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Published by Jacob Smith, 2024-06-30 19:30:33

Ronin

Ronin

Picture a beast with skin like an iron shield and an arm fused with a sword — a godforsaken blade that could cleave fate itself. This is Oni no Kusabi, a demon with eyes like wildre, sweeping through reali and carving it anew with every swing. Everyone's been told not to play with knives; he didn't get the memo. Few have tangled with him and fewer live to share their failure. hp morale metal skin sword arm special 30 - -d6 Fear Aura. Anyone near Oni no Kusabi must Test Spirit DR12 or ˆee. Demon Blade. On a fumble, the sword arm will cleave through all targets in its path. INSTANT DEATH. d8+3 101


A hulking shadow with tidal waves for fists. The sea comes alive, an oily black and vengeful darkness. The Umi-Bozu has risen. Boats? Their toys. Hope? A joke. The salt in the air isn't just from the ocean - it's from the tears of sailors who've seen them and never made it back to tell the tale... HP 120 -d8 Morale Inky Darkness Special d12 d8 Crushing Blow Tendrils (ranged) - Indestructible. Cannot be harmed except by critical hits and magic. Summoning. Can call forth tentacled minions from the deep (d6 HP, d6 tentacle attack). Consuming Darkness. Can engulf its enemies in a smothering darkness, causing them to slowly suffocate and die. Test Resilience DR14 each round or take d6 damage. 102


magine being seduced by Venus only to discover she's got the appetite of a Venus flytrap. When the night grows dark, she’s out on the prowl, her face an eerie combination of angelic and demonic. She might murmur something that sounds like love but is really a death sentence. A beauty hiding a beast, a soft-spoken nightmare. See her and you better pray your legs work better than your luck. Horrific Visage. Any creature that looks directly at the Kuchisake-Onna must Test Spirit DR14 or bow before her. Slit Mouth. When she deals damage, the target must Test Resilience DR14 or begin to bleed profusely, taking an additional d6 damage at the start of each of their turns. ثىhpضخ كخmorale special razor-sharpفخ scissors 50 d8 - T he Kuchisake-Onna does not wear armour.


A serpent in dragon's clothing, its scales ashing like jewels you can never aord. Eyes ablaze, as if challenging Yomi itself. Watching it glide through air or water is like watching nature write poetry — haunng, grandiose, inevitably tragic. Both a marvel and a horror, this creature creates a ne line be een being awestruck and becoming prey... 70 Airborne. Ryu can y through the air with incredible speed and manoeuvrabili€, making it di‚cult to hit with ranged attacks (DR14). Yomi’s Breath. The Ryu can breathe a stream of superheated ames that can incinerate even the strongest of material. Test SwiŠness DR14, on a failure reduce all armour to Tier 0. - d10 d8 d6 -d6 Special HP Diamond-Like Scales Flaming Breath (ranged) Bite Claws Morale 105


sorceress of the darkest sort HP 16 morale - Enchanted robes -d4 Yomi’s dEATH special d4 (ranged) Her power was said to come from a pact made with ancient and malevolent forces, and her spells could twist the very fabric of reality. She was not one to be trifled with, for she could summon the most terrifying of demons with but a wave of her hand. Many believed that she had no heart, no soul, for the things she had done in the name of power were unspeakable. SOUL SUMMON. Can summon 1 Skeleton Ronin to fight for her each round. But there were whispers that even she was not beyond redemption, that perhaps there was a spark of humanity buried deep within her blackened heart. Feared by all who knew of her. blast 106Yomi Demons


His eyes burn with an unholy fire, and his sword glows with a malevolent energy. Death Blade has made a dark pact with the gods of death, granting him the power to drain the life force of his enemies with a single strike. He is feared and reviled by all who cross his path, and his presence brings with it a sense of impending doom. LORD OF DEATH MASTER OF THE BLADE HP18 MORALE - -d6 DARKENED SAMURAI ARMOUR ODACHId10 SPECIAL Life Drain. Heals d6 on every sucessful hit.


