Kamon: A Uchrony of Feudal Japan
Kamon: A Uchrony of Feudal Japan
This translation is a work in progress and it will be revised for the FINAL product
Inner illustrations: Alessandro Paviolo, Biagio D’Alessandro, Eleonora Guggeri, Pietro Bastas, Katerina
Ladon
Review: Alessandro Ibba, Anna Paola Argiolas, Davide Sgualdini, Eleonora Guggeri, Edoardo Azzaro,
Luca Leurini, Michele Puddu
Playtester: Alberto Mureddu, Alessandra Franceschi, Alessandro Ibba, Anna Paola Argiolas, Carlotta
Tronci, Cristina Dalu, Daniele Prisco, Davide Sgualdini, Edoardo Azzaro, Eleonora Guggeri, Enrico
Bertorino, Federico Mulas, Francesca Cara, Giorgio Floris, Ivan Satta, Luca Leurini, Paolo Alberto Pinna,
Paolo L’incesso, Roberto Cocco, Simone Loru, Kevin Lai, Gianluca Pusceddu, Michele Loddo, Mirko
Paradisi, Stefano Oppo.
Thanks for reading and the valuable cultural consultation: Sung Gyun David Cho, Yukiko Tasaki and the
Japanese Association in Sardinia “Yukari”.
All content in this Quickstart is solely intended to present Kamon and may differ from the content as it will be published.
The team described is not complete and will include many other professionals who will collaborate in the realization of the
project.
Kamon is a work of fiction. Names, characters, institutions, places and episodes, although inspired by real historical events and
mythology that has come down to us through historical texts and oral histories, are the product of the author’s imagination and
are not to be considered real.
Kamon is a uchrony. Out of respect for the extraordinary history that has inspired entire generations, many of Japan’s castles,
clans, and historical events that have occurred since the Kamikaze (1274-1281) have been reworked in a fictional context to
include them within the game setting. Clan lines of succession, geographical territories, and historical events themselves are not
faithfully transcribed in Kamon, and any attempt to chronologically relate them back to our world is impossible. Any resemblance
to facts, scenarios, organizations or people, living or dead, real or imaginary is purely coincidental.
Kamon is © Fabio Attoli 2018-2022 All rights reserved. The reproduction of any material without authorization is
forbidden. 1.1 Version- Marzo 2022
© matiasdelcarmine/Pro_Vector/artiflow/Draco77/rrice/ - [Link]
INDEX
Chapter 5: Adventure 54
Chapter 6: Bestiary 78
Oni 79
Gama 81
Minor armored Kappa 82
Bakeneko 83
Jibakurei 84
Kijo 85
A detailed and realistic Fantasy setting
inspired by feudal Japan for the most famous
role-playing game in the world.
5
THE WAR OF KAMI prevent the worsening of famines caused by an out
The divine winds were only the first manifestations of control nature. The castles were restored and
of the upcoming Kami war. the fortifications expanded, the walls extended to
In the days following the victory, earthquakes and protect the fields and homes of the farmers: it was
tsunamis devastated the entirety of Japan, engulfing the birth of fortress cities.
the smaller islands in the sea and partially changing The lack of security on the roads further isolated
the conformation of the coastline and mountain the clans, who led a solitary existence for years
ranges. At the sight of what was happening, the aimed exclusively at strengthening their defenses.
powerful families who had led the defense of the The lineage of the emperor became uncertain and
coast against the Mongol invasion, despite the his power was questioned. Any attempt to succeed
honors acquired because of their great triumph, like in the past, through the shogunate, to unify the
abandoned their positions and took refuge in their clans or restore a system of vassalage failed in the
castles to escape the fury of sea and sky. The clans bud.
separated trying to defend their domains and their The clans that managed to maintain possession
people, disattending pacts and alliances that had of their fortifications, or to conquer one, were the
kept them together until that moment. only ones to survive in these dark years.
These natural disasters were soon followed by Following a violent earthquake in 1383, over a
an increase in sightings of yokai, supernatural century after the advent of the Kamikaze, the sacred
manifestations, which upset farmers and travelers. island of Onogoro emerged in all its splendor,
Soon the roads were considered unsafe, and the bringing to light a large stone palace known in the
trade and exchange of information between the legend as Yahirodono.
various clans decreased. Many men tried to reach it, but the stormy waters
The fortresses, more and more isolated, became dragged all the brave explorers into the abyss.
strongholds of the surviving clans and refuge for In 1387 a young man named Mikoto presented
their people. himself to the fishermen of the coast with a green
In 1300 an arch appeared, far away in the sky, that jade necklace around his neck that had been given
seemed to connect suspended lands and clouds: it to him by his dying mother.
was the Amenoukihashi, the floating bridge. He announced that he was the descendant of
In the sanctuaries and in the temples the priests the emperor and that the blood of the goddess
spread unnerving omens, stating that the bridge Amaterasu flowed in him.
would have united the sky and the earth so that the From his flesh two large white wings unfurled,
divinities and the spirits could soon have walked which allowed him to reach the island by flight in
among the men. The Gods manifested themselves front of the astonished eyes of those present.
in all their power through dreams, visions and The incredulous fishermen went to report the
miracles; they appeared in the sky, immense and event to the Ogasawara clan in the castle of Akashi,
triumphant, revealing themselves to the men the nearest fortress town. The castle’s lord, together
weakened by the continuous fury of storms, with his most trusted samurai, took a boat and,
earthquakes, volcanic eruptions and tidal waves. noticing how calm the waters had become, headed
Izanami, the Kami of death, helped by his sons for the island without ado.
removed the boulder that blocked the access to Legend has it that when the men disembarked on
his prison, and the doors of Yomi, the kingdom of the island, shouts of joy were heard from one shore
darkness, were opened wide. For nearly a century, to the other.
leaderless and terrified, men went through the The members of the clan crossed the threshold of
darkest years of their existence in search of shelter the stone palace and entered the great hall with the
and defense against the wrath of the gods they once column of creation in its center.
worshipped, fighting against monstrous creatures Mikoto gave the Amanonuhoko, the sacred
and dark spirits. bejeweled halberd of Izanagi, to the lord of Akashi,
appointing him as his standard bearer. Mikoto
The Emperor’s War proclaimed himself emperor, supported by the
The wars and fear that raged throughout Japan blessing of the Goddess of Heaven Amaterasu, and
forced the clans to quickly organize new defenses, entrusted the bearer of the naginata with the task
train new warriors and keep the borders secure to of bringing his word to every castle in Japan.
6
The Samurai of the Ogasawara clan rode day besieging large fortresses became a real threat and
and night through all the provinces delivering the were often unattainable.
missives of their lord. In 1412 the order of the guardians was founded,
Years of wars and conspiracies, alliances and composed of heroes awarded with a sacred
betrayals in the name of ancient families and omamori by the emperor himself, sent on his direct
previous pacts followed; but all of this came to an order to help the Daimyo that had been crushed by
end in 1391 when the Imagawa clan of Nagoya supernatural forces.
castle, strong in the lineage with the Ashikaga In a few decades the guardians became heroes
and Minamoto families, handed over the sacred requested by the Daimyo of the whole empire,
Kusanagi sword to Mikoto, swearing allegiance to saviors of the weak and feared fighters, often
the emperor. blessed by the Kami themselves.
A few days later the Oda clan, descendants of the
noble Fujiwara family and lords of the castle of Tsu,
bowed to the power of the emperor and gave the
sacred mirror Yata no Kagami, the last of the three
sacred objects given by Amaterasu, goddess of the Mikoto’s empire
sun, to men. The delivery of the three imperial
insignia officially sanctioned the beginning of the The seat of the empire is, as desired
empire of Mikoto, son of Amaterasu. In 1392 the by the Kami themselves, Yahirodono,
Onogoro Council met, a gathering of the lords of the stone palace on the sacred island of
the noblest families that were still armed and ready Onogoro. This is the home of the empe-
to defend Japan, to establish the Onogoro Order ror and his entourage.
and draw up the imperial laws. The imperial guard is composed of four
The new empire was quickly formed following samurai, chosen by the emperor for vir-
the lines dictated by the Onogoro order and the tue and loyalty, in charge of defending
bushido code. him at the cost of their lives.
To the right of the emperor sits the
The War of the Guardians Shogun, the warlord, and to the left the
For about a decade the emperor ruled wisely Shikken, lord of the law.
and peace reigned once again. Clans expanded The respect of the law is entrusted to
fortifications and began building new castles at a tribunal, composed of seven Samurai
strategic points in defense of crossroads, resources and known by the name of Manchujom
and shrines. that does not reside in the palace but is
Many brave Samurai and warriors rose through convened for the most important dispu-
the clan ranks or gained the trust of the emperor tes.
with their courage and deeds. The lord of each fortress, called
In southern Japan, several cities fell to an ascetic, Daimyo, controls all neighboring lands,
Buddhist-derived movement devoted to pain and villages and resources granted by the
perdition. emperor. When a Daimyo is too old he
The Gaki, the hungry spirits, grew exponentially can abdicate and retire to the emperor’s
founding cities and attracting followers from all palace as members of the council of wise
the domains of the empire. men.
In the heart of Japan natural disasters did not The emperor’s wings became a symbol
subside and communications became increasingly of his power and the will of Amaterasu,
difficult due to a strong desertification of the the mon representing imperial power.
western coasts, and a vast swamp with its rotting Any task performed on behalf of the
slowly consuming the fertile lands of the fiefdoms. empire grants the clan great power and
The yurei, ghosts escaped from the kingdom of incalculable honor.
Yomi, invaded forests and old villages making them
places of death and torment, inaccessible to most
men. The yokai, in full force, spread everywhere,
especially in the north. Armies of Oni capable of
7
CHAPTER II
CLASSes AND races
In Kamon, heroes often play the role of guardians, wisdom.
i.e. adventurers who have sworn allegiance to the
emperor and who, on his behalf, bring their help guardians
to the clans of the entire empire and their people. The Guardians are heroes who, driven by devotion
Their intervention is requested by the Daymio, to the Emperor, a desire for social redemption and
lords of the clans’ fortresses and domains, to a deep sense of honor towards their clan, vow to
counter the adversities that threaten their lands, serve him and help him protect the empire and
especially when the hostilities are of supernatural all its inhabitants from the wrath of the Kami, the
origin. Yokai, the Yurei, and the very men who threaten
If a hero has noble origins, he can move around the stability and security of his domains.
the empire on behalf of his clan to increase its ties,
prestige and power regardless of the emperor’s will. ONOGORO ISLAND
Adventurers rarely wander the dangerous streets On the small island of Onogoro stands Yahirodono,
of the empire without the explicit recommendation the Emperor’s stone palace. Here, the names of all
of a clan. the guardians are preserved in the great scroll to
This is because their help is unlikely to be accepted honor their memory.
by proud fortress lords, clan members or monks in
their isolated sanctuaries. Emperor’s omomori
If the adventurer is not of noble descent, he might This small talisman of wood and cloth depicting
offer himself as a mercenary to a clan, common the emperor’s symbol is given to each guardian.
villagers or anyone who can afford his services. Although the omomori has no power, it breaks
The support of a noble family is important, but when worn by the non-legitimate owner.
some heroes are independent, lone wolves who
roam the empire in search of glory, riches or
SAMURAI Creating a Samurai
Samurai swear allegiance to the lord of the
fortress; as his servants, they carry out their duties
The samurai are the symbol of an educated caste without delay and without fear. In order to increase
dedicated to the art of war, meditation and writing. their own and their clan’s honor, many samurai
These warrior philosophers, but at the same time swear allegiance to the emperor as guardians, thus
politicians and administrators, held power even releasing themselves from their obligations to their
before the advent of the kamikaze. lord and placing their weapons in the hands of the
The need for strong military figures of reference gods.
further increased their power. Gathered in clans,
they held control of fortresses and surrounding Noble backgrounds. All Samurai are of noble
lands, representing the law and being the symbol origins, that is, they belong to a family (clan) that
of virtuous men. controls a domain on behalf of the emperor.
Samurai, representing the noble caste, adhere to Humble backgrounds. There are very few cases
strict etiquettes that include caring for their person in which men of humble origins, distinguished
and their weapons. for their ability and courage, have been invested
All Samurai wear chonmage, the traditional noble with the office of Samurai. Several clans of humble
hairstyle, and always carry with them the tools to origins still fight against the prejudices of the
keep their hair in order. aristocracy and older families.
They wear fine kimonos, different for every
occasion, and always carry on their belts the daishō,
their two swords: the katana and the wakizashi.
According to popular belief, the soul of a Samurai
resides in the blade of his katana.
When a Samurai goes off to war he wears the great
armor, called Yoroi. To be more fearsome and scare
their opponents, many samurai wear the Menpō, a
mask with demon features.
POWER
Samurai are the only political figures; they
represent administration and law. Samurai are
attached to a clan that represents their family. Each
fortress, and related lands, outposts, crossroads
and villages, is controlled by a samurai called
Daimyō. All Daimyō are loyal and answerable to
the Emperor who chooses the Shogun, the highest
military office, from among them.
Among the Daimyō there is also a provincial
council composed of a warlord in order to oversee
each province.
When a Daimyō is too old to continue performing
his duties, he enters the rōjū, council of elders,
directly at the service of the emperor.
The office of Samurai and Daimyō is hereditary,
but it is possible to designate as heir a nobleman of
another clan without a direct link. In this case the
last word is up to the Shogun who will evaluate the
merits and honor of the candidate.
9
class features Way of virtue
As a Samurai, you gain the following class features. The Samurai is proficient in Daishō (samurai
weapons) and Kitsuke (kimono dressing).
HIT POINT
Hit Dice: 1d10 per Samurai level Two-Weapon Fighting
Hit Points at 1st Level: 10 + your Constitution When you engage in two-weapon fighting, and
modifier these weapons are a Katana and a Wakizashi, you
Hit Points at Higher Levels: 1d10 (or 6) + your can add your ability modifier to the damage of the
Constitution modifier per Samurai level after 1st second attack.
ProfIciencies Dueling
Weapon: way of the hand, way of the sword, way When you are wielding a Katana in one or two
of the bow hand and no other weapons or shields, you gain a
Armor: Light armor, medium armor, helmet +2 bonus to damage rolls with that weapon.
Saving Throws: Strength, Wisdom
Skills: Choose two skills from Animal Handling, Will of steel
Athletics, Insight, Intimidation, Medicine, A Samurai through discipline and meditation can
Meditation, Nature, Religion, History. endure fatigue and pain. On your turn, you can use
a bonus action to regain hit points equal to 1d10 +
Bond of honor your Samurai level. Once you use this feature, you
The Samurai follows the laws of Bushido. The must finish a short or long rest before you can use
Samurai’s alignment is always Legal. it again.
