened. They lacked both the trained troops
child could effectively control the court. to win battles and the landholdings to Shogun Shogun
finance their enterprises. More and more
Naturally, with such a system, the reign- they called upon provincial families Emperor Shikken
ing emperor was often too young to actu- related to their line. These families, in
ally govern. This task was done by a return for more land and rights, provided Shikken
regent (sessho), almost always the child- military muscle. Takenaka Okawa (NPC), male, age 42
emperor’s grandfather from his mother’s
side. This was the most powerful position Blind to the danger, the noble families The Takenaka family is currently the
in the imperial court. The sessho con- kept courting their own destruction. Even- most powerful in Kozakura. A southern
trolled most appointments, grants of land, tually, the provincial families, their ranks branch of the Hojo family, it gained the posi-
and tax immunities. swelled with samurai, were stronger than tion of shikken nine years ago when the
the nobles. Seeing that the imperial court
Furthermore, the old emperor had to was weak and in disarray, one family, the current shogun was named. The current
retire, since there could not be two emper- Hojo, forced the emperor to grant their shikken is Takenaka Okawa, head of the
ors at the same time. But the retired family head the title of shogun. The sho- family and grandfather of Hojo Kawakubo,
emperor was not necessarily eager to give gun became the supreme military com- the current shogun.
up what little power he had. For several mander of the land.
reigns, the old emperor was forced into The position of the Takenaka family is
retirement after a difficult power struggle. Although of a lower position than the not yet secure. The family reached the
emperor and the sessho, the shogun had position of shikken through a favorable
With time, this retirement became a tra- a great advantage—military might. The marriage with the Hojo family and alli-
dition and the Office of the Retired Emperor shogun was the real ruler of Kozakura. ances. These alliances range from quite
was established. The retired emperor However, a careful pretense was main- strong to extremely tenuous. In general,
became a force to be dealt with. Usually tained that the shogun obeyed the will of the cadet families of the Takenaka and the
retiring in their twenties or thirties, retired the emperor. This was necessary since the lesser branch families of the Hojo line are
emperors controlled many of the functions common folk believed the emperor was strong supporters of the Takenaka. The
of the court. Indeed, at times there were descended from the gods (and indeed was main Hojo line and the other imperial
two retired emperors, the father and grand- a god himself). branches are less loyal allies of the
father of the current emperor. In such Takenaka. Given the opportunity, these
cases, the senior retired emperor (In) held A daimyo could not just proclaim him- families would seize power from the
the greater power of the two. self shogun. Only those of the proper fam- Takenaka.
ily line (one related to the emperor,
Thus there were sometimes three main however distantly) could be shogun. He The Takenaka family was founded 87
factions in the imperial court—the regent also had to receive his title from the years ago as a branch of the Hojo family.
(sessho), the retired emperor, and the emperor. While this was a mere formality, At that time, the family held a small castle
emperor. Each held some degree of power it meant only those who controlled the and landholdings in southern Shinkoku.
and influence, the regent having the most emperor could become the shogun. For the next 72 years, the Takenaka
and the actual emperor the least. At the expanded their territorial base and sup-
same time, other groups and families were Still, Kozakura was quite large and even ported the cause of the Hojo line.
also striving to gather power. the shogun could not control all of it. His
power base was the same as that of the When Hojo Kikutake died prematurely,
The politics of the capital were compli- early emperors—a collection of families. his son and grandson became candidates
cated and demanded all the attention of These included the main family line, vari- for the title of shogun. Neither was of legal
the nobles. Indeed, to be forced to travel ous branch families, cadet families, and age (18) and a power struggle ensued
more than 20 or 30 miles from the capital allies. None of these alone were sufficient within the Hojo clan for the position of
was a terrible banishment. The provinces to maintain control or defeat the others. shikken. Support was divided between the
were the home of the uncultured and infe- Retaining real power was a careful balanc- son and grandson and the Hojo War was
rior and very little attention was paid to the ing act. Very soon the title of shogun the result.
families in the provinces. became hereditary, passing from father to
son or grandson. With this came all the ills During this war, Takenaka Sugawara,
Forced more and more to manage without and maneuvering that haunted the impe- half-brother of Okawa, distinguished him-
assistance from the capital, provincial fami- rial succession. Other families used mar- self in support of the grandson’s claim.
lies grew in armed strength and landhold- riage politics to dominate the shogun. This culminated in the battle of
ings. Temples also grew in power as they Children too young to govern were given Norinoshima, where the forces of
were granted lands by emperors, regents, the title, resulting in shogunal regents Takenaka Sugawara were arrayed against
retired emperors, and other nobles. They (shikken). The position of shogun was on the armies of the Hojo alliance. In the
attracted and trained sohei and often its way to becoming what the emperor had dawn just before the battle commenced,
engaged in skirmishes and wars with rival fallen to—an empty title. the Hojo general Nikken Yamashita,
temples. They allied themselves with those defected with his forces to the Takenaka
nobles who would advance their cause (or Currently the off ices of the imperial gov- side, guaranteeing the defeat of the Hojo
enrich their coffers). They sometimes ernment of Kozakura are: alliance. With Hojo Kikutake’s son ban-
ished and the grandson named shogun,
4 the Takenaka claim to shikken was

assured.

However, Takenaka Sugawara, having a religious life. Ajari* — Head holy teacher
no direct blood tie to the shogun, could not Gokammu has no intention of disappear- Chi-daijokanji* — Acting great minister of
become shikken. Thus the responsibility
fell to his half-brother Takenaka Okawa. ing quietly. He has ambition of regaining the the council of state
The Takenaka clan has been left in a diffi- title of emperor (retirement does not neces- Chue-taisho* — General of the middle
cult position. Takenaka Sugawara, an able sarily prevent this) and restoring imperial
and competent leader, has been forced power. Although a grand dream, such a res- imperial guards
aside by his brother. Although united toration is highly unlikely It would require Chunagon — Middle counselor
against their enemies, the situation threat- the defeat of not only the shogun, but of all Dai-ajari* — Great holy teacher
ens to split the Takenaka family. the lords who would have any hope of Daijin* — Great minister
becoming the shogun or the shikken.
Shogun Daijo-daijin* — Great minister of the
Hojo Kawakubo (NPC), male, age 17 Still, Gokammu has support from some council of state
of the families, particularly the old noble
Hojo Kawakubo is the titular military ruler families whose fortunes have collapsed Dainagon* — Major counselor
of Kozakura. However he controls little with the rise of the samurai. He has also Gon-dainagon — Provisional major coun-
power. The grandson of Hojo Kikutake, the been courting those families slighted by
current shogun was given his title at the the Takenaka, promising them land and selor
age of eight. Since that time he has been position. Some have responded favorably, Konoe-jisho — Assistant head of the inner
carefully controlled by his mother and his though each plans to betray Gokammu’s
grandfather, Takenaka Okawa. He is now dream in the end. palace guards
close to coming of age and realizes his Konoe no shogen — Lieutenant of the
future is bleak. His grandfather is not likely Currently Gokammu is playing a waiting
to give up control. The choices for Hojo game. The division between the Hojo and inner palace guards
Kawakubo’s future are early retirement or the Takenaka is to his advantage, as is the Kotaigo** — Empress dowager
sudden death. He cares for neither. growing rift between the Takenaka brothers. Kurodo no ben* — Controller of the
He is carefully cultivating an image of neu-
The shogun’s only real hope is to some- trality. emperor’s off ice
how break the power of the Takenaka. Minbu-kyo* — Minister of people’s affairs
Obviously, he has allied to him the main Emperor Nagon — Counselor
line of the Hojo family. In addition, a num- Gonijo (NPC), male, age 15 Naidaijin* — Minister of the center
ber of once-powerful families are allied to Nairan — Imperial examiner
the Hojo cause. The emperor Gonijo is hardly a factor in Naishi no kami — Chief of the palace
the current power struggle. His life has
Before the Takenaka regency, these been very carefully directed by Hojo and attendants
families were strong allies of the Hojo, Takenaka counselors. Treated with great Nakatsukasa-kyo* — Minister of central
receiving grants of land and gifts accord- respect, his few tasks in life have been to
ingly. Since the defeat of the Hojo, they unquestioningly approve the edicts of his affairs
have been stripped of lands and weak- advisors and perform the appropriate rit- Okura no sho — Junior assistant minister
ened in power as much as possible. They uals to ensure the welfare of the state.
have no love of the Takenaka, but cur- Gonijo has little interest in the affairs of of the treasury
rently have little power to act. Both Hojo state and has already indicated he would Sachuben — Middle controller of the left
Kawakubo and his allies await some gladly retire to a temple if allowed. How- Sadaiben — Major controller of the left
appropriate event to act. ever, as yet he still has no male child to Saemon no kami — Capt. of the left, outer
continue the imperial dynasty.
Retired Emperor palace guards
Gokammu (NPC), male, age 36 Titles and Ranks Sakyo no daibu — Master of the left