His body, a weapon of perfection, honed through a lifetime of rigorous training. His fists, hardened by years of striking against solid surfaces, can shatter bones like twigs. His mind, a fortress of discipline and focus, allows him to move with precision and speed in the heat of battle. is a force to be reckoned with, feared by his enemies, and respected by all who witness his power. HP 20 MORALE - IRON GAUNTLETS -d6 MARTIAL ARTS d8 108


The warrior of unforgiving iron will. Iron Fist's Crushing Blow. When Iron Fist lands a successful attack against a target, Test Resilience DR12 or suffer an injury from the table below. Broken arm. Permanent reduction of -1 to Vigor. Shattered kneecap. Speed is halved and a permanent reduction of -1 to Swiftness. Crushed ribcage. Permanent reduction of -1 to Resilience. Dislocated shoulder. Temporary reduction of -1 to attack rolls and cannot use two-handed weapons. Fractured skull. Permanent reduction of -1 to all stats. Cardiac Arrest. The target suffers a heart attack and dies instantly. Hope you died with honour... Roll d6 1 2 3 4 5 6 SPECIAL With a flick of her wrist, a blade flashed in the moonlight, finding its mark in the soft flesh of her target. Nightingale was a creature of shadows and secrets, a master of deception and death. Her skills in stealth and subterfuge were matched only by her deadly precision with a blade. Few could hope to match her in combat, and fewer still could hope to survive an encounter with her unscathed. Shadow Strike. Once per combat, Nightingale can disappear into the shadows and emerge behind a chosen enemy, making a surprise attack with a +2DR to defence and Parry. If successful, the attack deals an additional d6 damage. For Nightingale, there was no honour in battle, no glory in victory - only the satisfaction of a job well done. She moved like a wraith in the night, her steps silent as a cat's. hp 16 morale- -d2 d6 lightweight armour hidden blades special 109


INDEX lore Dojo Of The 7 Swords Endless Eclipse Floating Market Fortress Of The Oni Gambler’s Pit Hidden Village Of The Shinobi Imperial Palace Iron Monks Island Of Kage No Shima Monastery Of The Iron Fist Port Of The Dead Rōnin Brotherhood Rōnin Quarter Shadow Clan Shogunate 19 8 17 20 21 18 16 28 14 18 20 24 17 26 22 Awful Afflictions Bad Habits Bakuto Broken Bodies Bushido Character Creation Corrupted Shinobi Dancer’s Code Drunken Monk Erudite Samurai Forgotten Rōnin Gambler’s Way Grim Chronicles Noble Truths Onmyoji Reckless Sumo Rules Of The Divine Rōnin’s Creed Starting Armour Starting Equipment Starting Weapons Sumo’s Oath Sword Saint Sword Saint’s Discipline Unseen Virtues Wild Dancer Yamabushi Yamabushi’s Path 99 99 44 98 55 32 40 58 38 36 34 57 98 56 42 50 57 55 60 60 62 59 52 59 56 48 46 58 rules Abilities Animals Table Armour Tiers Black Calendar Blood Feud Broken Carrying Capacity Combat (Tatakai) Critical Hit Difficulty Ratings Duelling Equipment Table For Hire Table Fumble Haiku Hit Points Honour Rules Improvised Weapons Infected Initiative Kami’s Vengeance Levelling Meditation Morale Parry Poisoned Reaction Repair Armour Rest Resurrection Riposte Rounds Sensei Seppuku Services Table Shintai Texts Tests Texts Unarmed Strike Unseen Texts Virtues Weapons Table 33 67 61 30 78 72 68 73 73 68 76 67 67 73 85 72 54 67 80 73 66 82 80 77 74 80 77 67 80 71 76 73 83 70 67 65 68 64 62 65 84 67 creatures and yokai character creation Bandit Jorōgumo Kappa Komainu Nue Nure-onna Oni Rokurokubi Skeleton Rōnin Tengu Yuki-onna 90 98 96 92 89 93 88 94 95 97 91 legendary creatures Kuchisake-onna Oni No Kusabi Ryū Skeletal Daimyo Umi-bōzu 103 101 105 100 102 yomi demons Blood Witch Death Blade Iron Fist Nightingale 106 107 108 109 ¯


CRIMSONJUNGLE Blood rains over the an introductory advenure for 真紅 密林 By Camila era M