IAIDO
Beginning at 2th level, if the Samurai’s initiative
is higher than that of his opponents, he is allowed
to launch a first precise attack with his action. The
katana must be wielded with one hand while the
other hand must be free to hold the scabbard of
the weapon in place to allow a quick draw. If the
Samurai’s attack hits the target, it automatically
inflicts a critical hit. Once the weapon has been
drawn, the Samurai may not use this privilege for
the rest of the fight. This action is considered a duel
(see Dueling privilege).
Martial Archetypes
At 3rd level, you choose an archetype.
名誉 Meiyo: honor
gain proficiency with Shodo (Calligraphy) and
Meditation.
There is only one judge of the Samurai’s honor: himself.
The decisions you make and the actions that follow are
FLUID DEFENCE a reflection of who you really are. You cannot hide from
When you choose this archetype at 3rd level, yourself.
you can add your proficiency bonus to your as a
reaction, his proficiency bonus to his AC against 忠義, Chugi: duty and loyalty
a melee attack that would hit him, before knowing For the Samurai, to perform an action or express
its effects. To do this the Samurai must see the something is to become its owner. He takes full
attacker and must wield the katana. responsibility for it, even for what follows. The Samurai is
immensely loyal to those he cares for. He remains fiercely
loyal to those for whom he is responsible.
BUGEISHA no male heirs or when they are still too young.
The emperor appreciates the services of the
Bugeisha and there are many who, as guardians,
The Bugeisha are women warriors of the Japanese serve the empire by honoring their clan with their
nobility. Their training is supervised directly by devotion and virtue. Bugeisha rarely leave their
the samurai from whom they learn the art of war. clan to become mercenaries or outlaws, but history
Although they are not allowed to be involved in always reserves exceptions.
politics, they frequent the courts and battlefields
like a samurai. Noble backgrounds. Most of the Bugeisha are
They are trained fighters and at the same time of noble origins, that is, they belong to clans that
educated courtesans, experts in traditions as well control a domain on behalf of the emperor.
as in the use of weapons of war.
Bugeisha are not allowed to carry and use daisho, Humble backgrounds. The chances of a woman of
the samurai weapons. humble origins being trained to become a Bugeisha
Although they are not required to abide by the are very low. It would be a social redemption
bushido code, it is their duty to always have a justifiable only by a heroic act, a test of courage or
decent and well-groomed appearance as the a moving gesture of loyalty. Another possibility is a
samurai themselves, with hairstyles and equipment reunion with a relative who has suffered an adverse
always in order as representatives of a clan. fate that has kept him away from his true family.
When not in battle they are obliged to wear the
shimada, the traditional hairstyle of noble women,
and the kimono.
In everyday life they dress like any noblewoman
but in battle they choose comfortable clothes and
often armor. In rare cases, some obtain permission
to use a large suit of armor, possibly belonging to
some valiant deceased samurai of her own family.
Alone in battle
Bugeisha are not common figures in the empire.
Not all families offer their women this possibility
and they are often alone in an environment
dominated by the Samurai who do not miss an
opportunity to belittle the skills and power of those
who question the uniqueness of their rights.
When a courtesan shows the will or talent to
pursue a martial path is often punished and
demotivated by his own family. Other times her
wish is granted by the clan, often due to the lack of
male heirs and more rarely out of respect and trust.
creating a bugeisha
Bugeisha are noble and valiant warriors, but they
are not bound by the strict laws of bushido.
They fight alongside the Samurai and hold
important positions for their clan but are not called
upon in the affairs of politics.
However, there have been cases of women in
power, both before and after the advent of the
Kamikaze. Usually the rise to power of a woman
occurs at the death of her husband when there are
12
class features
As a Bugeisha, you gain the following class features. QUICK ATTACK
The Bugeisha is able to move quickly during
hit points an encounter. When you make a hit roll with a
Hit Dice: 1d10 per Bugeisha level weapon against a creature, she can choose to add
Hit Points at 1st Level: 10 + your Constitution 1d6 to the hit roll and damage. You can only use
modifier this maneuver before making the attack. If you use
Hit Points at Higher Levels: 1d10 (or 6) + your this privilege, you have an armor class of 10 until
Constitution modifier per Bugeisha level after 1st the start of his next turn.
PROFICIENCIES CoOrtigian
Weapon: way of the hand, way of the war, way of The Bugeisha is proficient in Cha no yu (tea
the bow ceremony) and Kitsuke (kimono dressing)
Armor: Light armor, medium armor, helmet
Saving Throws: Dexterity, Wisdom graceful block
Skills: Choose two skills from Animal Handling, At 2nd level you can avoid an attack with
Acrobatic, Athletics, Insight, Intimidation, unpredictable movement. When you are hit by a
Medicine, Meditation Nature, Religion, History. creature’s attack that you can see, you can use your
reaction to automatically make the attack fail.
Fighting Style You must declare that you are using graceful
You adopt a particular style of fighting as your block before you know the effect and damage of
specialty. Choose one of the following options. the attack. Once you use this feature, you must
finish a long rest before you can use it again.
Archery
You gain a +2 bonus to attack rolls you make with Martial Archetypes
ranged weapons. At 3rd level, you choose an archetype.
Two-Weapon Fighting
When you engage in two-weapon fighting, you
can add your ability modifier to the damage of the
second attack.
Contender
When fighting a single creature within 5 feet of
you, you gain a +2 bonus to damage rolls with that
melee weapon.
DancER
While you are not wearing any armor, your
Armor Class equals 10 + your Dexterity modifier
+ your Charisma modifier. You cannot use a shield
or helmet and still gain this benefit.
13
MARTIAL ARCHETYPES whiteness
The Bugeisha grows up between the court and A humanoid creature that can see you and is
the dojo, developing social and martial skills. A within 30 feet of you must make a Wisdom saving
Bugeisha’s martial paths will lead her to perfect throw with CD equal to 8 + the Charisma modifier
her battle techniques through warfare and hard and the Bugeisha’s proficiency bonus.
training. Not infrequently, the Bugeisha embraces The target has advantage if you or his allies are
a protective Kami. fighting against him.
If the target fails he is charmed for 1 hour. The
BATTLE SPIRIT effect ends if the creature is harmed by you or its
The Bugeisha hone their great martial skills by allies. The target may repeat the saving throw if
building on their experiences on the battlefields threatened or endangered by the deception.
and in their family’s dojo. The martial technique of The creature at the end of the whiteness will lose
a Bugeisha is equal to that of a Samurai and their interest in the Bugeisha unsure whether it was
extreme lethality makes them trusted companions the victim of a spell or a natural and irrational
and indispensable guards for men of power. attraction.
The Battle Spirit archetype focuses on developing Once you use this privilege, you cannot use it
quick and deadly attacks. again until you complete a long rest.
Deceptive attack
If you use a weapon with Reach proprieties it
adds an additional 5 feets of Reach to attack or to
determine the range of its attacks of opportunity.
mortal dance
If you have two or more opposing creatures that
you can see within 5 feet and you wield at least
one melee weapon, you can use your action to
automatically inflict 1d6 hit points on all of those
creatures.
SNOW DRAGON
Bugeisha embraces faith in the dragon Kurao.
Kurao is the Kami of the snows and rains, the lord
of the skies and guardian of the heavenly kingdom.
When Bugeisha chooses this archetype at 3rd
level, her skin becomes as white as snow and her
eyes the color of ice.
ice net
You choose a creature within 60 feet that you are
able to see. The target must pass a Dexterity saving
throw with CD 8 + the Dexterity modifier + the
Bugeisha’s proficiency bonus or become caught
up in a blizzard. If it fails the saving throw, the
creature is Restrained condition to a maximum of
4 rounds due to the ice deposited on its body. A
creature restrained by the ice can use its action to
make a Strength check against your spell save DC.
If it succeeds, it is no longer Restrained. Once you
use this privilege, you cannot use it again until you
complete a long rest.
14
NINJA Noble Backgrounds. Most Ninjas are of humble
origins; clans rarely send a member of their families
to train as a shinobi or kunoichi. The reasons for
The ninja (male Shinobi, female Kunoichi) are this may be diverse, from having a trusted assassin
warriors trained to carry out raids and espionage in their ranks, to having a skilled spy among their
missions aimed at weakening enemy forces. diplomats. The reasons could also be social, i.e.
Initially used by the clans for the control of territory to remove a dishonored clan member or even
and power, with the advent of Kamikaze their skills a punishment in case one loses honor for some
became essential to survive and were requested by reason. The Ninja may be part of a fallen clan, and
the emperor himself. it is therefore possible that his training was granted
Ninja warriors make stealth and speed their as a favor or debt to the family.
main weapons, specializing in the use of various
weaponry and equipment aimed at the success of Humble backgrounds. Ninjas are trained from
their missions. an early age in isolated villages in the mountains.
Unlike the Samurai or the Yamabushi, the The path is difficult and many teenagers do not
ninja does not operate according to a code or complete their training, dying in the attempt to
a philosophy, his commitment and devotion is become a ninja warrior. To become a Shinobi or a
directed exclusively to the mission with which he Kunoichi requires many talents and young people
is entrusted. are carefully chosen regardless of social class.
creating a ninja
Ninjas may work for powerful noble families,
swearing allegiance to a clan, while others are part
of covens that serve the highest bidder, and yet
others, although rarely, may be free mercenaries.
When a Ninja swears allegiance to a clan, he usually
has been acquired at the school in which he was
trained, while it rarely happens for a Ninja who has
managed to earn his independence as a mercenary.
Ninjas seeking social revenge swear allegiance to
the emperor by becoming guardians, putting their
skills at the service of the weakest to combat the
threats of the yokai. The Samurai appreciate this
gesture as do the schools because it increases their
popularity and their role in society.
15
class features CUNNING ACTION
As a Ninja, you gain the following class features. Your quick thinking and agility allow you to move
and act quickly. You can take a bonus action on
hit points each o f your turns in combat. This action can b
Hit Dice: 1d8 per Ninja level e used only to take the Dash, Disengage, or Hide
Hit Points at 1st Level: 8 + your Constitution action.
modifier
Hit Points at Higher Levels: 1d8 (or 5) + your POISONER
Constitution modifier per Ninjai level after 1st Starting at 2nd level, you are proficient in
poisoning.
PROFICIENCIES Tools: Poisoner’s Kit.
Weapon: way of the hand, way of the occult
Armor: Light armor Fukiya
Saving Throws: Dexterity, Intelligence Starting at 2nd level, you may with a bonus action
Tools: Disguise Kit, Thieves’ Tools. use a blowgun with a range of 30 feet to hit a
Skills: Choose two skills from Acrobatic, creature with a small metal dart.
Athletics, Insight, Perception, Persuasion, Sleight The dart automatically hits the creature and deals
of Hand, Stealth and Survival. 1 damage. It will also be incapacitated until the end
of its next turn. Once you use this privilege, you
SNEAK ATTACK cannot use it again until you complete a short or
You know how to hit with precision by taking long rest.
advantage of an opponent’s distractions.
Once per turn, you can deal an extra 1d6 damage martial Archetypes
to one creature you hit with an attack if you have At 3rd level, you choose an archetype.
advantage on the attack roll. The attack must use a
way of the occult or a ranged weapon. At 3rd level Ability Score Improvement
you inflict an extra 2d6. When you reach 4th level you can increase one
ability score of your choice by 2, or you can increase
Makibishi two ability scores of your choice by 1. As normal,
You can cover your escape with sharp iron stars you can’t increase an ability score above 20 using
that you scatter in the ground near you. With one this feature.
action, you create within 10 feet of you a square
area with a 4.5 side that becomes difficult terrain martial Archetypes
for any Small, Medium, or Large creature. The Different ninjas choose different approaches
creature can, taking 1d4+1 damage, ignore the to perfect their fighting and raiding skills. Some
effects of the difficult terrain. You ignore the effects Archetypes will embrace faith in a Kami to gain
of the makibishi privilege and move normally. dark favors, just as others will focus on mysterious
Once you use this privilege, you cannot use it again martial art.
until you complete a short or long rest.
Shuriken
You may, as a bonus action, hurl up to 3 metal stars
at one or more creatures. Shurikens automatically
strike and deal 1d4 +1 piercing damage each.
Shurikens can be thrown with a maximum range
of 30 feet. This privilege is a bonus action and
cannot be considered a sneak attack. Once you
use this privilege, you cannot use it again until
you complete a short or long rest. At 3rd level you
throw 4 shurikens.
16
Moon Child characteristics to 20 for 10 minutes, except for
The Ninja surrenders to the will of Tsukuyomi, Charisma.
Kami of the moon and night. This Kami is the
brother of Amaterasu and a descendant of Izanagi. Kyo: energy direction
The Ninja who focuses on this archetype have the Starting at 3rd level, you can open your hands in
power to control shadows, night and dreams. front of you channeling and spreading your energy.
Any creature within a 15-foot cone takes 6d4 force
lord of the night damage.
You know the Darkness spell (2nd level) and
Sleep spell (1th level). To: harmony with the universe
You can cast a single spell with this trait and Starting at 3rd level, you can enter into harmony
regain the ability to do so when it completes a short with the universe. Before you take an action, the
or long rest. The spellcasting trait for these spells DM will tell you whether the action will result in
is Intelligence. a positive or negative outcome, whether there will
be a positive or negative outcome, or whether the
SHADOW FORM action will be completely irrelevant to the harmony
You transform yourself into a shadow. The shadow of the universe.
form ends if you drops to 0 hit points. While in
this form, your’s only method of movement is a
flying speed o f 10 feet. You can enter and occupy
the space o f another creature. POISONS
You has resistance to nonmagical damage, and Mamushi poison (Injury)
it has advantage on Strength, Dexterity, and This venom must be extracted from a
Constitution saving throws. You can pass through dead or incapacitated venomous snake.
small holes, narrow openings, and even mere A creature subjected to this poison
cracks, though it treats liquids as though they were must make a DC 11 Constitution saving
solid surfaces. throw. On a failed save, it takes 10 (3d6)
You have advantage on all stealth checks. If there poison damage. On a successful save,
is dim light you are automatically hidden. the creature takes half damage and isn’t
While in the form of a shadow, you can’t talk or Poisoned.
manipulate objects, and any objects it w as carrying Spider lily poison (Injury)
or holding can’t be dropped, used, or otherwise This poison must be made from a red
interacted with. You can’t attack. Once you use this flower that usually grows in wetlands
feature, you must finish a long rest before you can and along rivers. It blooms in the fall.
use it again. A creature subjected to this poison
must make a DC 13 Constitution saving
Mystic throw. On a failed save, it takes 6 (1d12)
The ninja learns the art of Kuji Kiri, or the poison damage and is Poisoned for 24
cutting of the nine characters. The ninja is able to hours. On a successful save, the creature
perform miracles by following a precise sequence takes half damage and isn’t Poisoned.
of particular signs with the hands called mudra. Fugu poison (Ingested)
This art is not linked to the Kami but its strength is This venom must be extracted from a
attributed to the ascetic practices of Buddhism. For dead or incapacitated Fugu fish.
this reason the ninja who practices this discipline A creature subjected to this poison must
is often called mystic, sorcerer or enlightened. succeed on a DC 15 Constitution saving
Once a ninja has used one of the following cuts, throw or be Poisoned for 4d6 hours.
he cannot use any more until he completes a long The Poisoned creature is Paralyzed. The
rest. Using one of the cuts is always the same as creature can repeat the saving throw at
performing an action. the end of each of its turns, Ending the
Effect on itself on a success.