Gokammu is the current retired in the Imperial Court division of the capital
emperor and head of the Office of the Sama no kami — Director of the Bureau of
Retired Emperor. Thus he wields signifi- Following is a list of titles, offices, and
cant power within imperial circles. By tra- ranks that are assigned in the Imperial Horses, left division
dition, he has the power to grant the Court of Kozakura. You can use these Sangi — Imperial adviser
governorship of some (but not all prov- titles when you need to create an Sataisho* — General of the left
inces), grant tax exemptions for lands, important-sounding NPC or give a reward Shikibu-kyo — Minister of ceremonies
become the protector of lands, and to a player character. No explanations are Shinno** — Imperial prince
approve and disapprove of imperial given of these titles. In most cases the Shonagon — Minor counselor
appointments (within limits). Since the rise function of the office is clear, but often the Shuri no daibu — Master of palace repairs
of the shogunate, the power of the retired title was little more than an empty honor. Sojo* — High priest
emperor has decreased significantly. The true power of the office depended So-tsuibushi* — Chief of the military
Although the office is still revered and more upon the resources of the holder.
treated with respect, previous retired police
emperors have found it convenient to with- Titles marked “*” should be available Taisho* — General of the inner palace
draw to temples or monasteries, taking up only to powerful NPCs or extremely powerful
player characters. Titles marked “**” are guards
inherited titles, passed from father to son. Tandai* — Shogunal deputy
Udaijin* — Minister of the right
5 Uemon no kami — Capt. of the right, outer

palace guards
Uhyo no kami — Capt. of the right, military

guards
Ukon no chusho* — Middle general of the

right

Ukyo no gon-daibu — Provisional master
of the capital, right division

Utaisho* — General of the right
Zasu* — Chief priest

MIYAMA PROVINCE

GEOGRAPHY becomes quite humid and oppressive. you can adjust the previous day’s temper-
There is little wind and much rain. Things ature (up or down) using the same
AND CLIMATE are continuously damp and mildewed. As method. The temperature should never be
summer continues, the rain relents and lower than the minimum listed for the
Miyama Province is located in the very the temperature rises, becoming quite hot month or higher than the maximum listed.
center of Kozakura. It is the strategic key (95 to 100 degrees F at times). The air
to controlling Shinkoku and Kozakura. remains stiflingly humid in the lower val- The percentage listed under the Precip
The province is divided into two main leys. In late summer, typhoons sometimes column is the chance of rain per day during
sections—the Northern Plain and the strike the coast. These vicious storms can that month. The number in parentheses is
Southern Plain. Running through the mid- bring 12 or more inches of rain in a single the number of inches that fall. Rains last for
dle of the province are the wooded peaks storm. Huge tidal waves batter the coast 2d6 hours. If the temperature is below
and ridges of the Kurisammyaku (Chest- along with winds of gale force or worse. freezing, snow falls instead of rain. The
nut Mountains). Twisting through the hills number of inches of snow is triple that listed
and mountains, fast-rushing streams have The typhoon season marks the end of for rain. Snow remains on the ground until
cut narrow valleys. Most of these valleys summer. The weather once again becomes the temperature rises above freezing, so
are choked with the forests that carpet the cooler and more tolerable with the advent of several snowfalls can accumulate. For
mountain slopes. Some slopes have been fall. The humidity drops and the lower slopes every two days the temperature is above
cleared for farming. and valleys are pleasant. The autumn foli- freezing, one inch of snow melts. In addi-
age changes into its colorful array. As the tion, every 10 degrees above freezing
Of the two plains, the Southern Plain is days grow shorter, heavy frosts come. melts an additional inch of snow per day.
the larger. Located on the shores of Miumi Almost at the end of the year, the first snows
(Gulf of Mi), the plain is divided into two of winter fall. Sweeping in from the Celestial RESOURCES
fertile regions by a branch of the Kurisam- Sea, the cold winds bring heavy snows to
myaku. To the east is the plain formed by the highland regions of the province. As win- The principal source of income in Miy-
the Tara-gawa Basin. The other area is ter progresses, a rare snowfall may cover ama, as in all other provinces of Kozakura,
watered by the run-off of a number of small the province, lighter on the lower plains and is rice. It is used to pay the land tax, the
streams that rush out of the mountains. quite heavy in the mountains. The tempera- harvest tax, and sometimes even the labor
Both of these areas are heavily irrigated ture drops below freezing and the lakes and tax. It is used to pay for other foods, fin-
for rice crops. streams ice over. ished goods, animals, and servants.

In the hills between the two ‘areas are The following table can be used to deter- Consequently, one of the principal
Nora-ko and Uji-ko, two freshwater lakes. mine the weather at any time in Miyama. To resources of every peasant or lord is the
The larger of these, Nora-ko, is extremely determine the weather, find the proper rice he can produce himself or collect from
deep. Indeed, in its lowest depths it con- month on the table. Note the average tem- others. Peasants work hard to grow as
nects with a vast network of subterranean perature for that month. Then roll 1d10 to much rice as possible. Some even have
rivers and seas. Horrific and monstrous determine if that temperature is adjusted secret rice fields in the mountains, hidden
things have been known to rise from the up or down. Roll 1d6 and add or subtract away from the tax collectors.
depths of Nora-ko. Understandably, the lake that number of degrees from the average
has an evil reputation and the local peasants Nobles, officials, and temples gather
do not venture out onto it for any reason. temperature. Each day of the adventure,

The Northern Plain is smaller and more MIYAMA CLIMATE TABLE
isolated. Most of the fertile land is close to
the coast, where the mountains descend Month Av. Min. Max. Temp Change (1d1O) Precip
suddenly into the sea. The main growing Tsou Temp Temp Temp No
region is formed by the joining of several Ju Gain Loss (In-)
stream valleys. Jutting out from this plain Yu 35 10 60 1-4 Change 6-10 5% (1)
is a rugged cape covered with forests and Kao 40 20 62 1-4 5 6-10 5% (1)
marshy reeds. The end of this cape breaks Kao II 45 25 70 1-5 5 8-10 10% (1-2)
into a number of smaller islands, equally Chu 55 75 1-6 9-10 10% (1-2)
unsuitable for habitation. Hsiang 60 30 80 1-6 6-7 8-10 10% (1-2)
Chuang 68 35 90 1-5 7-8 8-10 10% (1-3)
The weather of Miyama, although vary- Hsuan 72 45 100 1-5 7 8-10 10% (1-3)
ing with the seasons, is generally temper- Yang 72 55 105 1-6 6-7 8-10 10% (1-3)
ate. Springtime gradually warms the land Ku 68 55 95 1-3 6-7 6-10 15% (1-8)
from winter’s below-freezing tempera- Tu 60 45 85 1-3 7 5-10 10% (1-8)
tures to an average of 60 degrees F by the 50 30 70 1-3 4-5 5-10 5% (1-2)
end of spring. With the coming of summer, 40 25 55 1-3 4 6-10 5% (1)
the rainy season begins. The weather 15 4
4-5