- The - Anunsettlingpresencedisruptsthequietofthenight. Youopenyoureyes, andseea trailoffaintghostly redsmoke. Itseemstodrawapathtoanearbyforest. Youfollowituntilyoureacha solitaryhiddenshrine. Asyouapproachit, aphantomfigureemergesfrom theshrineandsays: “Mykingdomhasbeencursed.Thehallsofmy templetaintedwiththebloodofmysubjectsonthe dayofmydaughter’s coronation.Please,brave warrior, IbegofyoutotraveltotheScarletTemple andput anendtothosewhotarnishedmyhonour.” Breathless and haggard, you arrive at the village of Itsuno, the last step in your journey to the Crimson Jungle. You can count the number of people still living in this joyless land with one hand. Only the blacksmith, his wife, an old artisan, and a young man named Misao are left. They offer you food and lodging. This is the first time someone has visited the village since the Eclipse. Their happy visage turns rapidly into a somber and sorrowful expression when you tell them about the purpose of your trip. Almost out of compassion, Misao offers to help you cross the lake and take you to the jungle on his boat. Butthe trip is only one way. Once you set foot in the jungle there is no way back. What used to be a beautiful rainforest full of f or l a and fauna, has turned into a wild and menacing jungle engulfed in shadows. The dark clouds that cover the sky have made it so the valley appears to be trapped in an endless night. But that’s not all. When the night is at its darkest point, the rain starts. Blood red as crimson rains over the cursed jungle, covering the exotic flowers and plants, the rivers and waterfalls, and the creatures that inhabit the jungle in it. Every night roll a d6 Beast Loot 1-3 Nothing an eerie silence fills the ambience of the jungle 4-5 Deep Night darkness covers the whole landscape. You must roll a random encounter every time you move to a new location until the next day. Roll on the respective loot table when you defeat an enemy You may use wild animal claws, fangs and limbs as makeshift weapons; cook their meat in a fire to feed yourself and regain HP; or trade your findings for Ryo. 6 Crimson Rain blood rains over the jungle. All enemies deal double damage and have 12 Morale until the next day. Blood Rain Law of the Jungle The jungle is a savage and unforgiving environment where only the strongest can survive. The blood rain drives every being that comes in contact with it into a frenzy. Bloodlust has taken over every beast and being in the jungle valley, and transformed them into soulless feral killers. The dangers only seem to get more and more common the deeper you travel into the jungle, almost as if the frantic creatures were trying to stop you from reaching your destination. * * *


d8 Exotic Flora 8. Human-sized venus fly traps looking for prey 2. Grey orchids with petals sharp as daggers 7. White hibiscus flowers that shine bright red at night 4. Aquamarine plumerias with a hundred orange leaves 5. Birds of paradise with fruits that taste sweet like sugar 1. Golden magnolias that bloom once every eclipse 6. Lotus flowers that bear rubies instead of fruits 3. Trees so high that cover the sky, whose roots feed on the lifeless carcasses that lie on the jungle floor d4 Echoing Sounds 1. The cricketing sound of a thousand insects drowns out the silence of the night. 2. A flock of black and white coloured birds sing a harrowing requiem. 3. A horrifying cry sends shivers down your spine. It almost sounds human. 4. The deafening roaring and growling of two demonic beasts fighting, and the eventual deathrattle of one of them. 1 Hollo Holloww Lakefront Lakefront 2 Pal Palmm Tre Treee Passage Passage Wide black sand beach. The Crimson Jungle stands in front of you, menacingly. * There is small shrine at the beginning of the path to the jungle (you can sit down and meditate) * Several stranded bodies lay on the beach (you can loot them, roll on the corpse loot able) * An overgrown path leads you to the jungle (to location 2) Hundreds of beautiful flowers of all colors decorate the scenery. * A small clearing in the vegetation turns out to be a creature’s lair (roll on the random encounter table) and a natural entrance to an underground cave to your right (to location 3 or location 5) You can see a grove populated with various exotic creatures to your left, * The darkness of the jungle makes it harder to travel, the path splits into two.