Rin:strength of mind and body
Starting at 3rd level, you may increase one of his
17
YAMABUSHI as if to symbolize that they are already prepared
for death, as their deep meditations lead them not
to fear it. The samurai love to meditate and talk
Yamabushi are hermits who spend their lives with the yamabushi, appreciating their wisdom
seeking perfection through ascetic practices and and awareness of life and death. They use many
aim, through hard and constant training, to become weapons but prefer the naginata, like the Sohei.
fully aware of their bodies and the surrounding They often wear straw hats, large ropes around
nature. their waists as a belt and the mala, bracelets, bands
Although the manifestation of the Kami has and belts that tie together several grains.
relegated Buddhism to a secondary religion, feared
by many, the Yamabushi follow the path of Zen and creating a yamabushi
the words of the Buddhas. When the yamabushi decides to stop his path
It is not uncommon for the yamabushi to live of meditation and solitude, it is because he has
in communities within ancient Buddhist shrines, received a sign or motivation that has shaken his
isolated from fortresses and society. Their practice balance. Yamabushi rarely take sides with fortress
with weapons, aimed at strengthening mind and lords or clans. When they do, they must firmly
spirit, makes them exceptional fighters and their believe in the cause.
relationship with pain makes them immortal It is not uncommon for a yamabushi to begin his
warriors in the eyes of humble people. They have journey as a monk in a Shinto temple worshipping
deep knowledge of sacred texts, they study nature, the Kami. The yamabushi is not a priest, however,
medicine and mystical practices that allow them to and accepts the Kami as deities who, like men,
cure and free people from supernatural diseases. struggle for the balance of the world and therefore
seek their certainty elsewhere.
The yamabushi usually dress with a white Some of them are able to manipulate the natural
headdress that covers part of the face and falls elements by evoking the power of the Kami. The
over the shoulders. Many dress entirely in white yamabushi consider temples and shrines to be
sacred places and are ready to defend them with
their lives, whether Shinto or Buddhist. The
yamabushi respect their sacredness, their history
and the thoughts that are born in those places of
reflection.
Although the emperor represents the will of the
Kami on the land of men, many yamabushi swear
allegiance to the emperor by becoming guardians
and putting their strength and wisdom at the
disposal of the weakest to preserve balance and
harmony.
Women who choose this path are very rare, and
there are no known cases of female Yamabushi
within fraternities.
18
class features Mighty Weapon Fighting
As a Yamabushi, you gain the following class When you roll a 1 or 2 on a damage die for an
features. attack you make with a melee weapon that you are
wielding with two hands, you can reroll the die and
HIT POINTS must use the new roll, even if the new roll is a 1 or
Hit Dice: 1d10 per Yamabushii level a 2. The weapon must have mighty.
Hit Points at 1st Level: 10 + your Constitution
modifier Weapon and shield
Hit Points at Higher Levels: 1d10 (or 6) + your While you are a weapon and a shield, you gain a
Constitution modifier per Yamabushi level after +1 bonus to AC.
1st
Strength from Pain
PROFICIENCIES If you take damage during your turn, you gain
Weapon: way of the hand, way of the war 1d4 temporary hit points at the end of your turn.
Armor: Light armor, medium armor
Saving Throws: Constitution, Wisdom PILGRIM
Tool Proficiencies: Herbalism kit At 2nd level, you conserve your speed on difficult
Skills: Choose two skills from Animal Handling, non-magic terrain.
Athletics, Stealth, Intimidation, Medicine,
Meditation Nature, Religion, Perception, Survival. POWERFUL HIT
Starting at 2nd level, you conserve your energy
HERMIT while studying your enemies in combat. Whenever
Your proficiency bonus is doubled for Nature, you miss a creature or are hit, you gain 1d6 for the
Survival and Medicine ability checks you make powerful hit. You may, after hitting a creature, add
that uses either of the chosen proficiencies. one or more dice gained from the powerful blow
to the damage of the attack. If the fight ends before
Fighting Style the gained dice are used, they are lost. The Powerful
You adopt a particular style of fighting as your Strike dice are not affected by a critical.
specialty. Choose one of the following options.
Martial Archetypes
FIGHT At 3rd level, you choose an archetype.
You can roll a d4 in place of the normal damage
of your unarmed strike. Ability Score Improvement
When you reach 4th level you can increase one
Two-Weapon Fighting ability score of your choice by 2, or you can increase
When you engage in two-weapon fighting, you two ability scores of your choice by 1. As normal,
can add your ability modifier to the damage of the you can’t increase an ability score above 20 using
second attack. this feature.
GUARDIAN
When a creature you can see attacks a target other
than you that is within 5 feet of you, you can use
your reaction to impose disadvantage on the attack
roll. You must be wielding a two-hands weapon or
a shield.
TWIN WEAPON
The Yamabushi chooses a weapon from the way
of war. If the Yamabushi uses the chosen weapon
he gains a +2 bonus to damage and +1 to martial
technique.
19
MARTIAL ARCHETYPES
Different Yamabushi choose different approaches
to perfect their survival skills.
GOD OF WAR
Following Buddhist principles, Yamabushi
becomes the guardian of creation and defender of
the weak. At the same time he finds his guide in
the figure of Susanoo, the exiled god of the Shinto
tradition. This inner conflict draws the yamabushi
away from the path of pain and towards the light
and beauty of nature.
A fierce warrior and guardian of creation, the
Yamabushi becomes one of the warriors of the
legends nicknamed “the immortals”. Susanoo,
famous for having freed men from the scourge
of great yokai, is considered a Kami of great
importance, faithful to Amaterasu and defender of
the weak.
I am your shield
When a creature you are able to see attacks a target
within 5 feet of you, you can use your reaction to
absorb the damage dealt as if you were the target.
huge creatures
Starting at 3rd level, you gain a +2 bonus to attack
roll you make against giant and huge creatures. POTIONS
Izanagi water. A character who drinks
LOST ASCETIC the magical fluid in this vial regains 2d4
The archetype of the Lost Ascetic drives the + 2 hit points. Drinking or administering
Yamabuschi to a life of ascetic practices aimed at a potion takes an action.
pain tolerance and suppression of emotions. Izanagi help. A character who drinks
The Yamabushi overcomes the limits of his the magical fluid in this vial regains 2d8
physical form by becoming numb to suffering and + 2 hit points. Drinking or administering
deprivation. a potion takes an action.
Ashitaba (antidote). A character who
No pain drinks this fluid erases the effects caused
You gain +1 to maximum hit points for each by an poison (ingested). This potion has
of your hit dice starting at 1st level and for each a bitter taste and is made from the leaves
Yamabushi level after 1st. of an evergreen plant that grows wild
near the beaches.
blood gift Hatomugi (antidote). A character who
After you hit an enemy, but before you roll ingests these dried seeds has advantage
for damage, you may subtract up to half of your on saving throws against poison for 1
remaining hit points to add the value of the hit hour.
points spent to the damage of your attack. Shiso. A character who drinks this
Once you have used this privilege, you may not potion erases a level of weakening. The
use it until the start of your next turn. potion have a strong scent of mint and
cinnamon extracted from a plant.
20
PRIEST the naginata their representative weapon. The
Miko order, formidable archers, was established
as an exclusively female order.
When the Kami appeared and the emperor The power of the Shinto temples grew,
manifested himself in all his power, the Shinto completely obscuring the Buddhist sacred places
temples experienced a new greatness. Soon some and in general any other belief in the empire.
priests were gifted with great powers, attracting Thanks to the power of the Kami, priests were
the attention of the clans and the admiration of the able to perform miracles and channel the power
common people. of the deities for their own causes.
The warrior monks associated with Buddhist Mastering the elements, firmly repelling the
temples, known as Sohei, converted to Shintoism forces of darkness, manipulating the minds
and joined the Miko order. of opponents, healing the sick or inflicting
At the behest of the emperor, heir of Amaterasu, excruciating torment are just some of the gifts
two military orders were formalized based on the granted by the Kami to the Miko and the Sohei.
traditions of both religious groups.
The monks were given the task of carrying on The Sohei wear a typical headdress and a wide
the maintenance of the temples and the care of white kimono, thus honoring the symbolic color
the needy and pilgrims, while the Sohei and Miko of death. On top of these vestiges they usually
would become warriors blessed by the Kami, wear colorful vestments or war armors, often
essential to win the fight against the yokai and together with hats of arms or straw hats. Many of
restore the order between the realm of the living them, by tradition, retain Buddhist ornaments.
and the realm of the dead. The Sohei, an exclusively
male order, specialized in melee combat, making The Miko wear a traditional robe, consisting of
a red hakama (wide skirt-like pants) and a white
kimono with large sleeves. The red and white
colors are also reprised by the ribbons they use
to tie their hair so as not to get in the way when
using the bow.
CREATING A PRIEST
Many priests, driven by greater vocations, follow
their path swearing allegiance to the Emperor
and serving their Kami through his will. Others
choose to carry the word of their Kami to the
various temples and wherever their wisdom is
needed.
21
class features ability. In addition, you use your Wisdom modifier
As a Priest, you gain the following class features. when setting the saving throw DC for a Kami spell
you cast and when making an attack roll with one.
hit points
Hit Dice: 1d8 per priest level Spell save DC = 8 + your proficiency bonus +
Hit Points at 1st Level: 8 + your Constitution your Wisdom modifier
modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Spell attack modifier = your proficiency bonus +
Constitution modifier per priest level after 1st your Wisdom modifier
22
SPELLS SLOTS one Omamori at a time it may also carry other
Level 1st: 2 slots of 1st level consecrated omamori. Breaking, destroying, or
Level 2nd: 3 slots of 1st level ruining the omamori renders it ineffective. Yomi
Level 3rd: 4 slots of 1st level / 2 slots of 2nd level creatures may not touch an omamori.
Level 4th: 4 slots of 1st level / 3 slots of 2nd level
Return Omamori. The wearer has advantage on
Martial Tradition the next saving throw against death. If worn or
Sohei and Miko are expert fighters, soldiers trained wielded, this omamori will automatically activate.
in the specific use of a weapon that represents their
order. Omamori of Travel. The wearer may roll 1d4 and
add the result to a Perception or Survival test.
Extraordinary Archer
Miko (and only miko) gain a +2 bonus to the roll Omamori of Love. The wearer has advantage on
to hit with a bow. a Charisma test aimed at a creature of his choice
that is not hostile toward him.
Warrior Monks
Sohei (and only Sohei) gain a +2 bonus to damage Omamori of Fortune. When the wearer roll a 1
with a naginata. on an attack roll, ability check, or saving throw, you
can reroll the die and must use the new roll.
Omamori
You can infuse the Kami’s protection into a small Omamori of Health. The wearer after he is
talisman of cloth or wood. You may not create more wounded, instantly recovers 1d4 of Wound Points.
than one consecrated omamori per day. The cost of If worn or wielded, this omamori will automatically
making an Omamori is a few copper coins. Once activate.
this privilege is used, you may not use it again until
you complete a long rest. Ofuda
The omamori’s power, when worn by a creature, At the 2nd level you can write inscriptions on a
can be activated as a bonus action. The omamori hemp scroll to open and close the doors of Yomi,
breaks when used. the realm of the dead. You can also protect places,
A creature can only wear or hold one consecrated objects or people from the presence of the yurei.
omamori at a time, except for the guardian’s
omamori. The cost for making it is a few copper coins. Once
Although a creature may only hold or wear you use this privilege, you cannot use it again until
you complete a short or long rest.
Ofuda of Protection
Priest level 2nd
23
until it takes any damage.
A turned Yurei must spend its turns trying to
move as far away from you as it can, and it can’t
willingly move to a space within 30 feet o f you.
It also can’t take reactions. For its action, it can use
only the Dash action or try to escape from an effect
that prevents it from moving. If there’s nowhere to
move, the creature can use the Dodge action.
protector kami
A partire dal 2° livello, you gain the following
privilege based on your Kami protector.
24
izanagi spells new spells
Cantrips Regret FIre
Mending 1st-level Kagutsuchi
Spare the Dying
Sacred Weapons* Casting Time: 1 action
Range: 120 feet
1st Level Duration: Instantaneous
Detect Poison and Disease
Cure Wounds You choice a creature that you can see within
Protection from Yurei* range. This target takes 4d4 fire damage. At Higher
Levels. When you cast this spell using a spell slot
2nd Level of 2nd level or higher, the target takes 1d4 more
Protection from Poison damage for each slot level above 1st.
Lesser Restoration
Enlarge/Reduce lava stone armor
1st-level Kagutsuchi (ritual)
Kagutsuchi spells
Casting Time: 1 action
Cantrips Range: Self
Sacred Flame Duration: 8 hours
Produce Flame
Fire bolt A protective lava stone armor surrounds you that
covers you and your gear. Your base AC becomes
1st Level 13 + your Dexterity modifier. If a creature touch
Burning Hands you, this takes 1d6 fire damage. The spell ends if
Lava stone armor* the target dons armor or if you dismiss the spell as
Regret Fire* an action.
Cantrips You infuse the Kami power into the weapon you
Thorne Whip hold. Until the spell ends the weapon emits dim
Guidance light for 10 feet. Additionally, attacks made with
Sacred fox messenger* the weapon deal 1d10 radiant damage in place of
the damage normally attributable to the weapon.
1st Level If the weapon is not already a magical weapon, it
Animal Friendship becomes magical for the duration of the spell.
Speak with Animals
Hail of Thorns Protection from Yurei
1st-level Izanagi (Ritual)
2nd Level
Sacred rice bowl* Casting Time: 1 action
Spike Growth Range: Touch
Beast Sense Duration: Concentration up to 10 minutes
*New Spells Until the spell ends, one willing creature you
touch is protected against the Yurei.
The protection grants several benefits. Yurei have
disadvantage on attack rolls against the target.