6

rice by collecting rents and taxes from the affair. The power struggles at the top tion is held by the Tsu family. This family is
peasants. They also fund massive projects between the shikken, shogun, and imperial nonaligned in the developing power strug-
to reclaim land, transforming the new terri- line are reflected in the official posts and gle in the capital. The retired emperor is
tory into usable rice fields. Such efforts are appointments made in Miyama. Each fac- both courting the Tsu family and building a
not easy. Forests must be cleared, bogs tion has some representative within the
filled in, irrigation ditches dug, mountain- province. power base in Miyama:
sides terraced, streams diverted, and fields Tsu Gonsuke, head of one of the larger
built—all by hand. The rewards of more rice The top two positions in Miyama are the
shugo-daimyo and the kokushu, or provin- noble families, is a particularly gruff man,
production and more rent money make cial governor. The shugo-daimyo is little given to artistic pursuits. Extreme
such projects worthwhile. appointed to the province by the shogunal arthritis does little to lighten his personality.
authorities. The kokushu is the imperial rep-
Rice is not the only resource of Miyama. resentative. Each of these has a number of The Tsu family has a long history of
Tea is rapidly becoming an important com- minor officials under him. In addition, there involvement in imperial affairs. Indeed,
are the samurai jito of the many estates Tsu Gonsuke’s ancestors were one of the
modity. Recently introduced to Kozakura, (shoen) found throughout the province. original supporters of the imperial cause.
tea has quickly become highly fashionable Since that time, the family has fallen on
with the samurai and noble classes. It is Shugo-daimyo hard fortune, losing its prominent position
grown on the warm slopes of the mountains. Niwa Hirotada (NPC), male, age 38 in imperial favor to more vigorous families.
Currently the production is not large, but
more and more of the suitable mountain Niwa Hirotada is the shugo-daimyo of During this decline, the family was
land is being converted to this crop. Miyama Province. Appointed by the forced to focus its attention on provincial
shikken as a reward for assistance in the affairs, much to its ultimate advantage.
The third natural resource of Miyama is struggles with the Hojo, Niwa is a loyal While other noble families gradually weak-
lumber. Taken from the mountains and the supporter of the the Takenaka cause. He ened and collapsed, the Tsu strengthened
wooded valleys, most of this wood is used and his family have been retainers of the their military might and political influence
within the province. Enough is harvested Takenaka for several decades. in the harsh provinces.
to send some by ship to other provinces,
particularly the capital. Lumber is some- Niwa is a small, wiry man of keen intelli- Tsu Gonsuke, like all kokushu, spends
times demanded as payment for taxes, gence and cunning wit. He is normally nearly all his time in the capital. The actual
especially after fire has struck the capital quite straightforward and honest, although governing of the province is handled by the
or a daimyo’s palace. he seldom reveals any unnecessary details mokudai (governor’s deputy) at the rusudo-
in conversation. He is extraordinarily koro (provincial office of the governor). This
Of finished goods, Miyama produces patient and has developed a long-sighted office is located in Tamanokuni of Miyama.
virtually every type—cloth, woodworks, view of affairs. Although concerned about
paper, baskets, and pottery. This merely the immediate effects of his actions, his Mokudai (Deputy Governor)
allows the people to be self-sufficient, as main goal is to strengthen and maneuver Igi Tajima (NPC), male, age 55
are most of the provinces of Kozakura. his family into a dominant position. To this
However, Miyama does support a small end, he is building a base of power in the The Igi family is a branch of the Tsu line.
but famous pottery industry. Several small province. He sees that the factions of the Originally a warrior family of the prov-
families around Hiwasa Village (hex 0121) court and bakufu (shogunate) are slowly inces, the Igi managed to make a favor-
produce a noted style of pottery. It is destroying each other. The time is coming able marriage of a son to a daughter of the
renowned for its ashen blue cracked when he will have to rule the province of Tsu family. The arrangement has worked
glazes and textured surfaces. Well-made Miyama without outside assistance. to the advantage of both. The Tsu have
pieces are found in the households of gained military power while the Igi have
samurai and daimyos. He is married and quite devoted to his gained the mantle of respectability.
eight-year-old son, Yukiie. His wife, the
RESOURCE PRODUCTION RATES daughter of Takenaka Sugawara, is also Igi Tajima has been given the position of
expecting another child. His loyalty to the mokudai, deputy governor of Miyama. He
Resource Production Range head of the Takenaka family and his wife’s actually lives in the province. Officially his
relationship to Takenaka Sugawara place duties are to handle the civil government
1 tan* of good 1-3 koku of rice Niwa in a difficult political position. Cur- of the province, particularly of the public
annually rently, he is attempting to remain neutral in lands. However, most of these functions
rice land any family rivalries. have been usurped by the shugo-daimyo.
Still, the mokudai retains enough power
1 tan* of poor 1-2 koku of rice Kokushu (Provincial Governor) that the shugo-daimyo must consult him
annually Tsu Gonsuke (NPC), male, age 42 on some affairs. In return for his work, the
rice land mokudai receives a portion of the taxes
Miyama is a gift province of the retired from the province.
1 tan* of tea 1-6 koku of rice emperor. He can give the governorship of
equivalent annually Miyama to any he desires, normally as a Igi Tajima is well aware of the declining
1 day of lumbering 1 tree or 20 poles of reward for service. The position has very power of his position and the growing
bamboo few required duties and allows the power of the shugo-daimyo. He has no illu-
1 potter family 10 pieces per week kokushu to collect a salary of rice from the sions about the likely outcome of any
taxes on the province. Currently the posi- struggle between him and the shugo-
* A tan is 1/10 of an acre, 4,356 square feet. daimyo. Therefore, he is working to gather
7 as much power as possible, in the form of
PROVINCIAL land and followers. When the time comes,
GOVERNMENT

Like the imperial government, the govern-
ment of Miyama is a confusing, factional

he is prepared to defy all authority and Organization of Local Government shugo-daimyo can be convinced to give
establish himself as a powerful daimyo in up this tax money.
his own right. Ambition has made Igi In addition to the officials listed previ-
Tajima sly, venal, two-faced, and corrupt. ously, each has a number of lesser offi-
Outwardly he is very pleasant and trust- cials to handle the everyday management
worthy. Inwardly, he will do anything to of the province. The following diagram
reach his goals. lists these lesser officials and the chain of
command to the kokushu or shugo-
daimyo. If a location is listed in parenthe-
ses after the title, it indicates that official
does not reside in the province.

The shugo-daimyo is the samurai mili- The shugo-matadai is the lowest level of The deputy governor (mokudar) actually
shugo, the sub-deputy shugo. Player lives in the province. There he exerts what
tary governor of a province. Most of the character samurai are sometimes given a little authority the civil governor has. While
territory in the province is held by his fam- shugo post at this level. Shugo-matadai theoretically in control of all public lands,
ily or related families (hence the title usually belong to the main family, or a these are more often managed by the jito
daimyo). As shugo, his family was branch family, of the shugo-daimyo. In of the shugo-daimyo. The mokudai is sup-
appointed to its post by the shogun of some cases, the position of shugo- posed to protect the interests of the gover-
Kozakura. Now the position passes from matadai is given as a reward for loyal serv- nor, emperor and the people. However,
father to son almost automatically. The ice. The shugo-matadai is responsible for with no authority, he can do little more
shogun could step in and reassign the title the administration of a district within a than file formal protests and rubber stamp
of shugo, but seldom does. Such a punish- province. documents. Indeed, his main purpose is to
ment is reserved for families that threaten give official approval to the actions of the
the shogun, either through treachery or Daikan are often samurai, the local shugo-daimyo for the sake of appear-
ambition. agents of the shugo-matadai. They collect ances.
the taxes and oversee the public lands.
The shugo-daimyo spends nearly all his Their duties are similar to those of the jito. Seal bearers assist the deputy governor
time in the capital of the shogun, keeping Unlike the jito, daikan are not bound to a in the details of administration. The posi-
himself at the center of the political scene. single estate. tion has no power and very few duties. As
such, it is given as a reward to local men in
One or more samurai (usually of the The jito are samurai representatives of the province, especially those not favored
the shugo-daimyo to each estate, whether by the shugo-daimyo.
same family as the shugo-daimyo) are the land is owned by the shugo or some-
appointed shugodai, or deputy shugo. one else. They oversee the collection of THE ARMIES
These men split their time between the taxes and the implementation of edicts. OF MIYAMA
capital of the shogun and the province. They are often in conflict with the civil offi-
Each is responsible for a province or a dis- cials and nonshugo landowners. As military governor and principal land-
trict of a province. They are appointed to owner of Miyama, it is the shugo-daimyo’s
their position by the shugo-daimyo and The civil governor (kokushu) has virtu- responsibility to keep the peace in Miyama
are accountable to him. The shugodai ally no power in the province and thus and protect it in times of war. In addition,
handle most of the administration of the spends all his time in the capital. Nearly all the shugo-daimyo must also be ready to
province and carries reports to the shugo- his duties have been assumed by the field troops at the command of the sho-
daimyo in the capital. Immediately under shugo-daimyo. However, as governor, he gun. The numbers and types of troops the
him are a number of offices, boards, and is entitled to a certain amount of the taxes shugo-daimyo has available or can raise
councils that handle the necessary affairs from all public lands, provided that the are listed below.
of the province.
8 On Constant Duty
AT CAPITAL RESIDENCE
50 Mounted samurai (2d or 3d level)
150 Samurai (1st level)
100 Bushi (1st level)

Troops Available in Province*
FORCES UNDER
NIWA FAMILY COMMAND
3,800 Bushi (1st level)
800 Mounted samurai (1st level and

commanders)