4 Artisan’s Cabin Artisan’s Cabin The air smells of cinder and oil. A small wooden house sits in the depths of the jungle. * The door is locked. As you approach it, you hear a voice from inside the cabin: "Pay the price". You notice a small silver chalice carved into the door frame. “Fill the chalice with beast blood to enter”. * If the chalice is filled with beast blood, then the door opens. An elderly man reveals himself as the voice you heard before and invites you to come inside. The interior is decorated with all sorts of plants and herbs, the walls hold shelves with hundreds of flasks, concoctions and potions of all colors and sizes. Their labels are written in a language you don't comprehend. “Welcome to my humble potion shop, what can I offer you?”: * If the players have defeated the Giant Black Widow and have the Black Venom Glands item, the old man will offer them to exchange it for two of his potions * A tiny creek runs next to the cabin. You follow its course, leading you to a large lake. (to location 7) ✝ Vial of Grimbane: Throw at an enemy, it becomes stunned for one round and takes d4 damage. 250 Ryo. ✝ Widow’s Ointment: Use on a melee weapon, it deals +2 damage for the duration of this combat. 300 Ryo. ✝ Mirror Scarab Extract: Coat any inanimate item with this. An exact copy of it is formed within seconds. 300 Ryo. ✝ Firewyrm Breath: You breathe fire for the duration of this combat. A wide flame exudes from your mouth, dealing 2d4 fire damage. 200 Ryo. *All potions are consumed after one use Potion Shop ✝ Obsidian Turtle Saliva: You can parry an additional time during this combat. 150 Ryo. ✝ Lightbloom Elixir: Heal d8 HP.100Ryo. 3 Rainforest Grove Rainforest Grove The air is humid and warm. Fresh blood falls from the tree leaves. You can feel the eerie presence of a predator hiding among the foliage, observing you. * A large pile of rocks and moss forms a small hill populated by insects. (If you decide to approach it, roll a random encounter) * Two decomposing bodies lay next to a tree, their flesh being eaten by carnivorous ants. (You can loot the bodies, you must make a Swiftness DR12 check, if you fail take d4 damage from the ants) * A small human-made structure can be seen in the distance. There seems to be a small trail leading to it. (to location 4) * A third body lays on top of a rock, his wounds are still fresh. He is still alive, he turns his head to you as he hears you coming: “It’s too late for me” You can see a massive wound on his leg, blood coming out of it, flies and insects sucking on the pool of blood that is forming underneath. “Please give me a quick death, I can’t go out like this, the pain is too strong”. As he says this a large Pearled Tiger comes out of the foliage, he walks between you and the wounded man, defending his prey from you. (Players may fight the tiger to be able to give the man his deathwish or escape, leaving the man to be eaten alive by the beast)


BLACK WIDOW SCORPIONS 6 Arachnid Depths Arachnid Depths In the depths of this underground labyrinth you find a plethora of webs and cocoons, marking the entrance to the territory of the Black Widow. * The cave is completely covered in silk, forming webs and clumps of all sizes. You can see giant larvae coming out of some of the web formations. Upon closer inspection you can find a sacred seal hidden inside one of the cocoons. (Roll on the sacred seal table) * The moment you set foot on the area a large shadow thrusts towards you, The Giant Black Widow * An underground river leads you to the outside. (to location 4) Special: If Poison Sting deals HP damage, it inflicts the target with Venom. 12 HP 10 Morale Black Chitin -d6 d8 Poison Sting Black Venom Glands: the giant spider’s corrosive poison organs. Can be thrown at an enemy, dealing 2d6 damage. They are consumed once used. (Can be traded later at the Artisan’s Cabin) Loot 5 Moonlit Grotto Moonlit Grotto The moonlight illuminates a large cave, covered in vegetation and rock formations. * Mushrooms and other fungi grow on the cave walls, serving as food for the local fauna. (You can eat the mushrooms, if you do so roll a d6, if the result is even you heal d8 HP, if its odd you take d6 damage) * As you progress into the cave system you are attacked by D4 Venomous Scorpions * The caves go deeper, although from this point on you are surrounded by total darkness. You need a light source to advance. (To location 6) If Poison Sting deals HP damage, it inflicts the target with Venom. Inflicted targets take d4 damage per round for 3 rounds. Special: 6 HP 8 Morale Chitin Exoskeleton -d6 d4 Poison Sting d4 Cave Encounters 1. Strange cave fungi, secreting spores 2. Five bats feeding on a pool of blood 3. Boa constrictor strangling a small deer 4. Three fresh corpses, their skin has a greenish tint and their eyes are red Inflicted targets take d4 damage per round for 3 rounds.