The target also can’t be charmed, frightened, or
possessed by them. If the target is already charmed,
frightened, or possessed by such a creature, the
target has advantage on any new saving throw
against the relevant effect.
26
Three kingdoms
Not all men are aware that their Earth is connected
with the heavenly realm and the realm of darkness.
The Amenoukihashi Bridge connects the moors
of the sky, the divine realm of Amaterasu guarded
by the Tengu and the Dragon God Kurao, to the
top of Mount Takamagahara.
In the lands controlled by the fortress of Matsue,
near the shrine of Izumo, there is a great cave that
leads into the realm of Yomi, the moors of the dead,
home of the powerful Kami Izanami. In this place
of darkness, spirits feed on the food of the dead
guarded by the Oni, fierce and bestial creatures.
When a man feeds on the food of the dead
he binds his spirit to Yomi forever, but if free of
torment and regret, and if his life has been lived
with honor, then he can leave the realm of the dead
to unite with nature and the spirits.
Japan and Kagutsuchi, the powerful Kami of fire,
were born. Izanami, however, died giving birth to
his son and Izanagi decapitated him out of anger.
Izanagi, having buried his beloved in Mount Hiba,
decided to go to retrieve her spirit in the kingdom
of Yomi, but Izanami had already eaten the food
of the dead and so, seeing her now reduced to
a decomposed body and bound to a world of
oppressive darkness, he fled from the kingdom of
Yomi, abandoning Izanami to his fate and sealing
the entrance to the world of the dead with a huge
boulder.
Izanagi went to purify his body, and washing his
face generated Amaterasu, the Kami of the sun and
sky, Tsukuyomi, the Kami of the moon and night,
and Susanoo, the Kami of storms and the sea.
The Kami are many, and it is possible to find them
in any aspect of nature.
With the advent of the Kamikaze, they manifested
themselves in all their power and grandeur, starting
Genesis of the Kami a great war that saw Izanami side with his son
There are two Kami considered the father and Kagutsuchi, facing the ancient companion Izanagi,
mother of the Gods: Izanagi and Izanami. Together defended by his daughter Amaterasu.
they created the Earth through the naginata known
as Amanonuhoko, stirring the waters of the sea Among the most powerful Kami who manifested
from the floating bridge, the Amenoukihashi. themselves to men there are Inari, deity of nature,
On the island of Onogoro, the first land, they rice and protector of foxes; Uzumi, Kami of the
erected the pillar of creation (the Amenomihashira), dawn, cunning, art and sensuality; Fuijin and
and built a great stone palace (the Yahirodono), Raijin, Kami of winds, thunder and lightning.
which became their home on Earth. Their first Also revered and feared are the great dragons,
children, Hiruko and Awashima, were abandoned Ryujin and Kurao. Ryujin, Kami of the sea and
in the sea because they were malformed. storms; Kurao, lord of rain and snow, and guardian
From their subsequent union the other lands of of the kingdom of Amaterasu.
27
HAN-YO
In a land dominated by men, the advent of Each han-yo grows up within a fortress and, as
supernatural creatures, who until then were with any human race character, they are obliged to
believed to be legendary, had a profound impact choose one to which they belong.
on the cultures and beliefs of the population. If the han-yo is noble they can choose their own
When the first han-yo, or half-yokai, appeared, clan membership.
reactions were mixed.
Because of their different and animal-like features, Divine lineages
they were immediately pointed out as monsters The han-yo, although united by similar origins,
born from violence and evil deceptions, pranks of have many differences between them.
the very Kami to punish men. The word in fact includes all anthropomorphic,
The monks, on the other hand, spoke words of half-human half-supernatural, intelligent creatures
peace and acceptance to these human yet divine and, although used in a derogatory sense by men
creatures, interpreting their coming as a gift from to associate them, there are many sub-races that
the Kami. are named with the word han and the name of the
The han-yo slowly integrated into the clans of men yokai to which they are related.
within the fortresses, demonstrating their value
and humanity. Their innate abilities soon became nstincts
essential in the constant struggle for survival, and Han-yo are tied to their natural origins, and
many of the prejudices against them faded. though they live among humans, these override
the habits and attitudes of the population in which
Languages they grow up. Han-yo, when choosing the fortress
In all the lands of Japan, Japanese is spoken of origin, cannot choose virtue.
exclusively. For this reason, all han-yo also
communicate solely in this language.
Society
When a han-yo is born by a human woman within
the domain of a fortress, the people immediately
organize rituals and festivals towards the Kami
who blessed the birth.
Although the han-yo is allowed to live with the
men within the fortress, not all clans and individuals
in general look kindly upon these creatures.
In other cases, han-yo are abandoned in front
of fortress gates by the yokai, showing their
detachment and disdain for that mixed union.
The han-yo inherit their mother’s social class,
so han’yo are also found within noble families.
Abandoned han-yo are donated as servants or are
hosted in shrines.
28
half-fox gift from the deities. A half-fox can cast a single
Kitsune, rarely han-kitsune, except for their spell with this trait and regain the ability to do so
ears and tail, appear as extraordinarily beautiful when it completes a long rest. The spellcasting trait
individuals with a graceful bearing and a lively, for these spells is Wisdom.
mischievous look. - Second Tail (3rd level). You may cast the
Half-foxes may have reddish or white fox ears and invisibility spell on yourself.
tail, while their hair is usually black, but there are
also cases of half-foxes with white or red hair.
Unlike humans, kitsune’s eyes are always light.
Their skin is devoid of any imperfection, clear and
smooth as porcelain.
Half-fox Traits
29
half-TENGU
Half-tengu inherit from yokai a prominent long
nose and red skin.
They are on average taller than men, but do not
have wings or the powerful beak typical of the
Tengu. They generally have a very thoughtful and
solitary nature, they love open spaces away from
the confusion of large fortresses. They are strong
warriors and vigilant guardians, rulers of the winds
and other forces of nature.
Half-tengu Traits
30
half-cat Balance. When you fall, you can make a Dexterity
Commonly called han-bakeneko, half-cats are saving throw to halve the damage. You never land
those among the han-yo that most closely preserve prone..
their yokai form.
Their bodies are entirely covered with hair, and
their faces are completely feline-like. Every feature,
from the muzzle to the ears, from the tail to the
coat, is that of common felines.
For this reason they are often called cat men and
cat women.
From felines they inherit extraordinary agility
and much sharper senses than a human. They are
slightly shorter than average, long-limbed and
elegant in every movement.
Their coats can vary from dark to lighter colors
while their eye color ranges from green to yellow.
The hands, although covered with hair in their
upper parts, are human, unlike the feet that instead
bear bestial traits.
Half-Cat Traits
31
BACKGROUND
Each character determines his or her social sailors. However, there are also individuals who are
position at birth. A character’s origins identify considered impure, men who have renounced their
his or her family and role within society. We can destiny and the worth of being called men. Their
consider origins as the first part of the background, origins are not considered humble but impure.
the beginning of a character’s story.
Origins can be noble or humble. Some classes,
such as Samurai and Bugeisha, are strongly linked
to noble origins because noble titles are hereditary.
However, many Clans have humble origins,
founded by warriors who have shown great courage
in serving other Clans and the Emperor himself.
The DM may allow the player to choose any
origin as long as it is motivated by a coherent story,
keeping in mind that the character in question will
be “the exception that proves the rule”. On the NOBLE BACKGROUNDS
other hand, a noble origin could deviate towards a
more humble class, if motivating as best as possible Kuge
the choices and situations that led to such a change The court nobleman is in charge of the
in his life. administration and diplomatic relations of the
fortress and the clans. He may serve as a diplomat,
Noble origins identify the characters born to archivist, philosopher and poet, or accountant.
one of the important families that control the The nobleman knows the formal ceremonies and
fortresses. These clans are designated by the practices for dealing with the nobility. He knows
emperor himself to watch over his domains, and how to keep accounts and is familiar with the
they occupy the highest position in the empire’s resources and histories of other clans. Very often
society. The character could also belong to one of kuge become Samurai who, on the strength of their
the fallen families, now far from power but strong education, lead their families with wisdom and
from a glorious past. shrewdness.
Humble origins encompass anyone who is not Skills Proficiencies: History, Insight
part of the aristocracy or has had a name tied to Tool Proficiencies: Kitsuke, Cha no yu, Dasho
the history of a Clan or Empire. Linguistic ability: 4
SOCIETY Bushi
Society in the Japanese empire is structured in From a very early age, the character is trained
the form of a pyramid whose summit is occupied in the clan’s dojo to become a Samurai, a warlord
by the nobility, represented politically by the capable of enforcing the law, being an example of
figure of the Samurai. Below the Samurai are the virtue, and leading troops into battle. Very often
farmers and peasants, fishermen and gatherers, or this is the destiny of firstborn males.
anyone who produces wealth for the noble class.
Below those are the artisans, able to transform raw Skills Proficiencies: History, Athletics
materials to help the two upper classes in their Tool Proficiencies: Cha no yu
aims. The base is made up of merchants, capable Linguistic ability: 2
only of selling and getting rich. In addition to the Weapons: way of the war
roles within this hierarchy there are other respected
and humble figures, such as monks, soldiers and
32
HUMBLE BACKGROUNDS and prostitute himself, to cover himself in ridicule
and endure all forms of abuse. In the best of
No scenarios he worked as a servant in some wealthy
This term is used to identify all the peasants, family.
farmers and fishermen who produce wealth for the The Hinin are considered non-productive
clan. Their indispensable role makes them valuable individuals, without a destiny of their own, and are
and respected by the very nobility that has sworn therefore relegated to the margins of society, The
to protect them. other social classes do not consider the hinin even
Farmers are responsible for growing wheat and human beings.
rice, harvesting vegetables and fruits, as well as
milk and eggs. Fishermen use small barges and it Skills Proficiencies: Stealth, Survival
is often the same farmers who, in different periods Linguistic ability: 1
of the year, dedicate themselves to fishing along the Conditions: dishonored
coasts, in lakes and rivers.
Monaco
Skills Proficiencies: Animal, Handling, Athletics Monks have spent their lives voluntarily serving
Linguistic ability: 1 within a Shinto temple driven by devotion to one
Weapons: way of the fields or more Kami. Monks are scholars of nature and
interpret its signs, acting as intermediaries between
Ashigaru humans and the divine realms.
A militiaman has served a period of training and Service within the temple might involve cleaning
defense of the fortress in which he was born. He and maintenance, spiritual retreat, archiving and
may have been selected out of necessity, for his knowledge, guiding the faithful, and so on.
courage or physical prowess. Monks are respected as intermediaries of the
Often trained by the noble class to deal with the value of the Kami but still considered inferior to
threats of the mononoke, militiamen know how to the noble class who enjoy an enlightenment and
ride and endure long, strenuous shifts. They know path to perfection to which a monk cannot aspire.
how to use weapons and any armor to face any A monk will always find refuge in a Shinto temple
enemy and defend the borders of the fortress and for himself and his companions.
their people. Inside the temple it is possible to receive food,
A militiaman is considered by the noble class, care and shelter for the night.
regardless of his strength and value, as a merchant
who sells his skills. Skills Proficiencies: nature, religion
The soldier may have saved the lives of other men Tool Proficiencies: Herbalism kit
and comrades by proving his worth and earning Linguistic ability: 3
the trust of his comrades and the populace.
This may, in certain contexts, give him an
advantage in obtaining hospitality, services or a
pass. Rarely does an Ashigaru succeed in becoming
a Samurai but there are numerous precedents.
Hinin
The word hinin means “not human.” The origins
of the character are those of the most despised and
humiliated social class, that of servants, prostitutes
and thieves, beggars and homeless. In order to
survive, the character may have been forced to beg
33
chapter III
castles and CLAN
Your story begins in the domain of a fortress. If your character is a Han-yo, you have no right
Because of the rare displacements, the population to choose virtue and [Link]-yo are tied to
spends most of their existence in their native lands, the Kami and their instincts.
culturally identifying with the dominant fortress.
You’ll have to choose the castle in which you grew wealth
up. You can choose whether your adolescence took Depending on your background, your initial
place within the castle walls, in the fortifications equipment and economic resources will change.
surrounding the fortress, in the villages or in the Roll the dice according to your background
nearby sanctuaries. (humble or noble), as shown later, to determine the
If you have noble origins, you must choose the amount of initial coins.
clan to which you belong from the regent clan or
those of other ruling or fallen families. Clan
The choice of clan is purely interpretative, since it
virtue and knowledge does not have any advantages in the game, except
Virtues are talents related to cultural customs or for the resources available to the character.
duties to the emperor of the people of a specific The value of the Koku indicates the income of the
castle. Similarly, knowledge indicates specific fortress and its possessions, therefore it is an indi-
knowledge and special abilities related to ancient cator of the power and resources of the clans that
events and legends of that place. live there. The greater the amount of koku, the gre-
If you have chosen to play a human, you must ater the power of the clan and its allies.
choose whether your character possesses the
knowledge or virtue of its people.
34
Hirosaki Virtue: Hard as steel
Spend inspiration to repeat hit dice rolls spent
Young Castle (1411) during short rests and keep the highest result.
Hirosaki fortress was built in 1411 to defend the Knowledge: Between the snow and the
empire from threats from the north. mountains
The fortress, since its construction, has never You are proficient in the Survival [Link]
fallen. proficiency bonus is doubled if you already have
Isolated from the main commercial traffic, it is the Survival skill.
the last stop on the Tosando road, a route through
the eastern mountains. regent clan
Hirosaki Fortress is surrounded by wilderness Name: Tsugaru
and snow, separated from the Adachigahara Koku: 50.000
Plain by the Iwaki River to the north. The plain is Allies: Nambu, Minamoto
populated by evil yokai who feed on human flesh.
To the south lie the great swamps of Ozegahara. The Tsugaru clan is derived from the Nambu clan,
On the eastern side stands the beautiful Mount originating from the noble Minamoto lineage, and
Iwaki which houses an ancient shrine, now is originally from the north.
abandoned. To the east, along the Oirase River, The fortress of Hirosaki is built in 1411 to defend
there are beautiful valleys and wild orchards of the empire from possible invasions of yokai from the
apples, citrus and cherries. Hirosaki is the main north and the forgotten island of Ezo, considered
producer of apples in the empire. by all to be a future danger to the empire.
The dangerousness of the lands to the northwest The Tsugaru clan swore to the emperor to defend
has forced all inhabitants to leave the coastal the northern borders of the empire.
villages. Small settlements of pickers and carpenters
are present along the course of the river, up to the
great lake Towada.
These mountains and their forests are famous
throughout the empire for their beauty, and legend
has it that there are over three thousand cherry
trees around the castle.