370 Foot samurai (1st level and com- Kozakura, they are somewhat rare. Over time, however, this religion has
manders) The second group of worshipers, those divided into several different schools. Cur-
135 Marines (1st-level bushi) rently there are three main schools active
9 Warships who practice the rituals of more than one in the Way of Enlightenment. The most
school or shrine, are far more common. popular school (Toro-dai) simply requires
FORCES UNDER This group includes the majority of the the repeating of a single verse over and
HIRO FAMILY COMMAND common people. They make offerings to over. It is very popular with the common
2,000 Bushi (1st level) one or more of the Eight Million Gods at folk, since it is very easy to follow.
200 Mounted samurai (1st level and planting time, pray for their departed
according to the rituals of the Way of The next school (Kanchai) reveals to its
commanders) Enlightenment, and make donations and followers an elaborate structure of invisi-
200 Foot samurai (1st level and com- offerings to temples of both religions. ble spirit creatures, some good and some
manders) evil. These creatures seek to help or harm
Of the two religions, the Eight Million according to their natures. Worshipers
FORCES UNDER Gods is by far the older. Indeed, it is not hope to gain the favor of good spirits and
SHOGUNAL/SHIKKEN COMMAND really a religion as such, but rather a col- avoid the wrath of evil spirits.
400 Bushi (1st level) lection of rituals and beliefs that relate to
30 Samurai (1st level and commanders) various gods and goddesses of nature. The Kanchai school freely uses many
ideas and beliefs of the Eight Million
FORCES OF OTHER ALLIES There is no great teacher or book for the Gods—deities, spirits, and fantastic crea-
360 Sohei from shrines and temples Eight Million Gods; there are no set prac- tures.
tices, either. The observances and
(1st level and commanders) rewards vary from shrine to shrine and Finally, there is the highly esoteric
deity to deity. school of Konjo. This school uses the strict
* These numbers are approximations of methods of meditation and contemplation
the forces available from the various Most often the shrines are associated to show that material things are only pass-
estates held by the shugo-daimyo. with some site of natural beauty or legend-
ary significance. Thus there are shrines ing illusions that will change and decay.
In addition to these troops, the various on the slopes of major mountains, along What matters is the strength of the per-
other estates and temples of the province the banks of rivers, by the ocean, or hid- son’s spirit.
maintain their own troops. Depending on den away in forests. There are also impor-
the situation, the shugo-daimyo may be tant shrines to the sun goddess and the This school of the Way of Enlightenment
able to use them in times of emergency. emperor (who is assumed to be of divine is very popular with samurai and the ruling
Many of these troops are given under the ancestry). lords. Much of their thinking is affected by
specific listings for each estate or temple. the Konjo school. Of all the schools, it is
Finally, the shugo-daimyo can raise a levy Normal worship at these shrines is fairly the most difficult and most true to the origi-
of 1,000 additional bushi (1st level) and simple—ritual purification, offerings of nal intention of the Way of Enlightenment.
5,000 poorly trained soldiers in times of food, donations of money, and prayers. At
emergency. least once during each year major shrines There are many shrines and temples
have more elaborate festivals, involving throughout Miyama. The shrines are usu-
THE RELIGIONS sacred dances, bonfires, and processions ally associated with the Eight Million Gods
OF MIYAMA through the streets. These festivals, and are divided into First Shrines and nor-
intended to entertain the deity, can mal shrines.
In Miyama, as in all of Kozakura, there become quite rowdy.
are two principal religions—the Way of First Shrines have been officially recog-
Enlightenment, and the Eight Million Within Miyama there are several differ- nized and supported by the Emperor and
Gods. The Way of Enlightenment is ent shrines devoted to the Eight Million other nobles for centuries. They are often
divided into several schools while the Gods. Unlike the temples of the Way of located in the old district and provincial
Eight Million Gods is split into many sepa- Enlightenment, each shrine of the Eight capitals. The First Shrines are larger and
rate shrines. While different schools (or Million Gods is independent, unrelated to more powerful than other shrines. Outside
shrines) may hold essentially similar the others. Although the practices are of Miyama Province, many First Shrines
beliefs, the exact methods of worship, dei- generally similar, each shrine has its own establish branches throughout other prov-
ties, and outward manifestations may be unique features and beliefs. inces to promote their particular beliefs
radically different. (and get more money). This has never
The other major religion is the Way of happened in Miyama.
Within each school or shrine, there are Enlightenment. This religion was intro-
two groups of worshipers. The first group duced from the mainland of Kara-Tur cen- Normal shrines are often built and sup-
is more or less devoted to that particular turies in the past (see the Timeline in the ported by the local peasantry. These
school or shrine. This includes the priests, Adventure Book). After initial resistance, shrines may commemorate past events,
monks, shukenja, sohei, and devout wor- the Way of Enlightenment has become the ensure good harvests, ward off evil influ-
shipers of the group. These people do not religion of the ruling class and has been ences, or even appease powerful evil
entertain or practice the beliefs of other accepted by the majority of the Kozakuran beings. Local nobility also support
schools or shrines. In other lands, such population. shrines, particularly in towns or villages
devoted worshipers are very common; in near their home. Most often the site of
Unlike the Eight Million Gods, the Way of
Enlightenment is a well-organized religion. both First Shrines and normal shrines
Drawing lessons from the life and speeches have some special meaning—the place
of its great teacher, the Way of Enlighten- where one of the Eight Million Gods
ment guides men to spiritual perfection. washed his hands, the slopes of the moun-
tain spirit’s home, etc.
9

The temples are associated with the their side. But it takes more than just gifts meditate for hours, and generally put
Way of Enlightenment: Temples are built and money; the nobles must also have a themselves through extreme hardships.
to venerate a specific deity or group of dei- commitment to the school and its beliefs. These hardships cleanse their minds,
ties. Sometimes the site of the temple has enabling them to rise above pain and
a special meaning—the village of a All this does not guarantee the support desire.
famous holy man of the school or a place of the temple; several noble families have
where the deity manifested itself to collapsed into ruin through the stubborn- After long periods of such cleansing,
humans. In almost all circumstances, the ness or treachery of a temple ally. To pre- hermits may reach an enlightened state.
temple is connected with a particular vent this, powerful nobles and samurai Of the few who reach this state, some
school. If the same site has meaning to (particularly of the imperial line) some- come down from the mountains to found
several schools, there will be several dif- times retire to temples and monasteries new schools or shrines that are based on
ferent temples clustered around it. It is and rise within their ranks. This allows the the enlightenment they have received.
possible for the same deity to appear in family to control the temple from the They may also bring new styles of martial
two different temples, sponsored by differ- inside. Many temples have thus become arts as part of their teachings. Hermits are
ent schools of the Way of Enlightenment. associated with particular families. rare and hard to find, but sometimes take
pupils to train in their esoteric beliefs.
The sponsorship of temples allows the This domination by family factions and,
various schools of the Way of Enlighten- to a lesser extent, the natural differences THE ESTATES
ment to be far more organized than the in religious beliefs have led to long- OF MIYAMA
local shrines. Each school is a nationwide standing feuds between different temples.
organization. In or near the imperial capi- Normally these feuds take the form of The farmland of Miyama is divided into
tal is the main or original temple of the political maneuvering. When such politi- publicly owned land and private estates
school. cal dealing fails, however, direct action in (shoen). The public land is owned not by
the form of raids and temple-burning is the peasant farmers or local nobles, but rather
Provinces contain a provincial temple frequent result. The sohei of each temple by the emperor who then gives charters
are necessary to actively protect the tem- for the land to lesser nobles. These lesser
and subscription temples. The provincial ple from attackers. nobles hold the right to use the land and
temple is a branch of the main temple and collect the harvest from it. The actual work
part of the taxes it collects are sent to the Also associated with each school are is done by the peasants, who pay taxes to
main temple. In return, the main temple monasteries. Generally built on secluded the emperor through the noble who holds
acts as a protector of the provincial tem- mountain slopes or other places well away the charter.
ple’s property and rights. from cities, monasteries are centers of Most of the nobles who hold charters to
training and religious instruction for those public land are related to the imperial line.
The provincial temple in turn sponsors within their walls. Because of these quiet Thus the emperor, his family, and his
subscriber temples. These have an and peaceful surroundings, emperors, branch families control the majority of the
arrangement similar to that of the main nobles, and samurai find it fashionable to public land under a system similar to that
temple and the provincial temple. The retire to monasteries when they grow tired used for the shoen lands.
subscriber temple makes donations and of the physical world. This retirement is
obeys the commands of the provincial often permanent, but many a retired war- Most of the farmland of Miyama is under
temple. In return, the provincial temple rior or statesman has returned to the world the control of the shoen (estate) system.
protects the interests of its subscribers when needed by his family, emperor, or This, technically, is also public land. How-
within the province and acts as their cause. ever, the estate owners have gained spe-
spokesman to the main temple. cial tax exemptions and rights, effectively
Many monasteries are no more than making the shoen land private property.
The arrangement has enormous advan- meditative centers, while others incorpo- As is normal with affairs in Kozakura, the
tages for all. The main temple, located rate harsh training in the martial arts. ownership and management of shoen is a
near the capital, ensures that the school is Those coming from such monasteries complicated business.
always represented in the affairs of the compose the monk character class. These
court. The provincial temples give the monks are zealots, fiercely dedicated to There are three different forms of shoen
main temple a broad power base. The their cause. land ownership. The simplest occurs
subscriber temples receive political pro- when a samurai or daimyo holds the entire
tection they could not otherwise get. The In addition to the shrines, temples, and charter to the land. The samurai or daimyo
various payments guarantee enough monasteries, there are also a number of oversees the peasants on the shoen, col-
money for construction and adventurism, hermits or religious recluses in the forests lecting rent from them and paying any
and the network of temples allows the and mountains of Miyama. These men taxes the emperor (or shogun) requires.
school to quickly raise a large force of have cut themselves off from the rest of The samurai or noble either lives in the
sohei in times of trouble. The main temple the world and do their utmost to avoid dis- province or has close ties to the region.
simply calls upon its provinces (who in covery. In their lonely mountain huts and His family may have risen to power in the
turn call upon the subscribers) and they caves, they put themselves through gruel- area or he may have conquered the terri-
provide the troops. ing trials to purify their minds and bodies. tory from an opposing daimyo.