Blood- Th irsty PIRANHAS * You notice a tall tree next to the river. Its trunk is wide and tall enough to serve as a bridge to the other side of the rapids, but hollow due to termites and other insects living inside. (test Vigour DR16 to cut the tree down over the river) * A wild predator smells your scent if you stay too long on this side of the river. (Roll for a random encounter if all the players haven’t crossed the river in 7 minutes) * Once you get across the dangerous obstacle you hear the scream of a tiger cub trapped in the river currents. He is bleeding and surrounded by 2D6 Blood-Thirsty Piranhas. (Players may decide to aid the cub and fight the piranhas) * You follow the river path to the waterfalls. (to location 8) 7 Sanguin Sanguinee Rapids Rapids A mountain of waterfalls fill the landscape with beauty and vapor. Fireflies and glistening butterflies illuminate the scene. * A pair of young women bathe in the waters of the lake. They sing a beautiful melody while swimming around. As you approach them, they say: * Light shines from behind the waterfall. You find a small shrine (you may meditate here). * The Glistening Twins (Bossfight) * The Scarlet Temple sits atop the waterfalls, you travel through the mountain side until you reach your destination (to location 9) “We were waiting for you” “You will not enter the temple alive” As they utters these last words their two bodies rise above the water. Light starts emanating from their naked figures, attracting thousands of butterflies. 8 Faeri Faeriee Cascade Cascade Fast, dangerous and deadly river crossings. Various sharp rocks stick out of the river water. * The river blocks the path, the only way to move forward is to cross the rapids. (Each character must Test Swiftness DR14 to swim across the river or find another way to pass, if the test is failed, take d4 damage) d4 Bite Special: of D12 DR14 Spirit instead against them are Ranged attacks 6 HP 11 Morale No Armor


蝶 THE GLISTENINGTWINS 30 HP Illusionary Barrier -d6 12 Morale 2d6 Butterfly Swarm Special: Arcane Prison, characters they damage can’t use magic or spells for d2 rounds.


Leaving the sight of the bewitched waterfalls behind, you make your way to the top of the mountains. The exterior of the palace is covered in details and engravings of gold and ruby. On its lower walls, large murals decorate the perimeter of the building. You can see depictions of various people dressed in elegant robes, vast sprawling cities and ferocious battles. As the murals progress, the cities and lands of the kingdom are slowly consumed by jungle. On the last mural the image of a young woman is portrayed as the last hope for the dying kingdom. But the day of her coronation is illustrated with sorrow and regret. A harrowing black sun representing The Eclipse put a shadow on her destiny, trapping her and her close subjects inside the temple as her kingdom was finally put to an end. You have arrived at your destination. The Scarlet Temple stands before you. Its ancient figure cuts through the jungle landscape like a sharp dagger.


* Inside the temple, a marble fountain decorates the palace entrance. It springs blood instead of water. An unnatural force makes you want to drink from it. (Heal HP to full if you drink from it) * The entrance leads to a long hallway that leads you to another room (to location 11) * A small set of stairs leads to a dark lower floor (to location 10) 9 Palace Entrance Palace Entrance A large dark room, smells of rotten flesh. The floor is painted with chalk writings in a strange language. * A dozen masked bodies lay lifeless on the floor, forming strange patterns with their arms and legs extended. * An altar is situated on the opposite end of the chamber. Two Blood Cult Shamans pray behind it. * A side door leads to the Royal Guard Hall (to location 11) * As you get closer, you realize they are taking part in a ritual sacrifice. A helpless person lays unconscious on top of the altar. (Players may decide to offer healing or food to them and carry them to safety) If the ritual is not stopped, they are killed. * Upon defeating the shamans you can access a secret compartment behind the altar. It guards a Sacred Seal (roll d6 on the Seal table) 10 Sacrifice Chamber Sacrifice Chamber The sounds of the jungle quiet down. The interior of the temple has a strange supernatural aura. * You encounter masked 2d4 Demon Clan Warriors on the stairs leading to the temple (see next page for stats) Cultist Robes -d4 d8 Blood Magic (Ranged) Special: Characters damaged by this enemy must test BLOODCULT SHAMAN 15 HP 10 Morale Resilience DR12 or take an additional d6 damage