The fortress of Hirosaki houses a large village wealth
protected by a massive wooden fence. There are Humble backgrounds: 30 (5d10) Kan
only two gates, one to the south and one to the Noble backgrounds: 3 (1d4) Monme
north. The northern door is rarely opened and
leads to a forgotten path that leads to an ancient
marina. Beyond the sea lies the large island of Ezo,
a forgotten place populated by terrible yokai.
According to the few explorers who have ventured
to its shores, hordes of monsters are gathering in
the heart of the island.
The castle is white, majestic, with three large
floors containing numerous embrasures, lying on
a base of light-colored stones and defended by a
large moat obtained thanks to the Iwaki River.
The dark roofs, often covered in snow, are devoid
of important decorations and form three regular,
elegant vaults.
35
IGA UENO regent clan
Name: Tsutsui
Fortezza giovane (1485)
Koku: 50000
Allies: Fujiwara
Also called “the white phoenix,” Ueno (or Iga, or
also Iga Ueno) Castle was built in 1485. In 1512,
The Tsutsui clan is derived from the powerful and
part of the fortress was destroyed by strong magical
noble Fujiwara clan. The clan built the fortress after
winds during clashes with yokai. The fortress was
the advent of the Kamikaze in 1385 to defend the
evacuated, recaptured and rebuilt.
valley, guard the Nara temple that had fallen into
The purpose of the fortress is to defend important
the hands of the Gaki, and protect the important
crossroads that connect numerous castles, and to
crossroads connecting the southern fortresses with
watch over Todai-ji, an ancient Buddhist temple in
those in the center of the empire, including Nagoya
the area of Nara, dominated by evil forces.
and Kyoto.
In these valleys, among the mountains, there
Rumor has it that many of the clan’s Samurai are
are many villages where ninjas are trained, which
actually ninja warriors in disguise.
is why many nobles claim that Ueno is a den of
thieves rather than Samurai.
Many believe that the entire fortress is full of
traps, just like the houses and villages of the ninja.
A strong commercial center, a city of passage,
rich in forests and important resources, Ueno is a
strategic point of great importance but also a not
negligible military resource because of its obscure
traditions.
The fortress has three floors with few windows
and loopholes. The main gate is reached by a large
staircase that climbs along the walls.
The shoulders of the castle are defended by a
wide and deep moat full of water on which large
walls ninety feet high climb the mountainside that
houses the fortress.
Imposing stone foundations raise the white wealth
structure to the sky, consisting of a main tower and Humble backgrounds: 30 (5d10) Kan
a smaller side one. Noble backgrounds: 3 (1d4) Monme
From the top of the west wall, above the moat,
there are sweeping views of the surrounding
countryside, allowing the Daimyo to keep a close
eye on his lands.
36
OKA power.
The surviving members of the Ogata clan are
Fallen Castle (1185) vagabonds and ronin, conspirators and rancorous
warriors often hired as mercenaries due to the
After the kamikaze, the volcano near the fortress fame of their ancestors.
erupted with great violence, transforming the
entire surrounding area into a desert of ash and The city of pain
lava. The Oka fortress, founded in 1185 by the From all over the empire, the Gaki migrate towards
Ogata clan, formed an alliance with the powerful Oka, now reduced to a cluster of crumbling houses
Otomo clan to defend its domain from the wrath and temples desecrated by blood and carcasses.
of the Yokai and Kami. templi profanati dal sangue e dalle carcasse.
The fortifications and large army repelled
numerous attacks and withstood several sieges.
Still exhausted by the war, and a land now barren
and poor, they suffered the greatest invasion of
Gaki, known as the Hungry Horde.
Oka, now known as the city of sorrow, fell
overwhelmed by the hungry spirits, the Gaki.
Once men, they are now reduced to a larval state,
forced to live completely plagued by an insatiable
hunger. The Gaki have small mouths, long necks,
and disproportionate abdomens.
37
kASAMA Baba clan (fallen)
The Baba clan, derived from the noble Minamoto
Old Castle (1235)
family, was related to the Takeda clan.
It lost Mito Castle during the Oni invasion of
Kasama Fortress fell in 1490 but was recaptured
1490. The few survivors escaped along the coast
and rebuilt. Although small in size, the fortress
thanks to fishermen’s boats.
controls a very large area known as the Mikawa
Some of the survivors appear to be members of
Province, which is rich in cultivable areas,
the Takeda clan, the family from which the now
mountain refuges, and fishing villages along the
fallen Baba family originated.
coast.
Previously, the coastal area of this province was
Oni
controlled by the old fortress of Mito, but it was
Numerous Oni, fierce guardians of the kingdom
destroyed during the Oni invasions of 1490 despite
of darkness, still live in the mountains of the
the help of many Minamoto family clans, including
province, hidden inside caves.
Sakama.
Here they have gathered in clans and whenever
Kasama Castle rises in the mountains and
possible they raid merchants and villages. Kasama
overlooks the valley. Small in size, it owes its
is one of the lands of the empire where it is more
strength primarily to its defensible location and
frequent to run into a half oni, han-yo, detested by
the lush forest that surrounds it. The numerous
almost all the population.
embankments built with stone walls offer
observation and shooting points all along the path
leading to the fortress.
To reach the castle, one must walk up a long flight
of stone steps that meanders through the forest.
On the roads leading to the fortress and through
the province there are numerous villages reinforced
with wooden barricades, watchtowers and portals.
Kasama does not have a neighboring village but
several settlements in the valley defended by
wooden walls erected thanks to the trees of the
great mountain forests.
wealth
Virtue: Survivor of War Humble backgrounds: 30 (5d10) Kan
You gain a +2 bonus to martial art (see new rule). Noble backgrounds: 3 (1d4) Monme
regent clan
Name: Kasama
Koku: 30000
Allies: Nambu, Minamoto
38
Matsuyama Virtue: Defend Honor to the death
When a hit drops the character to 0 hit points but
Young Castle (1403) doesn’t kill him instantly, he can spend Inspiration
to recover 1 hit point.
The Shiroyama Forest totally envelops the plateau
on which the Matsuyama Fortress perches, the Knowledge: Tradition and Power
largest fortress on the island of Nankaido and one You are proficient in the History [Link]
of the largest in the empire, built in an area spared proficiency bonus is doubled if you already have
from yokai and major wars. Nevertheless, although the History skill.
the roads are safe, Matsuyama controls a large
village in its thriving valley. regent clan
The Ishite River bathes the forest and flows through Name: Kato
the village. Large rice paddies and orchards follow Koku: 200000
its waterway ensuring rich harvests at all times. Allies: Fujiwara
In the village there are also barges, used to move
in the rice fields, to fish and to move large loads of The Kato clan is derived from the noble Fujiwara
fruit along the river. family. Builders and lords of the great fortress of
The forest, marvelous for the variety of trees, has Matsuyama, they are among the richest and most
lush heaps of cherry and maple trees, as well as powerful clans. The Kato clan has had the good
numerous yew trees with valuable wood and useful fortune to fight few wars in its own territory.
for the production of bows. Matsuyama was built in 1403 from the remains of
The fortress is imposing, visible from the two other fortresses not far away and is one of the
mountains at half a day’s walk, erected on enormous most impressive fortresses in the empire. The Kato
walls of perfectly regular pale stone. clan is known for not appreciating and not bending
Not far from the fortress stand the ruins of two to the role of the Shogun and the military hierarchy,
now abandoned castles, used for the construction always following the will of the Emperor.
of the newer and larger fortress, and an ancient
Buddhist temple hidden in the mountains.
The fortress is defended not only by walls and two
vast embankments, but also by powerful guarded
gates. An avenue of cherry trees leads towards the
castle, which is also defended by walls and large wealth
gates. Humble backgrounds: 120 (20d10) Kan
The fortress appears mostly light-colored, with Noble backgrounds: 12 (4d4) Monme
white walls and light gray roofs. The structures and
buildings are numerous, and defend each side of
the fortress offering a complete view of the entire
surrounding fortress, from the mountain to the
sea.
Following the course of the river, it is possible
to reach the sea where a few fishermen villages
conduct a solitary life but can be reached in less
than half a day’s walk.
Beyond the village, at the foot of the fortress, a
small temple and an ancient cemetery can be found
among the trees.
Inside the fortress there are rooms built with
precious wood, embellished with works of art and
paintings, ancient weapons and precious texts.
Another great asset of Matsuyama are its splendid
baths, the envy of many clans.
Clan Kato, Clan Fujiwara
39
MATSUE regent clan
Name: Matsue
Young Castle (1411)
Koku: 250000
Allies: Toyotomi
Matsue Fortress is located on the west coast. The
castle is surrounded by a large moat obtained by
The Matsue clan takes its name from the fortress
diverting the course of the Kyobashi River, which
and the lands it controls. The Matsue clan is derived
makes the land on which the fortress stands
from the Toyotomi clan, a now fallen clan of
practically an island. The castle, also known as
humble peasant origins whose name was assigned
the black castle, is built with dark wood and a
by the Emperor himself during the great wars. For
few white walls, on tall stone plinths. Equipped
this reason, many Samurai prevent members of the
with a few openings, it has, on the highest floor,
Matsue clan from holding imperial office. Despite
a beautiful balcony from which you can watch
their humble origins, the Matsue clan has sworn to
the entire domain. On the island where the castle
watch over the entrance to the realm of the dead
stands there are several houses and temples, as
and guard the ancient shrine of Izumo.
well as numerous walls, defenses and barricades
strategically placed. To the south, behind the
Clan Sasaki (caduto)
castle, another river defends the castle making the
The Sasaki clan, derived from the noble Minamoto
area very circumscribed. At about fifteen minutes
family, lost Todo Castle during the wars. The
walk it is possible to reach the village on the large
fortress of Matsue, not far from Todo, repelled
lake Shinji, through cultivated lands. Following
the threats and offered support to the Sasaki clan.
the sea route in just over two hours you reach the
Not all Samurai accepted protection, preferring
coast, where there are small fishermen villages.
to fight to the death in the ghostly forests around
Proceeding along the roads around the lake is
the fortress. The clan was disbanded but some
possible, crossing the plain of Izumo, to reach the
members of the clan survived and proudly bear
homonymous shrine, the oldest Shinto temple in
their name and claim that their clan, noble and
Japan. This whole region and a part surrounding
descended from the Minamoto, could not ask for
Matsue is known as the “land of the spirits”. The
help from a clan of humble origins like the Matsue
mountains, temples, abandoned villages are
clan.
populated by spirits. Here is the realm of Yomi,
whose open boulder allows creatures of darkness
to escape from their underground moors. North wealth
of the low uplands are home to Shinto temples and Humble backgrounds: 30 (5d10) Kan
a Buddhist temple frequented by a community of Noble backgrounds: 3 (1d4) Monme
Yamabushi known as “the abandoned hermits.”
Beyond the highlands, from which wood is
obtained, one continues to the great mountains,
the largest of which is Daisen. Beyond this lies
the Tottori Desert, a sandy heath that continues to
swallow the land, growing larger every year.
40
chapter IV
New rules
martial art sharping
Combat techniques have evolved to take full When a creature suffers a critical with a bladed
advantage of the form and attributes of each weapon with the sharpened attribute, it must make
weapon. a Strength saving throw with CD equal to the
The character’s ability to use certain weapon attacker’s martial technique or suffer the Mutilated
attributes in combat is given by his strength or condition.
dexterity, depending on how he prefers to approach
the technique, and his experience. Sharps can gain the sharpened property if, during
To take advantage of a weapon’s attributes, your own short rest or long rest, you have the time
the character must have proficiency in the and thoughtfulness to care for your weapon. To
corresponding way. perform this action you must be proficient in the
way of the weapon you wish to sharpen and be
Martial Art save DC = 8 + your proficiency proficient in the Nagura Stones tool.
bonus + your Dexterity or Strong modifier
If you roll a 1 on the roll to hit with the sharpened
weapon, it loses the sharpened attribute.
41
Heroic sacriFIce Languages
The DM may allow you to implore the help of The only language in the empire is Japanese.
a Kami in a difficult moment. You must describe There are four level of knowledge of the language
in detail what you are doing and what you are that are often taught only to certain social classes.
desperately trying to achieve with the Kami’s The different cultures present in the islands are
invocation. Next, roll a d20. Heroic Sacrifice is a able to speak Japanese among themselves, but
bonus action. very few individuals can read and write, therefore
If you roll a 20 on the d20, the DM chooses the it is not certain that one’s character possesses this
nature of the Kami’s intervention. The intervention competence.
of the Kami will consist in bringing the clash back
to a level playing field. 1st level - spoken
This level of knowledge allows you to
The DM may also decide to have a Kami intervene communicate with any creature that knows the
with a natural event that benefits your position or, Japanese language. This is the lowest level of
in very rare cases, with the appearance of the Kami knowledge of the language. The creature is unable
himself facing adversity along with you. to read or write. The DM may grant mnemonic
recognition of some commonly used signs.
When you roll a 1 on the d20, you are Unconscious
Condition for 2d12 hours.. 2nd level - Reading and Writing
La creatura sa leggere e scrivere un cartello o
Once you use this privilege, you cannot use it una semplice missiva in Giapponese. Questa
again until you complete a long rest. conoscenza gli fornisce anche un vocabolario più
ampio e raffinato nella lingua parlata.
Heroic sacrifice can be made when:
3rd level - Ancient Writing
• All allies are at 0 hit points or subject to one of The creature knows refined, now-defunct ancient
the following conditions: blinded, enthralled, ideograms found almost exclusively in ancient
poisoned, incapacitated, paralyzed, petrified, documents, rituals, or formal missives.
unconscious, prone, frightened, stunned or The character is able to speak with obsolete
restrained. You are the only one who can act! terms, has an extensive vocabulary and mastery of
• You face by yourself one or more opponents language.
with twice the number of Hit Dice to protect The character is proficient in shodō (Instrument).
one or more creatures (not necessarily present
in the fight). The DM will tell the player if the 4th level - Poetry
conditions for the Heroic Sacrifice are met, The creature knows literature, writes, and strives
but will not tell the exact number of Hit Dice. for perfection in words and their forms through
writing. This proficiency allows the character to
INSPIRED HEROISM compose Haiku, short verses that use a few words
You can spend up to 4 points of inspiration to to describe the beauty, pain, or emotions of a single
increase your chances of success. moment. The character is proficient in shodō
(Tool).
If you spend 1 point of inspiration, you will be
successful with a 19-20 shooting score.
If you spend 2 points of inspiration, you will be
successful with a 18-20 shooting score.
If you spend 3 points of inspiration, you will be
successful with a 17-20 shooting score.
If you spend 4 points of inspiration, you will be
successful with a 16-20 shooting score.
42
honor
Honor is very important for an adventurer who
moves his steps in the lands of the empire and
needs to ask for hospitality during his travels.