The power of the temples has not been Their lives are difficult and extreme. The second type of ownership is for a
Many live on simple diets of nuts, roots, noble to hold the charter to the shoen but
overlooked by the powerful families of bark, berries, and water. They live unshel-
Kozakura. Many noble families have gen- tered through freezing cold and pouring
erously endowed the temples with money, rain. They sit under waterfalls, enduring
land, and special privileges. With these the battering torrent. They fast for days,
gifts, they hope to sway the temples to
10

not directly control it or live there. This might be the local representative of one groups of people organized by occupa-
noble has managerial rights to the shoen. estate and the manager of several others. tion.
He collects a portion of the crop as rent in A shugo-daimyo might be jito of one
return for providing the necessary admini- shoen, the manager of 13 others, and the The Niwa Family
stration for the shoen. protector of 23 more. The only limit to the
number of shoen a person can hold is As noted before, the Niwa hold most of the
The noble usually has a local represent- given by his power and influence. land, the position of shugo-daimyo, and
ative on the estate to handle the actual several of the shugodai posts. In addition,
work. If the property is under the control of Because land rights and land ownership a number of the lesser family members
the shugo-daimyo, this representative is matters are so complicated, proper char- hold jito positions on the largest shoen in
the jito. If not, the representative is the ters and papers are vitally important. Each Miyama. The Niwa family is the most pow-
zussho (who is normally a samurai). In the type of ownership has its own set of erful in Miyama. Its efforts are aimed at
latter case, the shugo-daimyo of the prov- papers recording the rights of the family. retaining that power and perhaps some
ince appoints a jito to keep an eye on the Some of these papers are centuries old. day conquering their neighbors.
shoen too (just to make sure there are no Without these papers, a family has no
secret threats to his power). The zussho or legal claim to any estate. The Hori Family
jito has powers very similar to that of a sim-
ple owner. As representative, he is allowed If a fire were to destroy the charters of a The Hori are a branch of the Niwa fam-
to keep a portion of the rent before send- shoen then, although a family might have ily, founded 32 years ago. The Hori hold
ing the remainder to the manager. The managed the shoen for decades, it sud- posts of shugodai and shugo-matadai
manager, in turn, must pay whatever taxes denly has no legal proof of its rights. The within Miyama. They control Hori Castle
are due on the shoen. emperor, shogun, or even shugo-daimyo on the Northern Plain. They have less
can suddenly take the property and give it property than the Niwa, but act as jito on
The third type of shoen owner is the pro- to another family. many Niwa shoen. Today, all members of
tector. This person is an extremely high- the Hori family are distantly related to the
ranking noble—the dowager empress, Thus the safety of its charters is the Niwa. Thus the Hori are part of the Niwa
emperor, or retired emperor are not paramount concern of a family. To protect family council, advising on major family
uncommon protectors. The protector them is one of the primary duties of a true decisions. The fate of the Hori is closely
holds the charter to the shoen, but does samurai. A vivid example of this is that of connected to that of the Niwa. The Hori
not become involved in the actual man- the samurai Niwa Ozuchi who forfeited his hope to someday acquire control of the
agement of the property. Instead, he uses own life to save the charters of the Niwa Niwa family, either through marriage or
his influence to secure special privileges family when a disastrous fire swept their might of arms.
for the shoen (tax exemptions, etc.) and castle compound. For this valorous deed,
supports any legal claims involving the he is a revered ancestor of the Niwa family The Igi Family
shoen. In return, the protector receives a and is still consulted (via speak with dead
spells) on critical policy decisions of the As mokudai, the Igi have managed to
share of the rent. Niwa family. gain control over several shoen of public
A protected shoen has a manager (who (imperial) land. The Igi have been espe-
In part because of Niwa Ozuchi’s cially lax in making the payments to the
usually does not live on the shoen) and a actions, the majority of shoen in Miyama emperor and the distant nobles who hold
local representative. These two are also are held by the Niwa family or its branch manager and protector rights. Although
allowed a share of the rent. families. The Hiro family, staunch allies of these nobles have filed many complaints
the Niwa, have the second largest hold- with the shogun, little action has been
The original intentions of the land- ings. The rest of the arable land is divided taken. The Igi make certain the shogun
ownership system have become cloudy. It between various temples of the province, and the shugo-dai both receive their
is possible for the zussho or jito to defy his the emperor, the governor, and various proper payments, perhaps ensuring their
lord, keeping all the rent. In such cases, other nobles who have holdings in the neutrality in the matter of property rights.
there is little the manager or protector can province. The Shoen Map (in the Adven- The Igi are working hard to convert public
do unless he has the might or connections ture Book) shows the location of major land into private shoen, installing their
to force payment. Indeed, many now- holdings within Miyama. own zussho wherever possible. In the
powerful samurai and families rose in future, the Niwa may be forced to deal with
wealth this way. THE SOCIAL the Igi, but currently they are blind to the
ORDER OF MIYAMA threat.
The entire estate system is currently in
turmoil. Complicated legal claims, weak- Kozakura is a land where social class is The Tsu Family
ening imperial authority, and conflicting of importance. The differences between
loyalties have made shambles of the once- nobles, peasants, craftsmen, and warriors Once a powerful court family, the Tsu
orderly system. Some shoen in Miyama are found throughout the land, both in cus- now retain only a limited presence in Miy-
are still run by the old system of protector, toms and laws. Listed below are the levels ama. Although they hold the title of
manager, and representative. Others have of social importance within Miyama. At the kokushu, the Tsu have left most affairs in
been taken over by jito of the shugo- top of the scale are a few powerful families the hands of the Igi. Once they were
daimyo, ignoring the complicated old sys- who hold the ruling power within the prov- greater and more powerful than the Igi;
tem of ownership. This turmoil allows ince. Below these families are general
adventurous player characters ample
opportunity to rise in power and wealth. 11