A training room for the warriors of the clan. Part of the wall is broken, leading straight into the jungle. * As soon as you enter the room you face a demon clan member (roll a Demon Clan encounter) * A warchest holds various weapons and armour (roll a d4 twice to see what you find): * You see a large red door (to location 12) 1. Wakizashi, d6 2. Katana, d10 11 Roya Royall Guar Guardd Hall Hall 3. Daikyu, d8 (with 10 arrows) 4. Kusari Armour, tier 2 An enormous room decorated with all kinds of ornaments. A small number of steps lead to the Scarlet Throne. * A menacing figure sits on the Scarlet Throne, looking down at your every move. When approached, she draws her sword and starts fighting you. * Kijo, blade of the jungle (Bossfight) * A pile of ancient jewels lays behind the throne. You find the 7th seal among the treasure: Crimson Rain. (You can only carry 666 Ryo worth of jewels) 12 Th Thee Scarle Scarlett Throne Throne Frenzied Demon Clan Warrior 8 HP 10 Morale d4 Demon Clan Encounters 2. A masked clan hunter is skinning a large deer for its pelt. He uses a d8+2 longbow as his ranged weapon. 1. You encounter a masked clan warrior sharpening his blade and coating it with venom. His weapon deals d6+3 damage. 4. A lone demon clan warrior is hunched over, searching through the remains of a dead samurai. When defeated you can loot O-yoroi Armor from the dead samurai. 3. Three demon clan warriors are fighting a scarlet mane lion. One of them is badly injured and bleeding on the floor. Nodachi d8 Special: When at 4 HP or less, this enemies’ attacks deal double damage Engraved Armor -d6


Kijo, the cursed heir of a forgotten royal lineage. Years and years ago, the day of her royal coronation was disrupted by the Eclipse. Since then, the young woman became the victim of a wicked curse that turned her into a blood devil and trapped her inside of this temple for all eternity. Now, the Demon Princess has submerged the whole jungle into her blood domain, trying to raise an army of demon and beast alike to take back all of her stolen kingdom. With the help of her royal guard, the Demon Clan, she fights all who dare enter the jungle, using her victims’ fresh blood to strengthen her demonic powers. dealt (rounding down) 30 HP Demon blood katana d8 Special: Kijo heals her HP everytime she deals damage for half the damage Oni kimono -d6 - Morale Demon Blood Katana: d8, heal HP equal to half the damage dealt (rounding down). You take double damage from spells. Loot


RandomENCOUNTERS Living Ivory Statue 16 HP 8 Morale Solid Ivory -d8 d6 Ivory Tusk Special: Immune to magic and ranged attacks. d6 Loot: 1 Nothing 2-4 Carved Trunk, can be sold for 100 Ryo 5-6 Ivory Relic, strange magic item that can be used to immediately succeed a Morale check against an animal (It is consumed after one use) Venus Fly Trap Hydra 12 HP 8 Morale Strengthened Vines -d2 3d4 Trapping Bite Special: If attacked by this enemy test Swiftness DR12. If you fail you aretrapped and cant move or act for oneturn (only 1 charactercan betrapped at once) d6 Loot: 1 Nothing 2-4 Exotic Leaf, can be sold for 200 Ryo 5-6 Withering Venus, this item makes you immune to being stunned (It is consumed after 1 use) Fanged Viper 10 HP 10 Morale Prismatic Scales -d4 d4 Snake Bite Special: If Snake Bite deals HP damage, it inflicts the target with Venom. Inflicted targets take d4 damage per round for 3 rounds. d6 Loot: 1-4 Prismatic Scales, can be sold for 200 Ryo 5-6 Viper Extract, you can coat a weapon with it, making it inflict an extra d6 damage for the next atack Scarlet Mane Lion 20 HP 10 Morale Thick Fur -d6 d8 Lion Bite Special: If it deals damage to a PC, its next attack deals double damage d6 Loot: 1 Nothing 2-5 Beast Meat, can be cooked and eaten to heal d6 6 Scarlet Mane Roar Seal: Choose an ally, their next weapon attack deals double damage. d4 Giant Vampiric Bats 6 HP 8 Morale Black Fur -d2 d8 Vampiric Bite Special: Immune to magic and ranged attacks. d6 Loot: 1 Nothing 2-5 Beast Meat, can be cooked and eaten to heal d6 6 Sanguine Glands, this blood-drenched organ allows you to heal as much HP as damage you deal with an attack (It is consumed after one use) d4Demon Clan Lookouts 8 HP 10 Morale Engraved Armor -d6 d8 Daikyu (Ranged) Special: When at 4 HP or less, this enemies’ attacks deal double damage d6 Loot: 1 Nothing 2-5 Daikyu, d8 ranged weapon 6 Demon Mask, if worn, makes your attacks deal double damage when you are under 4 HP d8 Corpse Loot 1. Nothing 2. 10 Ryo 3. Vial of Beast Blood 4. Bear Trap 5. Bone Dagger 6. Grappling Hook 7. 100 Ryo 8. Random Seal