When a character performs a dishonorable act in
front of witnesses who can tell what happened, he
gains the dishonored condition.
The Dungeon Master may take this condition
into account whenever the character seeks to
obtain services or attempts to converse with courts
or clan members.
It may be equally difficult to gain the trust of the
villagers, creditors and witnesses.
The dishonored status can be removed by
cooperating selflessly with the various clans, doing
the will of the Emperor, relating to the Kami and
following their will, making gestures of great value,
respecting the pacts and showing an example
of virtue by defending the weak and helping the
needy.
If the character continues on the path of dishonor
by repeatedly committing vile deeds, the character
will earn the outsider condition.
Branded heroes and adventurers enjoy a certain
reputation for their repeated nefarious deeds, so MEDITAtion
unless disguised, the dishonored character cannot
avoid the penalties of his or her condition. In Kamon the Arcane skill is not present and is
replaced by the Meditation skill.
play a dishonored characters
If for the noble classes honor is a code to be Through a Wisdom (Meditation) test, the
followed, so it is not for those who have humbler character can meditate during a short rest or a
origins and had to fight for their survival. long rest. The CD depends on the environment
Normally it is possible for nobles, as well as in which the meditation takes place. If the test
humbler people, to be wary of individuals without succeeds the character gains 1 inspiration.
honor. The DM can assess on a case-by-case basis
whether the character’s condition is known to the Tips. If you meditate in a temple surrounded by
interlocutor. Nobles are usually well-informed nature, in the solitude of a valley with only the
about those who commit certain crimes or sound of a stream you get CD 10. If you meditate
disregard Bushido. in a garden or a busy temple you get CD 15. If you
meditate in a crowded temple, a festive shrine or
Outsider enjoy a certain reputation for their other context with numerous distractions you get
repeated nefariousness, so unless disguised, the CD 20.
character will not be able to avoid the penalties of
his outsider condition. ISPIRAtion
In Kamon you can accumulate up to 4 annotated
inspirations in your character sheet.
43
DEATH a han-yurei he is considered a dark spirit, still
endowed with his body and all his physical and
Every time you start his turn with 0 hit points you mental faculties but closely connected to death. A
fight between life and death in the realm of Yomi, dark spirit appears pale, emaciated, the extremities
the land of shadows. of the limbs consumed by mild gangrene, the
The more time you spend in these wastelands, eyes turn white, and with time begins a slow and
the greater your hunger will be, and if you give in inexorable decomposition. The dark spirit manifests
to the temptation to feed on the food of the dead, a poor appetite. Usually silent and unwilling to
then it will no longer be possible to leave the realm make physical contact with other living beings,
of darkness and the character will be considered it is not attracted to pleasure and desires of the
dead. flesh as ends in themselves. Dark spirits in some
Whenever you start your turn with 0 hit points, sacred places manifest their Hitodama, a floating
you must make a saving throw against death. flame of blue or green color. The Hitodama can be
Roll a d20 and add up your Wisdom modifier. considered the spirit now removed from the body
If the result is equal to or greater than 12, the of the dark spirit.
saving throw is passed. Otherwise, it fails. Dark spirits are feared and considered bearers of
misfortune despite being respected for the great
succeed will that allowed him to remain in the realm of the
Passing the saving throw against death means living by refusing Izanami’s call.
resisting the temptation to eat Yomi’s food. The character’s spirit is, though still physically
If you pass the saving throw, you are stable and do present in the realm of the living, worn down by
not have to repeat the saving throw the next turn. hunger for Yomi’s food.
If you roll a 20 on the d20, you regain 1 hit point.
If you take any damage while you have 0 hit INSTANT DEATH
points, you suffer a death saving throw Massive damage can kill you instantly. When
failure. damage reduces you to 0 hit points and there is
damage remaining, you die if the remaining damage
failure equals or exceeds your hit point maximum.
Failing the saving throw against death means In the case of blunt weapons it is possible to
getting dangerously close to Yomi’s food, smelling interpret the wound as a decapitation or division
it, imagining the taste, taking it in your hands. of the body.
The final death occurs only if the food is In the case of pointed weapons we are faced with
swallowed. Every time the character risks falling the perforation of vital organs. If the damage is
into temptation, he weakens his resistance. caused by blunt weapons we can hypothesize the
crushing of the head or the rib cage. Large Yokai
For each failure fill one of the 6 slots in the could crush, incinerate, chew and eat the character.
character’s sheet. If you can’t fill a slot because they The DM is free to interpret the outcome of the
are finished the character is dead. action as he sees fit.
44
new conditions 3) NOSE. The creature has disadvantage on
Charisma (Persuasion) checks that rely on
In Kamon there are 4 new conditions: dishonored, appearance. If the creature does not have this
outsider, mutilated and dark spirit. organ or an equivalent cognitive system, the DM
may freely choose another mutilation which is
Dishonored compatible with the action.
A dishonored creature has disadvantage on 4) HAND. The creature cannot use two-handed
any ability check to interact socially with non weapons. The creature can, with the aid of
dishonored creatures. prosthetics, secure a second weapon or shield to
the maimed arm. If the creature is quadrupedal its
outsider movement on the ground is halved. If the creature
A outsider creature has disadvantage on any ability has claws it will lose one of its two attacks.
check to interact socially with non dishonored 5) ARM. The creature cannot use two-handed
creatures. weapons, as well has disadvantage on Strength
A outsider creature has advantage on Charisma (Athletic) checks that rely on arms.
(Intimidation) ability check. If the creature is quadrupedal its movement on
Outsider condition is permanent. the ground is halved. If the creature has claws it
will lose one of its two attacks.
dark spirit 6) LEG. The creature’s speed is halved, as well has
While in sunlight, a dark spirit creature has disadvantage on Dexterity (Acrobatics) checks that
disadvantage on attack rolls, as well as on Wisdom rely on legs.
(Perception) checks that rely on sight.
A dark spirit creature has damage resistances: A character cannot suffer the same type of
necrotic, poison, cold, bludgeon ing, piercing, and mutilation twice, so a character cannot lose both
slashing from nonmagical weapons. eyes, legs, or arms.
A dark spirit creature has disadvantage on any If the roll indicates a mutilation already suffered
ability check to interact socially. this will be repeated. If a character has already
A dark spirit has advantage on Charisma suffered all mutilations, the new mutilation is
(Intimidation) ability check. considered an instant death.
A dark spirit crature automatically fails death
saving throws check.
Mutilated
The mutilated condition can have different effects
based on the limbs or cognitive organs involved.
The nature of the creature itself can alter the
consequences of mutilation. Yurei are immune
to the Mutilated condition. To determine the
mutilated part, simply roll a d6:
45
equipment
For nearly a century, after the advent of the Kan: the value of copper
Kamikaze, bartering and the use of old coins, often Copper is the most widely used currency. It can
imported, prevailed throughout the empire. The be used for small donations at a temple, to pay for
emperor, with an edict, allowed the clans to forge a meal or a small item. Copper is used to buy linen
a new coinage, call him the “Onogoro coinage”, and cotton clothes, wooden weapons, straw hats or
using the old coins and personal resources. All the accessories made of stone, wood, bone or bamboo.
old coins lost their value over the years and became Remember that 4000 pieces of copper are needed
increasingly rare. to get the value of a silver coin (Monme). Copper
Thanks to the new coinage, the clans resumed is also used to stay in an inn, repair or build a
trade along the routes of the empire, such trade was small house in a village, pay for a passage or for
concentrated mainly in the center of the country, a person’s work. As an example you consider that
while very rarely occurred in the large island in the the valuable work of a farmer, and therefore of his
south and far north. production, is valued at about 200 copper coins per
day although these are not really paid.
Koku
The currency takes as reference value the unit of Monme: the value of silver
measurement known as Koku, that is the quantity Silver is a precious commodity. You can make a
of rice sufficient to feed a person for a year. The lavish donation to a temple, buy a silk kimono, a
weight is about 150 kg. The Koku is the salary of a fine piece of jewelry, decorations for weapons and
man, the unit of measure for taxes and to evaluate ceremonies. A silver coin can bribe and allow you
the power of a clan. Three Koku have the value of to hire a professional for an entire month or for a
one Ryo, the gold coin. risky job.
46
Tools
Nagura stones
This set includes a rectangular stone the size of
a foot in a light color, smaller stones, oils, and
other tools essential for blade maintenance. Use
during a short rest or a long rest gives a slashing
weapon the attribute “sharp”. You can use nagura
stones if you are competent in the use of the
weapon (way) you want to sharpen
Daisho
This set of weapons identify the Samurai and
consists of the Katana, the Wakizashi, the Tachi,
and the Tanto. With the exception of the Tachi,
the other three blades are always carried by the
Samurai in their obi (belt). Proficiency with this
kit lets you double your proficiency bonus to
any ability checks on Charisma (Intimidation)
versus humanoid creatures not affiliated with a
clan.
Kitsuke
This set includes all the parts that make up a
noble kimono. Also attached to the Kitsuke
are indispensable hairstyling tools such as the
Kogai and the Kotzuga. Proficiency with this kit
lets you double your proficiency bonus to any
ability checks on Charisma (Persuasion) versus
humanoid creatures.
Cha no yu
This set includes everything needed for the tea
ceremony. Proficiency in this tool allows you,
when serving tea, to double your proficiency
bonus for each Charisma (Entertain) test made
on a human (or han-yo) creature. Preparing good
tea in a hostile environment, outside a palace,
temple, or fortress wall, heals 1d4 hit points.
Once a tea ceremony has been performed, the
character cannot do it again until he completes
a long rest.
Shodo
This calligraphy set allows one to write in the
correct form, style and aesthetic order, on the
right media and in the right ink. Proficiency
with this kit lets you add your proficiency bonus
to any ability checks you make to create flawless
documents with appreciable artistic value.
47
armor and weapons
Weapons ProFIciency statistic of 18 or higher to use this weapon.
Races, classes, backgrounds, and archetypes grant If a creature of medium size or less is struck by
you proficiency in certain weapon groups. an unclean weapon, it must pass a Strength check
These weapon groups are identified as Ways (Do) against the attacker’s martial art CD or suffer the
and are very different from each other. There are prone condition.
six weapon way: The use of unclean weapons confers the
dishonored condition.
Way of the hand is a discipline that indicates the
character’s ability to injure and neutralize their weapons
opponents with the use of their hands, walking Te. One’s body used as an offensive tool.
weapons and a few other complementary wooden Bo. Long wood stick used with two hands.
weapons. Bokken. Wooden sword used during training
Way of the sword includes the use of noble and exercises.
weapons designated exclusively to the Samurai Tessen. This weapon is a fan with iron slats. Also
class. used by the Samurai against unworthy enemies,
Way of the war includes any weapon used in the tessen is worn like ordinary fans.
battle including swords, maces, and pole arms. Katana. Long sword with a curved, single-edged
Way of the occult includes weapons often blade. Etiquette dictates that this weapon is used
considered dishonorable, effective, and aimed exclusively by the Samurai.
solely at prevailing over the enemy. Wakizashi. Short sword with curved blade
Way of the fields, also called kobudo, this way single cut. The label wants this weapon to be used
encompasses weapons derived from the working exclusively by Samurai.
tools of the lower classes. Tanto, Kogai, Kozuga. The tanto is a long
Way of the bow is the discipline that is dedicated straight-bladed single-edged dagger without guard
to the study and perfection of archery form adorned with the mon of one’s clan. The Tanto is
intended not only as an offensive practice but also used in the suicide ritual, seppuku. The Kogai is
as a search for oneself. similar to an awl, used for hair styling. The Kozuga
is a very sharp flat-bladed knife used as a letter
New weapons properties opener or for slicing meat. The Kogai and Kozuga
Disarming. If a creature of medium size or less is are rarely used as primary weapons.
struck by a weapon with the disarming property, Tachi. Two-handed weapon, a very curved blade
you can give up dealing damage and disarm designed for drawing and fighting on horseback.
the target, forcing it to drop one of the wielded A medium-sized creature can use this weapon on
weapons of your choice. The weapon falls at the horseback as if it were versatile.
creature’s feet. The creature can make a Dexterity Yumi. The yumi is an ancient bow, characterized
check against the attacker’s martial art CD. by a distinctly longer upper part than the lower
Grappling. If a creature of medium size or less part, making it asymmetrical. Composed of several
is struck by a weapon with the grappling property, sheets of wood, in its long version called daikyu
you can give up dealing damage and the target can exceed 2 meters. The arrows are usually made
becomes restrained until it can break free. On its of bamboo.
turn, the target can make a Strength check against Kusarigama. Used in both long-distance and
the CD of the attacker’s martial art. hand-to-hand combat, the kusarigama derives
Concealable. The weapon cannot be detected from the Kama from which it inherits the sickle-
in the character’s equipment even when held and shaped blade to which is applied a chain that ends
ready to use. with a lead handle.
Monstrous. The character must possess a Strength Kunai. Small, wide-bladed daggers that are not
sharp.
48
Sai. Rounded, pointed staff characterized by two
unsharpened projections as hilt that follow the
main core after a right angle.
Kama. he Kama is a sickle used by farmers to
harvest crops. The curved blade is not broad.
Eku. Weapon derived from the oar of the barges
of the rice fields. It is a large stick used with two
hands with a wide widening at one end.
Nunchaku. Used to harvest crops by farmers, the
nunchaku is a poor weapon consisting of two small
sticks of wood, rarely reinforced with metal plates, Tanto
secured by a short rope or chain. Wakizashi
Zambato. The zambato is a gigantic weapon, a Katana
sword one and a half times as tall as a man and Tachi
with a wide blade that is not always sharp. Born
to counter the arching Samurai, it is also used as a
weapon in melee combat.
Naginata. This is a weapon in rod characterized
by a long curved single-edged blade wider towards
the end.
Nodachi. Long war sword with an only slightly
curved blade generally carried behind the back.
The weapon is often characterized by a long handle.
Kanabo. Powerful metal mace with a wider ring
handle at the end.
Yari. The Yari is a light, slender spear with a
double-edged metal tip.