It is also possible for a person to hold
more than one position. Thus a samurai

now the situation is reversed. The Tsu are Farmers: The farmers of Miyama are the necessary to borrow money from these
now considered an ally family of the Igi. backbone of the province. Miyama is an merchants. However, due to the difference
They have only a few possessions in Miy- agricultural province and the farmers are in social class, the merchant often finds it
ama and these are carefully controlled by responsible for its production. As farmers, impossible to recover his investment, let
the Igi. they are more important than craftsmen or alone collect any interest, unless he has
merchants, both of which are relatively extraordinary resources.
The Tsu would dearly like to see a return small groups.
to the days of imperial authority, since they Entertainers: Of all the common people,
could then regain their old power. They Farmers, like all other groups in Miy- entertainers are by far the lowest in social
know, however, that the chances for this ama, are organized into families. Most status. These include actors, singers,
are slim. They are dedicated to preserving families are quite large and include very musicians, and other groups. They are
their declining power within the province. distant relations. The head of the family simultaneously favored for their skills and
group is the myoshu. He is responsible for despised for their tawdry occupation.
The Samurai Families the collection of rent and taxes and is con-
sidered the cultivator of the land. Player The higher classes find the entertainers
In addition to the four principal families characters may be the sons or daughters seductively attractive. The entertainers
listed above, there are a number of of farmers, particularly if they are bushi, live by imitating the life of the nobles, but
smaller samurai households. Most of monks, or wu jen. are free of the social restrictions that sur-
these are retainers of one of the four listed round and restrict the higher classes.
above. They are either unrelated to the Craftsmen: The social status of craftsmen They often dress in garish imitations of the
main family or only very distantly related. depend on their craft and skill. Workers in powerful and wealthy. Indeed, they often
Those in the service of one of the main common crafts (carpentry, silk production, set the styles that are later copied by the
families are listed below. Player character etc.) seldom rise to great heights or samurai families.
samurai can choose to belong to one of achieve great notice. Those involved in
these families or they can create one of more artistic crafts can sometimes Yakuza often come from and live among
their own. achieve great fame if they possess nota- this social group. The town of Tamanokuni
ble skill. Still, while such fame increases is the only major center of artistic life in
Niwa Hori Igi Tsu their wealth and acceptability, it does not Miyama.
alter their social level. The children of a
Matsue Daidoji Inoue Kato famous craftsman are still craftsmen, Outcasts (Eta): Below all other social
regardless of how high the father rises. groups are the outcasts. They are the low-
Ishii Kadokawa Ebisawa Sakai est of the low. Indeed, in most instances,
Merchants: Since Miyama is mainly an they are literally nonpeople. All other
Naoki Fukuda Koda Ikeda agricultural province, it has little need for classes despise them. Marriages are not
merchants. Indeed, this class is treated permitted with outcasts and even contact
Kishimoto Ooka Nogami with a touch of contempt by all. These are with outcasts is undesirable. The outcasts
the people who make a profit from the exist primarily to fill occupations unthink-
Sato Kuroda effort of others. able to the other classes, occupations that
are ritually unclean or forbidden by the
Mushakoji Maeda This social group also includes the various religions. These include execu-
moneylenders and financiers. These in tioners, butchers, tanners, and morti-
Nogami particular are in an awkward situation. cians. Yakuza sometimes come from this
Even the powerful samurai houses find it class.
Watanabe

The Clergy

Ranking below the ruling samurai are
the various clergy of the shrines and tem-
ples. At some of the shrines, the position
of priest or caretaker has been in the same
family for centuries. It is the occupation of
that family. Such families include the
Wajo, Mizuno, and Takeuchi. Some of the
temples are dominated by the Niwa and
Tsu families who control the political
power of that temple. In most temples,
however, people from all ranks of life are
found.

Within the ranks of the clergy may be
found retired samurai, peasant sons, and
even widows. Monks and shukenja also
belong to this social group.

The Peasants (Hyakusho)

The hyakusho are the peasants of Koza-
kura. They form the bulk of the population.
They are divided into several groups,
listed below:

12

THE GAZETTEER OF MIYAMA

This section lists specific information 6: Small Shrine — Located in the center Forested
about places of interest within Miyama of the fields or along the roadside is a
Province. This information can be used to small, dilapidated shrine. This can be a 1-6: Forest — The area is ordinary
create adventures and provide the basis row of statues, a tiny pagoda, or a small forest—bamboo thickets, cryptomeria,
for an Oriental campaign. bamboo hut. The shrine is dedicated to cypress, pines, and other trees. Sunlight
one of the deities of the fields or a protec- filters through the overhanging branches
The type of information given for an tor of travelers. There may be a small, to dapple the leaf-strewn ground. Mush-
entry varies depending on the nature of carved plaque dedicating the shrine in the rooms and fungi grow around the bases of
the site. Thus the entry for a hermit’s cave memory of some person or local event (the trees and over fallen logs. Rivulets wind
describes the surroundings and gives spirit of a virtuous villager or the defeat of through small channels.
details on the hermit, while that of a town an evil monster). 7: Deserted Building —This is the same
describes the factions, major establish- 7-9: Mura — A mura is a small village as for Agricultural/Fertile terrain.
ments, and notable NPCs who reside community, the home of the local farmers. 8: Hermit —The small bamboo shack of a
there. A castle description lists its military Each mura contains 10-100 (1d10x10) vil- hermit is tucked away on the edge of a
forces. An ancient ruin may be populated lagers of all ages. The village has one clearing. The shack is in good repair. The
with creatures suitable for an adventure. minka (peasant house) for every 10 vil- hermit, usually an old man with long,
lagers, plus another 1d10 minka. These white, stringy hair and beard, has retired
Entries in the gazetteer are arranged vary in quality and size from impoverished from the world to contemplate the mys-
according to the hex number found on the to small (i.e., no samurai mansions or teries of the cosmos and seek his own
color province map. Lower-numbered houses of wealthy merchants). path to enlightenment. Hermits are sel-
hexes are listed before higher-numbered dom evil or malicious, although a few may
ones. Not all hexes have an entry; only Each mura has a myoshu, or village be possessed by evil spirits or may be evil
those hexes that contain one or more head, who represents the mura when spirit creatures in disguise. Hermits nor-
notable features are listed. In some cases, dealing with the landowner or other offi- mally welcome strangers and offer to
a hex has more than one feature—a town cials. In the center of the mura is a gather- share their simple fare—boiled nuts,
with a castle overlooking it, etc. Each is ing place, often with an alarm (a wooden
described separately under the listing for block and mallet) for summoning the peo- buds, bark, roots, berries, and mush-
that hex number. Proper names of loca- ple of the village. rooms. Many hermits are quite adept at
tions, structures, and people are also martial arts.
listed in the index for your convenience. The services available vary from mura 9: Hengeyokai Abode — Located deep in
to mura, but are generally quite limited. the woods is the well-made home of an
EMPTY There is always food and shelter (usually NPC hengeyokai. Such houses are in the
PROVINCE HEXES of simple or poor quality). Other possible style of samurai or nobles—hengeyokai
services include a mill, a drinking house, do not dwell in common minka. The hen-
Not all hexes on the Miyama Province smithy, carpenter, fishermen (always geyokai has prepared defenses against
Map are listed in the gazetteer. Such present on the coast), boatbuilder (on the intruders to the best of its ability (taking
hexes lack notable sites that are shown on coast only), and possibly even a wise old into account its character class). If the
the map. This does not mean the hex is a man (who always lives on the edge of the hengeyokai is good, it extends hospitality
blank void, however. Many of these hexes mura or in the nearby forest). Villagers of a to nonhostile visitors and may even
contain small features, such as mura mura can be hired for simple tasks— reward visitors who show exceptional
(small villages), tiny shrines, beautiful porters, servants, grooms—although only grace or kindness. If neutral, the hengey-
glades, or even skeletons. To see if there a few are willing to leave the area of their okai gives shelter to characters overnight,
is a minor feature, roll 1d10 and use the most likely without revealing its hengey-
table that matches the terrain of the hex village. okai powers. If the creature is evil, it
(or the terrain the characters are in). 10: Deserted Building — Located in an attempts to deceive the characters about
out-of-the-way place, deserted buildings its true intent, which is to destroy them
Agricultural/Fertile may be the remains of a destroyed village, through trickery or ambush.
the former abode of a hermit, or even the 10: Creature Lair —The characters come
1-5: Fields — The landscape is criss- remains of a temple. Most often they are across the den of some wild animal or the
crossed by a rectangular pattern of rice dilapidated, in sad repair. However, some- tracks of a creature (which lead to its lair).
paddies. Irrigation ditches and dikes mark times they are occupied by hungry bake- Such creatures are seldom intelligent,
the boundaries of each field. Water flow is mono or other hideous creatures who although they may be quite fantastic. If
carefully controlled by a series of sluice keep the building in reasonable repair. cornered in its lair, the creature attacks
gates and run-off channels. There are They do so in hope of tricking the unwary with ferocity, especially if it is female and
always peasant workers in the fields dur- traveler into staying the night. Naturally, has young.
ing the daytime. they do not intend to offer kind hospitality
to their guests.