SACRED SEALS I II III SCARLET MANE ROAR ✝ RADIANT CASCADE ✝ ARCANE PRISON ✝ III ARCANE PRISON IV JUNGLE FRENZY ✝ V SCORPION STINGER ✝ VI CLOAK ✝ VII CRIMSON RAIN ✝ Seals are small-sizeditems andfollow the sameusage rules asscrolls The seventhSealisonlyobtainable once the finalbossofthis adventure isdefeated *** Choose an ally, their next weapon attack deals double damage Choose an ally and an enemy. Heal d10HP to both Target enemy can’t use any abilities or powers for d2 rounds Force a single enemy to attack their nearest ally for 1 round Deal d4 damage and infectthe targetwith venom.Theytake d4 damageeach round for3 rounds Become invisible for d6 minutes Deal d6 direct HPdamageto yourself. Deal 3times that damageto upto d4 enemies


貴女 1 3 2 4 8 9 11 12 10 7 5 6 JUNGLEMAP One Day Half Day Half Day One Day One Day Half Day Half Day Half Day One Day Travel between rooms doesn’t take additional time ジャングルマップ Scarlet Temple Scarlet Temple


Abilities & Tests SWIFTNESS SPIRIT VIGOR RESILIENCE defend, balance, swim, Œee perceive, aim, charm, wield Texts crush, li‹, strike, grapple resist poison/cold/heat, survive falling, Parry ATTACK GUARD RIPOSTE Test Vigor DR12. SUCCESS: roll damage. FAIL: enemy rolls damage Test Swi ness DR12. SUCCESS: no damage and gain +4 to next attack or Riposte. FAIL: take half damage Test Resilience DR14. SUCCESS: deal double damage. FAIL: you are dealt a lethal blow DR6 DR8 DR10 DR12 DR14 DR16 DR18 very easy roušne pret› simple normal diœcult very hard why are you trying? To succeed, roll d20 ± your abili› with a result equal to or greater than the DR. Creatures don’t use abilišes, they just roll a d20 against DR. Tests DUELLING • Deal maximum damage with one attack • Reroll any roll, you or an ally • Reduce damage dealt to you by d6 • Negate a Crišcal Hit or Fumble • Reduce the DR of one test by -4 • Automašcally succeed a Parry VIRTUES Long rest to regain spent Virtues. Roll the designated die for your class. Losing honour honour Follow your Tenets to maintain your Honour. Break a Tenet and the GM will decide how much you lose (d4, d6, d8, d10). Death & creation If a previous PC was honourable (Honour≥10) their next character gains +1 when rolling abilišes. If they were dishonourable, -1 when rolling abilišes. Gaining honour At the end of a session PCs state their case for honourable acšons taken in-game. If the GM deems them worthy, +d3 Honour. The GM can award players Honour in-game for outstanding honourable acšons. Resurrection On your ¬rst death, you are cast into Yomi at full HP with your features re®eshed. Beat the enemy to be resurrected at full HP. Virtues cannot be re®eshed. PCs can only be resurrected once. You died If another PC dies during the same combat, they go to Yomi and ¬ght side-by-side in the same battle as their deceased par› member. Multiple deaths Upon death, wait unšl the PCs turn in inišašve to introduce the Yomi conŒict then conšnue both ¬ghts simulataniously, switching be¯een battles. Combat initiative Ressurect with -1 penal› to one abili› of your choosing. You also gain a permanent +5 bonus to your Honour. Repercussions 1 2 3 seppuku Test Spirit DR12 to ready yourself. Take a knife and cut across the abdomen. Test Resilience DR14 to endure the pain. The process If both the Spirit and Resilience Test were successful, the PC disembowels themself and dies. 2d6+2 Honour. If this is their ¬rst death, go to Yomi and follow the Resurrecšon rules. If this is their second death, die. Create a new character using the Honour rules. Success If the Spirit Test was unsuccessful, you cannot begin the ritual. If the Resilience Test was unsucessful, a ‘second’ may behead the PC to complete the ritual. Half the Honour roll result. If there is no ‘second’, d8 damage + roll on the Crišcal Injuries table. Failure +1 +1 +1 +1 Swi‹ness Tests Spirit Tests Vigor Tests Resilience Tests SUCCESS FAIL Regain 1 Virtue -1 Spirit unšl end of day Meditation 1 hour of quiet contemplašon, +1 Honour and choose one bene¬t: During meditašon, write a Haiku. Test Spirit DR12. Can be used for divinašon at the GM’s discrešon. Bene¬t lasts unšl end of day. Meditašon can be performed once per in-game week. Haiku