Kabuto
Menpo
Tessen
weapons
Name Cost Damage Weight Properties
Way of hand
Te - 1 bludgeoning - Finesse, Grappling
Bo Copper 1d4 bludgeoning 2 lb Two-handed, Reach
Bokken Copper 1d4 bludgeoning 1 lb Versatile (1d6), Finesse
Tessen Copper 1d4 slashing 1 lb Light, Finesse, Concealable
Way of sword
Katana Gold 1d8 slashing 3 lb Finesse, Versatile (1d10)
Wakizashi Gold 1d6 slashing 2 lb Finesse
Tanto, Kogai, Kozuga Silver 1d4 slashing 1 lb Light, Finesse, Concealable, thrown
(range 20/60)
Tachi Gold 1d10 slashing 4 lb Two-handed, Special
Way of occult
Kusarigama Silver 1d6 slashing 4 lb Two-handed, Reach (3), Finesse, Disar-
ming, Grappling
Kunai Silver 1d4 piercing 1 lb Light, Finesse, thrown (range 20/60),
Concealable
Sai Silver 1d6 piercing 2 lb Light, Disarming
Way of bow
Yumi daikyu Copper 1d8 piercing 2 lb Ammunition (range 150/600),
two-handed, heavy
Yumi hankyu Copper 1d6 piercing 2 lb Ammunition (range 80/320), two-han-
ded
Way of fields
Nunchaku Copper 1d4 bludgeoning 1 lb Light, Two-handed, Grappling
Eku Copper 1d6 bludgeoning 3 lb Two-handed, Reach
Kama Copper 1d4 slashing 1 lb Disarming
Way of war
Naginata Silver 1d10 slashing 8 lb Two-handed, Reach
Nodachi Gold 2d6 slashing 6 lb Two-handed, Heavy
Kanabo Silver 2d6 bludgeoning 10 lb Two-handed, Reach, Heavy
Zambato Gold 2d8 slashing 12 lb Two-handed, Reach, Heavy, Monstrous
Yari Copper 1d8 piercing 6 lb Two-handed, Reach
Kanabo
50
armor large straw hats of peasants. Jingasa increases your
Armor Class by 1.
light armor Tate. Large rectangular wooden shield. Tate
Manchira. Short slip of padded cloth, leather, and increases your Armor Class by 2.
iron.
Manju no wa. Short chainmail jacket with leather
epaulets.
medium armor
Yoroi. Literally means “great armor” and is mainly
used by samurai composed of leather, leather, iron
plates and iron mesh. The armor is decorated with
motifs and symbols of the clan to which it belongs.
Karuta tatami. Iron mesh armor interspersed
with leather and iron slats. Main armor of the
Ashigaru. Includes Jingasa helmet.
Kikko tatami. Iron mesh armor interspersed
with hexagonal leather and iron slats.
heavy armor
Kusari tatami. Iron mesh armor worn over an
undergarment of heavy cloth and leather.
Hara ate. Banded metal armor
armor
Name Cost Armor Class (AC) Strength Stealth Weight
Light Armor
Manchira Copper 11 + Dex modifier - - 8 lb
Manju No Wa Copper 12 + Dex modifier - - 13 lb
Medium Armor
Karuta Silver 13 + Dex modifier (max 2) Str 13 Disadvantage 20 lb
Kikko Silver 14 + Dex modifier (max 2) Str 13 Disadvantage 30 lb
Yoroi Gold 15 + Dex modifier (max 2) Str 13 Disadvantage 40 lb
Heavy Armor
Kusari Silver 16 Str 14 Disadvantage 60 lb
Hara Gold 17 Str 15 Disadvantage 65 lb
51
Chapter V
adventure
the MISTERy of INUYAMA
DM INTRODUCTION dead on the bank of the river Kiso that flows near the castle.
About two years ago, Hajime, the lord of the Oda clan
and keeper of Inuyama Castle, lost Megumi, his second Although many witnesses claimed to have seen Airi walking
daughter, to a serious illness. alone towards the river, many maliciously claimed that the
He and his wife Airi suffered greatly from the loss. She lord of the castle had gotten rid of his old wife in order to
closed herself in a gloomy silence, spending her days in the marry the young and beautiful Atsuko.
company of her cat while he sought comfort in the dojo and
sake. Four months later, the lord of the castle married Atsuko,
further fueling the rumors among the inhabitants of the
During this difficult period Hajime became infatuated with fortress. Airi’s cat continued to roam around the castle
a young and beautiful girl named Atsuko with whom he looking for her mistress until it too disappeared about a year
spent some time walking in the garden of the castle. Taken after the tragedy.
by his new love, he had a beautiful garden built for her, The animal, however, had not escaped or died, but in her
dedicated solely to their meetings. old age had turned into a nekomusume, a shape-shifter full
Two months after the loss of his daughter, Airi was found of hatred and resentment for the fate suffered by his mistress.
52
With cunning, the nekomusume killed young Atsuko IntroduCTION
burying her in the garden dedicated to her and took her The characters who take on this adventure are all
appearance to get closer to Hajime and take revenge slowly guardians of the emperor on their first assignments.
because the yokai considered him the only guilty of the death
of the mistress. Players are free to determine, through their
connections, whether they have known each other
From 12 days Hajime is in bed weak and pale, and from for some time or are still strangers.
ten now unable to speak and eat independently.
Their journey begins on Onogoro Island, in the
The demon with the appearance of Atsuko, pretends to Emperor’s palace. In this sacred place they have
take care of him during the day, then sucking all his vital been given the task of reaching the fortress of
energy at night, when she remains alone with him in the top Inuyama.
floor of the castle.
To reach their destination they must cross
The presence of the demon and her curse have attracted numerous domains, staying at villages and
other yokai and yurei, as well as a large number of Oni, to fortresses along the way. The last of their stops was
the castle. at the fortress of Gifu.
Taikan, the young son of the lord, is unable to make Inuyama Castle is a fortress controlled by Hajime,
important decisions and spends his days at the temple lord of the Oda clan, descendant of the ancient and
praying for his father rather than acting vigorously to threats. noble Fujiwara family. The fortress, built after the
advent of the Kamikaze never fell.
Neighboring fortresses, having no more news from
Inuyama and noticing the presence of Oni in the forests The call for help
along their borders, have requested help from the emperor. The lords of the fortresses of Gifu and Nagoya,
controlled respectively by the Nikaido clan and
the Imagawa clan, both descendants of the noble
Minamoto clan, have sent a missive to the emperor
containing a request for help.
The clans claim that Oni have been spotted in the
Kinka Forest and that no one has come or returned
from the road leading to Inuyama.
53
impregnable due to its walls and natural the lord of the fortress or kill the heir in order to
defenses. throw the clan into confusion, frame the Samurai,
• Hajime, of the Oda clan, a descendant of the damage resources, and so on.
ancient and noble Fujiwara family, is a valiant
and righteous Samurai who has controlled the
fortress of Inuyama for decades. He has a male
heir.
54
EpisodE 1 the cart
On either side of the path, tree branches block the
sun’s rays, leaving a wooden cart lying on its side
in shadow.
the mountains A cloth sack containing rice lies on the ground,
The road to Inuyama follows the course of hills and some birds feast on the part of the contents
and plateaus until it meets the Kiso River. scattered on the ground.
To reach the fortress, it is necessary to cross the Some vegetables, battered and enveloped by
river. The road leads to the Inuyama Bridge. swarms of insects, are scattered around the vicinity
When you reach the opposite bank, just follow of the cart.
the path along the river to get to the gates of the
castle. The fortress is clearly visible from the river If players make a successful DC 12 Intelligence
banks near the bridge. (Investigation) checks they will find traces of blood
and a drag (perhaps a man or a sack) towards
Walking at a steady pace, the characters will reach the forest, but the traces are soon lost in the
Inuyama Fortress in only five hours. Assuming an undergrowth. They will also find a deep claw mark
early morning departure, the characters will arrive in the wooden cart.
in the early afternoon near the fortress.
If the characters follow the tracks into the forest
The forest trail the players must make a new DC 15 Wisdom
The trail traverses the great Kinka forest between (Survival) checks to find broken branches and
hills and low plateaus. signs on the ground leading to a cabin. A column
Around the valleys that house the fortresses of of smoke billows into the sky in the direction
Gifu, Inuyama and Nagoya rise mountains and indicated by the tracks.
gorges wrapped in lush forests.
You have been told to walk the trail until you The house in the forest
cross the Kiso River, cross its waters thanks to the The house is situated in the middle of a clearing
Inuyama Bridge, and then follow its course to the created by the felling of numerous trees of which
castle. only the roughly cut stumps remain.
Groves of chestnut and cherry trees are visible The house rests on a wooden base about half a
among the green foliage of conifers. Tall beech trees meter high. The wooden sides of the house are
catch the sun’s rays with their light green leaves, eroded by time and do not present, at first glance,
while maples break up the uniform mantle with any opening.
their colors ranging from yellow to fiery red. Deers In front of the house there is a small porch made
and squirrels hide as you pass by gently stirring the from a roof of branches that protects a sliding door.
underbrush. Above the door and beyond the canopy is a light
wood sliding window.
If the characters analyze the road they will notice Smoke escapes from an opening in the large
numerous traces, none recent. These include those thatched roof, so wide that it almost touches the
of several wagons, footprints and horse hooves. ground and its shady parts are now covered with
On the sides of the road it is possible to identify moss.
small paths that go into the forest, perhaps traced Next to the house there are several working tools,
by woodcutters, hunters and prospectors and such as kami, an axe, ropes, arrows and a bow. On
strengthened by the passage of wild animals. the shady side of the house there are barrels and
sacks, branches and straw, wood already cut and
Players must make a DC 10 Wisdom (Survival) placed in dry places.
checks to recognize among the most frequent and On the ground you can clearly see the marks of a
recent footprints those of heavy humanoids that heavy object dragged to the door of the house.
can be traced back to the Oni and those of forest
animals: boars, bears and wolves. The characters can observe the house by walking
around it undisturbed. The house has two identical
openings on the front and back, while there are no
55
openings on the sides. and the rustling of the reeds well before you reach
The shape of the house is regular, about 8 steps the riverbanks.
long and 5 steps wide. An individual without As you glimpse the arch of the red wooden bridge
armor can pass under the wooden floor and enter across the river, you also catch a glimpse of the dark
through the trapdoor in the middle of the house, roofs of Inuyama Castle. Beyond the bridge, the
next to a small square covered with flat stones. If a path continues to your right toward the fortress,
player analyzes the stones he will discover that they skirting the riverbank.
are very hot. Sitting on a long cut log are two large Oni who are
The thatched roof is walkable and it is possible taking turns drinking from a wineskin.
to climb up it and then reach the window above Their large Kanabo are resting on the ground.
the door through the roof by passing a DC 10 Their limbs are powerful and the dark hairs give
Dexterity (Acrobatics) checks. their humanoid bodies a beastly appearance. The
horns and jaws, sharp in those wrathful faces, are
Players can take items from outside the house. symbols of the ferocity typical of Yomi’s guardians.
Barrels and sacks contain rice, vegetables, They do not seem aware of your arrival.
mushrooms and little salted meat.
Players may try to catch the Oni by surprise, and
Inside the house it may be a good opportunity for them to confront
The interior of the house can be described by the and study an enemy they will encounter in force
DM depending on the position of the characters, later on.
i.e. whether they are looking out of one of the
doors, the trapdoor or the window from the upper Oni (2)
floor.
If players pass a DC 10 Wisdom (Perception)
The house consists of a single room. The sloping checks they will find that there are no other Oni
roof makes the sides of the small house unusable. near the bridge.
In the center there is a fire on which is arranged a
cauldron from which comes a smell of meat stew. Characters may consider wading the river to
Tatami mats are arranged around the fireplace, avoid the Oni or try to catch them from behind.
lying on a sandy area. A DC 15 Strength (Athletics) checks is required
An upper wooden floor, about half the size of the to overcome the waters and current of the river.
house, is reached by a very steep wooden staircase. If they fail the test the characters will be left at the
The exposed roof is supported by strong dark mercy of the current and will accumulate 1 level of
wooden planks firmly joined together by rope. Exhaustion condition for each failure. Characters
An old man, bent over by the years, wearing may turn back at any time by abandoning the test.
a ragged kimono and old sandals frequently
approaches to turn the stew. He holds a knife with If players kill the Oni, they can scour the path
which he cuts vegetables on a plane not far from beyond the bridge and find numerous footprints of
the fire. various sizes of humanoid creatures that can also
be traced back to the Oni.
Kijo (1)
Passing a DC 10 Wisdom (Survival) checks,
The Inuyama Bridge players will find that Oni come and go to the path
Characters may decide to continue straight down and fortress from the woods, and that fewer instead
the path, without following the trail to the forest cross the bridge to Gifu’s domain. They can then
house, and without trying to go unnoticed within consider the fact that the creatures are voluntarily
the undergrowth (read the information at the end going to Inuyama.
of episode 1).
In this case they will reach the Inuyama Bridge The trail along the RIVER
after a few hours of walking. You have reached the banks of the Kiso River
and a few hours of walking separate you from the
The wind carries the sound of the river’s waters fortress.
56
The view of the water to your right is often Among the reeds moved by the wind, along
obscured by vast reeds. To your left, the Kinka the banks of the river you catch a glimpse of the
forest continues to dominate the territory. evanescent silhouette of a woman. Her long dark
Bare cherry trees await the coming spring while hair covers her face and her legs are lost in the folds
on the other side of the river a beautiful maple of the white kimono imprisoned in the dance of
forest is reflected in the water giving it a red glow. the wind. Her motionless arms fall along her sides,
In the distance you can see, beyond the branches heavy as the sadness that spreads her presence.
of tall trees, the roof of the castle and its white walls
standing out in the blue sky. Characters can investigate and discover more
details about this spirit that is strongly linked to
If characters proceed cautiously while looking Inuyama’s current fate. Airi’s grief is the main cause
around, they can make a DC Wisdom (Perception) of her cat’s transformation into a Nekomusume.
checks. The results should be interpreted as follows: Airi’s body is buried in the castle temple, next to
her daughter.
• DC 10 in the trail are the tracks of numerous
Oni, some very large. Most of the footprints The Jibakurei will return, though defeated, every
lead toward the forest and the fortress in your morning to the banks of the river. He will scare the
own direction. travelers and carry out attacks. In order to rid the
• CD 15 On the banks of the river and dragged stretch of road of his presence, Hajime will have to
by the current, the characters manage to spot apologize to the Jibakurei.
a dozen bodies. From the clothes they are
wearing they appear to be farmers. If they Jibakurei (1)
approach the riverbanks they will find bodies
wedged between the reeds and the banks. An
DC 10 Intelligence (Medicine) checks can
reveal a death several days ago caused by blunt
weapons that have smashed the chest or head
of the victims.
• DC 20 Among the reeds, along the river,
players will discover a faint blue flame that
never leaves the bank but moves along with crossing the forest
them. A DC 10 Wisdom (Religion) checks
allows the characters to understand that it is a If the characters walk the path there is no chance
hitodama and therefore a spirit returned from of getting lost or running into dangerous beasts.
the realm of Yomi must not be far from them.
If they decide to leave the path and go into the
THE YUREI Kinka forest they must pass a DC 12 Wisdom
Among the reeds along the river, the characters (Survival) check to reach the bridge. If they succeed
see the figure of a spirit, a woman in kimono with they take 6 hours, if they fail they take 8 hours.
long black hair.