13

Hilly/Mountainous smiths, several potters, a family of weav- attacked him. The two fought a fierce bat-
ers, numerous carpenters, a freight mer- tle, but in the end Obun prevailed. In the
1-8: Rugged Ground —The ground is chant, sake makers, three tofu makers, morning the peasants found him col-
very rough off the paths and trails. The two teahouses, and a small theater. lapsed from exhaustion next to the corpse
slopes are thickly wooded (with bamboo at of the wicked lord.
the lower elevations and various trees The villagers also gain a small income
higher up). The ground is broken by from pearl diving. The divers are always Obun was so shocked and ashamed
ravines, bluffs, and boulders. women, who have a greater talent for it that he had struck down a lord that he
9: Hermit — This result is the same as that than men. The pearls are only found at immediately had his head shaved and
for Forested terrain. great depths and the divers must be able became a follower of the Eight Million
10: Creature Lair — This result is the swim deeply into dark and chilling waters. Gods. Through the donations of the grate-
same as that for Forested terrain. Aside from the normal dangers of diving to ful peasants the shrine was built and Obun
great depths, pearl diving in the area has remained there for the rest of his days.
Waste additional risks. The prime oyster beds are Since this time, the shrine has been
occasionally visited by a clan of undersea extremely popular with the local villagers.
1-9: Reed Plain —The area is a marshy creatures who wreak death on those who
flat, with reedy thickets four to seven feet pillage the treasures of the sea. Many a It is said that the descendants of the
high. The ground is boggy and characters pearl diver has disappeared, only to have wicked Nosaki still live and that their blood
may often sink three to four feet into the her body found in the village center with is tainted by his evil deeds.
muddy water. Narrow, barely discernible, the break of dawn.
channels wend through the reeds. Flat- 0225
bottom boats can travel these channels. The village is also the managerial base
Out of the channels, however, characters for the Niwa estate on which it is located. Raven Wood Castle: Located on the
must pull their craft through the mud, Living in a walled compound on the edge highest ridge of this thumb of Kurisam-
struggling through waist to shoulder deep of town is the jito of the estate, Hiro Koji. myaku, Raven Wood Castle can only be
mud. Movement on foot through the flats He keeps 10 samurai and 90 bushi as reached by a tortuously twisting trail. The
is virtually impossible. Characters will retainers and employs an armorer and structure is not really a castle, but a single
progress 900-1900 (2-12 x 100 + 700) bowyer. In addition, he has a score of walled tower. It is used to garrison troops
yards per day! Movement by boats allows household servants—grooms, maids, and also as a final fortification in case of
the characters to move at their normal rate cooks, washing women, etc. Hiro Koji (of invasion. From the top of the four-story
of travel, provided the characters have a the Hiro family) is loyal to the Niwa (and tower, one has a clear view of the Tara-
guide. Without a guide, boat movement is Takenaka) cause. He keeps careful tabs gawa Basin and the Great Road as it
half normal. on the movement of strangers through the comes out of the hills.
10: Hut —Built on stilts in the midst of the estate and within the town.
reedy plain is a small thatched hut. The On the uppermost story is an unlit signal
hut may be deserted or occupied by an old 0122 fire. In the event of invasion, this fire can
crone, hermit, hengeyokai, spirit creature, be used as the first link of a chain that
sage, or even a banished samurai. If good Shrine of Obun the Traveler: Branch- eventually stretches to the capital of the
or lawful, the occupant welcomes visitors ing off from the Great Road is a weedy province. Thus alarms can be raised with-
(although evil occupants attempt to cause track that winds into a small grove of trees. out magical means. The outpost was built
harm later during the visit). Otherwise, the Set back among these trees, on the bank and maintained by the Niwa family.
reaction depends on the type of occupant. of a marshy pond, is the shrine of Obun
Banished samurai often refuse visitors out the Traveler. The shrine is maintained by During times of peace, a garrison of six
of shame at their condition. Kiro, an aged shukenja (6th level, CG), a samurai and 50 bushi man the tower. Dur-
follower of the Eight Million Gods. He is ing war, the garrison is increased as
GAZETTEER OF HEX quite cheerful and talkative, although needed. If the Niwa are defeated on the
LOCATIONS somewhat infirm from old age. The shrine plain, they will use this tower or one of the
is a small and simple affair. The building is others they have built as a last stand. Thus
0121 a single main hall with a personal room for the tower has been built in an inaccessible
Kiro in the back. Surrounding the building place, making it difficult to approach and
Hiwasa village: Located slightly inland is a wide porch and an immaculately main- attack. The head of the garrison at the cas-
from the beach of Miumi, Hiwasa is one of tained garden. tle is currently Saito Nobunga (samurai,
the major fishing villages of Miyama. The 8th level), a retainer of the Niwa family.
village has 300 buildings, mostly minka According to legend, Obun arrived in
and godown (storehouses). The majority the district several centuries past when a 0321
of the 1042 people live by fishing and great serpent was terrorizing the the peas-
farming. There are also a number of ants in the area of this pond. At that time Gomen Village: Gomen is the largest
skilled craftsmen present in the town. the district was ruled by a wicked lord, fishing village in the Tara-gawa Basin. The
Services present in the town include an Nosaki, who took no action against the village is built in terraces on the steeply
inn, several shipwrights, salt makers, two serpent. Indeed, he seemed to enjoy the sloping shore of Miumi. It overlooks a
terror and suffering it caused. Upon learn- small harbor that can provide anchorage
ing of this situation, Obun spent the night for ocean-going ships. Although it has the
on the banks of the pond. During the night facilities of a major port, Gomen is usually
the serpent arose from the waters and bypassed in favor of Tamanokuni.

14 Gomen is a center of activity for the
local population. The village has 1621

people and 300 assorted buildings— quite negligent in ensuring the estate rent of the Toro-dai school dispatches 20 sohei
minka and godown, primarily. The major reaches the Tsu family. Although this dis- to aid the villagers and protect the rent
industries of the town are fishing and boat- pleases the Tsu house, they can do little shipment.
building. The majority of each day’s catch as Otsabe is protected by the shugo-
is dried and salted for shipment else- daimyo, who prefers that Otsabe remain 0406
where, providing a lucrative income to the where he is.
fishermen. The shipwrights of Gomen are Kuroijo: Located on the island of Kuroi-
renowned for their skill and are often 0323 joshima are the remains of Kuroijo, or the
employed to build seaworthy vessels for Black Castle. This was once the site of a
rich merchants and lords of the province. Fox God Shrine: Located in the heart of large and fantastic fortress, raised by the
the farming plain, this shrine is dedicated sorcerous powers of its master, the wu jen
In addition to these industries, the vil- to the Fox God. The Fox God has many Aga. He was said to be a master of the sea
lage supports two smithies, an armorer, a roles, but here he is honored as a protec- and earth, commanding great and hid-
sake brewer, two inns, a gambling house, tor of the rice crop. The shrine is a small eous forces. According to legend, he
two temples, one shrine, one weaver, and temple, run by four shukenja and two appeared 800 years ago. At first there was
numerous carpenters. One merchant monks. These men are followers of the no more than an odd, glistening black
makes a modest living maintaining a small Kanchai school. Most of their days are stone on the island, but the stone grew—
warehouse and shipping concern of three spent maintaining the temple, providing forming buildings, walls, and towers.
ships. Most of his runs carry crops from instruction to pupils, settling disputes, When all was done an oily black castle
the surrounding countryside to Tamano- overseeing the harvest, and tending to the stood on the site.
kuni or Kuda. hyakusho (peasantry).
From Kuroijo Aga terrorized the main-
Gomen is located on the borders of two The elder priest of the shrine (shukenja, land. He made no attempt to rule. Instead
shoen, one owned by the Hori and the 7th level) memorizes spells that are bene- he bent others to his will, demanding spe-
other belonging to the Tsu family. Both ficial to crops and weather. The hyakusho cial privileges and immunities. He capri-
families would like to control the town look to the shukenja of the shrine for the ciously brought destruction and death.
since it produces a healthy income. But blessings they feel are necessary for a Finally, aided by the wu jen Omo, general
the town has recently received a special good harvest. At the end of the harvest, Kinusake no Yori led a force against the
charter from the shugo-daimyo, exempt- the shukenja and the hyakusho hold a fes- wicked might of Aga. In the final battle,
ing it from the control of these two estates tival honoring the Fox God. During this Yori landed his army on the island and
in return for tax payments directly to the festival, traveling actors put on perform- assaulted the fortress. The battle that fol-
shugo-daimyo. Thus the town is currently ances and there is generally much drink- lowed was tremendous and horrific.
under the control of the the Niwa family. ing and revelry. The highlight of the
The overseer of the town is Matsue Fusu festival is the torchlight procession of the Aga called upon every minion and
(samurai, 9th level). He has a small garri- Fox God, in which his portable shrine is unclean servant at his command, drawing
son force of five samurai and 15 bushi. carried from the Fox God Shrine to hideous things from the the bowels of the
Tamanokuni. Like the rest of the festival, earth. It is said that as the assault suc-
0322 this is a loud and boisterous affair. ceeded the fortress itself gave out a howl
of rage and despair. Although the castle
Iyo Village: Iyo is a minor farming com- 0325 was taken, Kinusake was brought down by
munity of 737 people. The majority of the a horde of goblin creatures and Aga was
population are cultivators of the Tsu estate Toro-dai-be: This village is an oddity never found among the bodies that were
where the village is located. Within the within the province of Miyama. Located counted. Nonetheless, he never reap-
town are only a few craftsmen—mostly within the boundaries of a Toro-dai shoen, peared and the castle was pulled down
carpenters who maintain the 100 build- the villagers of Toro-dai-be are all devout and the stones (if it was made of stone)
ings of the village and the home of the zus- followers of the Toro-dai school. Indeed, were broken up.
sho of the shoen. This zussho is Otsabe they are quite fanatical about their reli-
gion, willing to go to any extreme in its Now only the ruins of the foundation
Kanchi, a samurai (5th level). He has at his name. A 10th-level shukenja acts as the remain on the island. The rest of the island
service two samurai retainers and 10 leader of the 326 people of the village and is covered by marshy reeds. According to
bushi. These men are loyal to him, not the manager of the shoen. local legend, tunnels under the castle lead
Tsu family. to some place where Aga (or his spirit) still
Within the village are 68 buildings lives, Every year on the anniversary of the
Otsabe is an ambitious man. Although including minka, godown, a mill, and a battle, strange shapes are seen and howls
technically part of the Tsu household, he Toro-dai temple. Unlike most villages, are heard coming from the island.
feels little affection or attachment to them. Toro-dai-be is protected by a rude stock-
They are too distant, too removed from the ade and a series of irrigation ditches and 0409
affairs of the province. Otsabe would very moats. Although the village has no samu-
much like to become part of the shugo- rai or bushi, the 127 able-bodied men and Wajo Shrine: This small shrine is main-
daimyo’s household, so that he would feel boys all have arms (spear and naginata) tained by the Wajo family and is dedicated
part of a closer-knit family. Anyone on inti- and act as a militia for the village in times to the spirit of a nearby grotto. According
mate terms with the Niwa household is of need. Furthermore, in times of trouble to legend, this grotto is the site where O-
given preferential treatment when visiting (war or during the frequent bandit raids) Sukii, once a consort to the emperor, died
Otsabe. and at harvest time, the provincial temple in banishment from the capital. Later
events indicated that she was falsely
Because of his ambitions, Otsabe is 15