Poison Can be applied to a weapon. Test Resillience DR14 or become poisoned, d4 damage for d4 rounds. Weapons Shuriken. (10) Wakizashi. Yumi. Tanegashima. Naginata. Kusarigama. Tanto. Bo. Nunchaku. Katana. Tekko-kagi. Kama. Kukri. Sai. Tessen. Kyoketsu-shoge. Jutte. Kiseru. Fukiya. Manriki-gusari. d4,ranged d6 d6,ranged d8,ranged d8 d6,ranged+meleé d4 d6 d6 d10 d4 d6 d6 d6 d4 d6,ranged+meleé d4 d4 d4,ranged d8,ranged+meleé 10 30 30 150 70 40 20 10 15 100 15 15 20 25 15 25 10 10 30 45 1 2 3 -d2 -d4, +2DR Swi‹ness, +2DR Defence -d6, +4DR Swi‹ness, +2DR Defence ARMOUR TIERS 2-3 4-6 7-8 9-10 11-12 you will be slaughtered! fury apathetic almost courteous cooperative Reaction Roll 2d6. 1-3 4-6 Fights even harder. Surrenders or retreats. morale Roll d6. Leader is killed. Half the group killed. 1 enemy with 1/3 HP le‹. PARRY Once per combat, you can Parry a meleé attack instead of defend. Test Resilience against defense DR+2 to block and riposte, dealing your weapon’s damage. On a Crišcal Hit deal x2 damage and reduce armour 1 šer. texts Spirit+d4 šmes per day. Uses Test Spirit DR12 to sucessfully use the text. If you fail, -d2 HP and no texts for 1 hour. Roll for Kami’s Vengeance for fumbles, page 66. Wielding Rest SHORT REST LONG REST 10 minutes, d4HP 6 hours, d6HP, roll Virtues All rest consumes 1 water and 1 food. 2 straight days without food, -d4HP each day. Infecšon/poison negates HP regen. Instead, -d6HP per day. STRIKING RANGED DEFENCE PARRY Vigor DR12 Spirit DR12 Swi‹ness DR12 Resilience DR14 ATTACK DEFENCE PARRY x2 damage, armour reduced 1 šer PC gains a ®ee attack x2 damage, armour reduced 1 šer 1-3 4-6 Enemies go ¬rst. PCs go ¬rst. COMBAT Roll d6 at the top of every round. Individual, Swi‹ness+d6 ATTACK DEFENCE PARRY weapon is broken or lost x2 damage, armour reduced 1 šer weapon is lost/broken, x2 damage, armour reduced 1 šer Initiative Critical hit Fumble Broken & Dead ZERO HP NEGATIVE HP Broken, roll on table Dead (or to Yomi) 1 2 3 4 Unconscious, d4 rounds, awaken d4HP Roll d6, (1-5 broken/severed limb), (6 lose eye, miss d4 turns, back with d4HP) Haemorrhage, dead in 2 hours unless treated, all Tests DR16 for 1 hour, DR18 last hour Dead Roll d4. Broken ≥ Current max HP, increase HP by d6 a chance to improve Roll d6. The GM decides when a PC has earned the chance to improve. Abilišes -3 to +1 always increase, unless the d6 result is 1. Decrease the abili› by 1, never below -3. ≥ < Increase abili›, +1 (max +6) Decrease abili›, -1 Roll d6 against all abilišes. Increase HP Ability change Equipment Bandages. Healer’s Kit. Rašons. d4HP d6HP, cure infecšon/poison 5 Food Vigor+8 normal size items or DR+2 on Swi‹ness/Vigor tests. Useful items Carrying capacity


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