accused by the scheming Prime Minister, 0423 worse—enraging the tengu and whatever
who wanted her out of the way. Although allies they may have in the hills. Thus the
she suffered terrible hardship and embar- Dorumiji: Dorumiji is the remains of a villagers continue to live in fear of the
rassment, she never spoke against those temple of the Konjo sect. Built 409 years deeds of the tengu.
who hurt her and raised her children with ago, the temple was burned 123 years ago
care. by sohei of the Tore-dai temple at Tamano- 0502
kuni. What remains today is the main tem-
Only after death was her devotion ple hall. Protected from the blaze by Posthouse: Located in a mura that
rewarded as her son eventually suc- magical means, the hall was the final straddles the Great Road is an imperial
ceeded to the title of emperor. In her mem- defense of the Dorumiji sohei. Unable to posthouse. The posthouse is maintained
ory, this shrine was erected and cared for burn them out, the Toro-dai followers took by the shugo-daimyo and is one of his
by the Wajo family, a distant branch of the the building by storm. None of the responsibilities to the province. The post-
imperial line. She has been elevated to the Dorumiji sohei survived. house is used by messengers of the
status of Protector of Children. The shrine emperor, shogun, and shugo-daimyo, pro-
is a very popular place for local pilgrim- All attempts to destroy the main hall viding fresh horses, messengers, and
ages, especially among mothers seeking failed. Convinced that the building was shelter.
success for their children. Currently the accursed, the Toro-dai men left it to rot.
shrine is managed by three priests and The building is doing just that, the veranda The posthouse consists of a small walled
four nuns (all shukenja). All but one are rotting through and the roof beginning to compound with living quarters and stables.
members of the Wajo family, one of the collapse. The old building is a popular Only those on official business (or bearing
nuns being a former imperial consort. meeting place for bandits, fugitives, ninja, the shogunal seal) can use the posthouse.
burglars, and lovers. This particular station is manned by Kyo
0410 Enoki (kensai, 5th level), three bushi, a
0427 groom, and two servants. Two fresh horses
Kan-oji Village: This dilapidated and are always kept in the stable.
sleepy fishing village was once a minor Tengu Lair: Located on the lower
port, shipping produce from the surround- slopes of the mountain near an old burial 0506
ing estates to Kuda. However, times have mound is the simple hut of five humanoid
gone against the village. The river rushing tengu (AC 4; MV 12”/15”; HD 5,5,7,8,9; The Reed-Grass Mound: Rising above
down from the mountains has silted up the hp 18,14,35,34,53; # AT 2; Damage 1d6/ the reedy plain is large, oval barrow cov-
harbor, rendering it nearly useless. The 1d6; SA spells; SD Invisible; Al CN). These ered with thick grasses. Although every-
completion of the Great Road has diverted tengu are the nemeses of nearby Tosa. one knows the mound is the ancient grave
most of the trade away from the town. They take great delight in playing pranks of some important personage, no one
Fishing is difficult and poor. Extensive on the villagers—especially if they knows who was buried in the mound. All
mud flats appear with every low tide. The encounter a lone victim. attempts to learn the identity of the occu-
town has a population of 202 people and pant have failed.
there are 100 buildings, over half of which Their pranks, though seldom deadly, are
are deserted and collapsing. Only the insidious and comical. They particularly Some maintain the mound is the grave
presence of the jito of the Niwa shoen love jokes that publicly embarrass their vic- of Emperor Okuri, who was banished from
keeps this village from totally disappear- tim, exposing some secret or character the imperial court after he retired. Another
ing. flaw. They will play upon a person’s greed, story says it is the resting place of the leg-
vanity, pompousness, etc. The villagers endary Thousand-Spear-Brother, the last
Lately things—bakemono, evil hengey- feel powerless to stop the tengu, especially of the Earth Spirit emperors. With his
okai, goblin rats, and oni—have been slip- since they do not know the exact location of passing, the imperial title passed into
ping down out of the mountains into the tengu hut. human hands. Further claims are made
Kan-oji. Their movements have been very that the mound is not a grave at all, that it
secretive. Several of the deserted build- Buried under the floor of the hut are sev- was built by Naka no Moriya to imprison
ings of the town have become the meeting eral jars filled with 4,000 yuan and one the spirit of a terrible, cruel oni who had
places and strongholds of these crea- gem. discovered the secret of immortality.
tures. They remain inactive during the
day, venturing out at night to stalk victims. Tosa Village: Located on the banks of 0509
the Furo-gawa, a small tributary of the
So far they have been very careful and Tara-gawa, Tosa is the center of the Niwa Kabe Village: This fishing village is
there. have been no witnesses or evidence estate on which it stands. The village is located on the shores of Kobawan (Bay of
of their activities. The jito, Kishimoto small, only 259 people and 49 buildings. Koba) where a small stream pours into the
Endai (samurai, 7th level), and the vil- The largest of these is the dwelling of the bay. The shoreline is a steep bluff that rises
lagers have begun to suspect something, jito Sato Masako (samurai, 8th level) and immediately behind the white sand beach.
although no one has any proof. Kishimoto his retainers—three samurai and 12 The village is located at the top of this bluff.
is not an effective manager and spends bushi. Sato Masako’s greatest problem at Fishing boats are dragged up on the beach
too much time with emergencies for his the moment are the tengu living some- and moored to posts set in the sand. During
three samurai retainers or his 10 bushi to where in the hills. Being somewhat obese, the highest tides, the beach is entirely cov-
investigate the matter. He is not much he has been the object of many of their ered with water. Villagers reach the beach
loved by the hyakusho. pranks. As manager of the estate, Sato by either a winding trail or a staircase they
has little time to settle the matter with the have built at great expense.
tengu. Furthermore, wounding or killing
them is likely to only make the matter

16


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