If players enter the forest they may encounter
It is a Jibakurei, the spirit of a person who died bears, wolves and boars. These animals will
by suicide or violent death. The spirit belongs to only attack the characters if provoked. If players
Airi, Hajime’s first wife, who was attracted to the carefully move away from them or the area they
place of her suicide by the evil influence of the are staying in, they will avoid a confrontation.
Nekomusume.
If the characters leave the path after crossing the
The spirit will not attack the characters but will bridge, then near Inuyama, and enter the forest,
merely observe. If the players try to interact the they will run into Oni patrols.
spirit will disappear into the river. If they prove
hostile the spirit will attack.
57
EpisodE 2 Players can openly challenge the Oni and then try
to enter through the main doors. This is a challenge
that is beyond their capabilities, but one that they
can consider.
Characters will arrive in Inuyama by daylight, The two gates are far apart, but it is impossible for
even if they get lost, barring special situations or all the Oni present in the wall area not to notice the
particularly long stops, it won’t take them more ongoing battle.
than 8 hours to get there. Players must therefore consider a battle against
numerous enemies, even if not at the same time,
Inuyama Castle sits on a tree-lined rise. without a chance to rest or reorganize their
Its dark spires with gold inserts catch the sun’s resources.
rays and glow in response. The castle is defended
by a double wall and several towers. If players engage in battle near the walls, they will
The village at the base of the promontory is hear the steady voice of a man and the sound of
defended on one side by the Kiso River, while the drums in the towers. At each turn the archers will
rest of the land is entirely surrounded by wooden fire all their arrows at a target, knocking it down.
walls built on a stone base.
When the road meets the promontory on which If one or more characters find themselves
stands the castle, it curves following the ground, incapacitated, unconscious or otherwise at 0 hit
protecting the main entrance of the fortress. points, a samurai in red armor will come out of
the gates to their rescue and escort them inside the
Main gates (A) walls of Inuyama quickly.
The main doors are two, very similar in size
and structure. The door gives access to the area Oni (4), Greater Oni (2), Storm Oni (1).
surrounding the fortress but other defensive walls
are clearly visible and it is necessary to go through Note: Characters with serious wounds will be
them to reach the castle clinging to the promontory. taken to the temple in the castle area and treated.
Watch the two main entrances from afar. escape into the forest
Numerous Oni traffic in the vicinity of the castle Players may consider abandoning the fight and
stacking sacks of rice and barrels of sake. hiding in the forest. The Oni will not persistently
The gates are constructed of large planks of solid seek out the characters, preferring to return to the
wood, reinforced with metal bands and umbels. vicinity of the walls to drink sake. Characters must
Stone walls and towers are manned by archers pass a DC 12 Dexterity (Stealth) check to outrun
who watch silently without launching an offensive the Oni and hide.
or attempting to ward off those filthy creatures.
The clan’s blue mon flies on the gates and in the Strategies, diversions and help from
walls. the walls
You count a dozen Oni, but the presence of two The DM may decide not to help the characters
greater Oni and one Oni of Storms worries you the from the fortress wall.
most. The samurai Kantaro (See in the Important
The Greater Oni, almost as tall as two Oni, wields Characters chapter) is a man of honor who can
a large kanabo and wears the skin of a tiger on his also be employed for other actions depending on
mighty shoulders. how the characters move their attack on the Oni.
The Oni of the Storms, with his blue skin and
ceremonial mask, is undoubtedly a priest. Players could plan diversions to lure the Oni into
Trying to get to the gates would mean coming the forest and thus thin out the guards near the
up against some very powerful enemies. To go gate.
unnoticed would be very difficult as well as to
coordinate with the guards the timely opening of
the doors.
58
the reef (B) the road that led you to Inuyama. At the base of the
ridge, a small sandy beach is lapped by the water
Characters can head for the river instead of of the river.
following the road to the two main gates and then
continuing on to Nagoya. The first section of the Characters can examine the strand near the river
river is guarded by two watchtowers, both presided by passing a DC 10 Wisdom (Survival) check with
over by different ashigaru. The banks below the CD 10 to distinguish some Kappa footprints from
walls are sandy. those of birds and other beasts.
The walls end at the sheer ridge of the river. To There are no recent human or Oni footprints or
continue in this direction characters must enter tracks in the sand.
the water. If they continue they will reach the river
gate. Minor Armored Kappa (3)
You leave the curve of the path that lies against Thanks to the reed thicket and the large willow
the walls and continue to the right of the fortress, tree, it is possible to move along the banks of the
in the shadow of the ridge on which the great castle river with a fair amount of protection.
of Inuyama rests, reflected in the waters of the river. The top of the wall is protected by a tower guarded
A large willow tree hangs halfway between the land by two ashigaru facing the other side of the river.
and the water, protecting the water lilies cradled by The walls continue following the course of the
the movement of the river with its large branches river until they cross a rocky slope that hides
spilling into the waters. the curve of the river. The castle is perched on
To your right is the reedbed that continues up to that stone rise, protected at the base by another
freestanding tower.
59
Climbing the cliff is difficult and so is going towers who will shoot their arrows.
unnoticed. Characters must pass a DC 15 Dexterity
(Stealth) check to avoid being noticed by guards At any point in the fortress it is possible to scale
and a DC 20 Strength (Athletics) to climb up the the stone walls with bare hands by making a DC
cliff. 15 Strength (Athletics) check or a Dexterity
If the character fails, he must make a DC 15 (Acrobatics) check if the character uses ropes and
Dexterity (Acrobatics) check to avoid the rocks trees near the walls, or any other object to help him
and fall into the river. reach the top.
If he falls on the rocks he will suffer 3d6 Hit
Points before falling into the Kiso River, attracting The walls are constantly guarded by Ashigaru
the attention of the guards with his thud. who, if they notice the characters, will shoot arrows
and sound drums to raise the alarm.
The gate on the river (C) The sentries are numerous and, once the alarm is
Between the main ridge on which stands the castle given, will focus on the imminent threat.
and another small promontory there is a strip of
land accessible only by the river Kiso. The walls Ashigaru targeting characters are always 8, 2 of
run from one natural ridge to the other, preventing them in range while 6 others are out of range (they
the possibility of reaching this area below the castle will shoot to hit with disadvantage).
by land.
The gate, guarded by two ashigaru on the walls, is Conclusion of episode 2
not very big but is well positioned and reinforced. Characters have numerous access options that
It is not possible in any way to forcibly load it to will set in motion very different situations. The
knock it down. DM needs to be very flexible and accommodate
The sandy shore has several wooden piers on the players’ desire to explore the walls and
which boats are moored and fishermen’s tools are surrounding area. Following are some examples of
arranged. a likely conclusion to this episode that should end
with access to the interior of Inuyama.
Characters are free to climb the walls trying not
to be seen or to go to the door to ask the ashigaru • Characters access the fortress by breaking
to let them in. The ashigaru on this side are more through enemy lines. The doors are opened
distracted, intent on checking the kappa and not amidst the joyful cheers and thanks of the
expecting an incursion on the walls. Ashigaru and the Samurai.
If the players decide to climb the walls see point • Characters during the fight with the
(D). Oni lose consciousness, are injured or find
themselves in a situation of inevitable defeat,
fortress defenses (D) but they receive the help of the castle army and
The walls of the fortress are mainly white, are treated within the walls.
decorated in some places with dark wooden panels • The characters manage to reach the walls
of regular shapes probably openable from the and enter the castle without being seen.
inside. • They can be escorted by the guards from
The basement is composed of large stones while Kantaro after announcing themselves as
the roof was created with many small dark tiles. guardians near the walls or a door, in A after
Before the walls there are depressions of soil, wood defeating the Oni or in C if they manage to
barricades and ditches, some full of water. These reach it by crossing the river.
elements can help an individual reach the walls • They can climb the ridge and gain direct
without being seen but make it impossible for an access to the castle courtyard and go to the clan
army to march in a compact manner to one of the lord or anywhere else in the main building.
gates. • They can be mistaken for raiders by the
guards and be wounded by the archers or
Reaching the walls unseen requires a DC 12 surrounded with spears near the walls or in the
Dexterity (Stealth) check. yards. In this case they will be taken inside the
Failure means being spotted by the guards on the castle by Eizo or Kantaro as prisoners.
60
• They may try to climb up the moat waters
with a stolen boat along the piers of Entrance
• They can scale the secondary high ground
Episode 3
and enter the village area directly without
being seen. Once over the walls, the characters will find
themselves in one of the many areas of the fortress,
among houses and cultivated fields, in the main
structure of the castle (honmaru) or inside the
wounded temple.
61
see this is where we train. That building at the far After a brief bow, the Samurai in red armor turns
end is the stable. We don’t own many horses.” to you again. “Now tell me: do you want me to lead
The old man’s hollowed face is covered by the you towards the castle or do you want to move
shadow of his boiled leather hat, his leather armor on your own? If you so decide I will instruct the
as worn as his sandals and robes. His legs are steady ashigaru to open the doors of the fortress each
and determined with every step. time you pass.”
62
time. overcome by any enemy. My father was an
• Atsuko, the young wife of our lord, is Ashigaru like me and always defended these
beautiful. So beautiful that even a Kami could lands with courage.
fall in love with her. • This is not the first time we have seen Oni
• Our Lord’s first wife died. According to but it is the first time they have gathered under
some she died of sadness over the death of the walls. Kappa have also been spotted near
her little daughter, for others she committed the riverbanks.
suicide in the river. A small minority malign • The horses are sick, our Lord is bedridden
that she was killed by the Clan Lord to marry with illness. Misfortune has befallen Inuyama.
the young and beautiful Atsuko. I have faith in • Eizo is a valiant man, the best commander
our lord, his spirit is pure. to die for. He should carry the Daisho. He has
• I know that many fishermen can no longer the heart of a Samurai.
go out on the river to cast their nets because • All of us Ashigaru were instructed directly
of the Kappa. The situation is more and more by Atsuko not to allow anyone to enter her
dangerous. beloved’s garden. The guards on the towers were
explicitly asked to frequently check the inner
Ashigaru Barracks areas of the fortress, especially that garden. It is
The barracks is a rectangular building built on not a vulnerable spot but it was a place of their
a wooden foundation. It has a roof of branches own, important, intimate.
resting on high wooden walls that have sliding • Kantaro is the most warmongering of
openings on all sides. the Samurai. Several times he spoke ill of our
There are numerous rooms that overlook the future Lord Taikan, painting him as a coward.
walkways of the basement along the entire • Atsuko is beautiful. Our lord is lucky that
perimeter. Inside, wooden corridors and large areas such a beauty is taking care of him. He will
with tatami mats alternate in regular geometries. surely heal from her loving care.
Racks house spears, bows and shields, while • We have 13 towers and 26 men always on
barrels contain hundreds of arrows. lookout. If a large army of Oni or other Yokai
Soldiers are always present in the barracks, were to approach the fortress they would be
resting, bivouacking or maintaining weapons. spotted well in advance.
• The castle is well defended. There are 5
In this area it is possible for the characters to often gates to pass through to get to the top. The large
meet Eizo and Kantaro. spaces allow all inhabitants to be rescued even
if the first walls give way.
Accommodation
Although the characters are given free access
to the castle, they stay in one of the rooms in the
barracks.
They are allowed to sleep and rest on clean tatami
mats and futons, have use of the fire in the main
hall, water, and food.
The food served in the barracks is mostly rice,
with fish and vegetables in season.
63
THE CASTLE Deviations
After the second door the characters can access
Players can move around the many areas of the a side door to their right that leads to the training
castle to investigate, and unless they climbed the ground.
escarpment in Episode 2, they are required to walk After the third door the characters are at a
through certain areas and past doors to reach the crossroads consisting of two side doors, one on
main building. their right and one on their left, leading to the
gardens.
gates and fortifIed road (A) After the fourth door, on the right, there is another
In order to reach the honmaru, the main building side door that leads to a sacred area where a temple
where the Lord of the fortress resides, it is necessary stands.
to walk up long stairs and cross five defended gates. The fifth door is the largest and precedes the area
The way is defended by towers and massive walls, before the honmaru.
made of large stones, structured so that no door is
arranged in a linear fashion, thus forcing any army MILITARY training camp (B)
to have to constantly change direction without At the base of the castle is a large field where
being able to take advantage of any charges or rams. numerous ashigaru shoot bows and practice their
Each door is defended by ashigaru that, at the weapons. There are numerous wood fences, racks,
passage of the characters, make a bow and then and a building used as a stable.
play a drum beat that echoes inside the stone walls. The characters have probably already been to this
The blue mon of the Clan flies on the towers and area of the castle to stay inside the barracks.
walls. The training ground can be reached from the
defended way and from a door on the walls.
In this area it is possible for the characters to meet
64
Eizo and Kantaro often.
Deceptive correlations
the stable There is no connection between Hajime’s illness
The stable is a large elevated wooden building and the presence of the gama. The creature was
where inside are lean, dying horses surrounded by attracted by the obake’s evil presence.
flies.
A DC 12 Intelligence (Investigation) check The temple and the cemetery (c)
allows characters to figure out that the stench and The temple inside the fortress is made of red
bugs are coming from under the floorboards. wood with large sloping roofs covered with bronze
If the characters stay more than 1 turn inside the sheets, now oxidized.
barn they must make a DC 15 Constitution saving Numerous worshippers are lined up in front of
throw to avoid being poisoned. Farmers barely a small square pagoda, following each other in
enter or throw some hay towards the dying beasts prayer and tolling an old bronze bell.
from the doorframe while covering their noses The first large building houses a closed place of
with a cloth. prayer, whose open shutters allow a glimpse of a
stone garden at the back of the temple.
Poisoned characters will remain in that state for The garden is crossed by a paved road on whose
6 hours sides are arranged many stones of different heights,
funerary monuments and lanterns.
If players try to lead horses out of the stable they
will find that the horses are weak and frightened At the end of the road stands another building,
and will not be led outside. In addition to the risk also made of red wood. Inside the temple the monks
of poisoning, players must make a DC 18 Wisdom and the miko prays and helps the inhabitants
(Animal Training) check to lead each horse outside. locked up in the fortress not only with prayers and
There are 11 horses, including one gorgeous and words of comfort but also with basic necessities.
imposing one, probably Hajime’s. On one side of the garden, where some older
trees touch each other to form a green roof, stands
If the characters remove the floorboards or crawl another older dark wooden temple.
through the darkness under the floor from the Here a wooden statue now eroded by time has
outside they will come across a gama, a huge Yokai recently been adorned with a red ribbon. A samurai
in the shape of a toad. is enclosed in prayer in front of the ancient statue.
In both cases the gama will attack the characters A DC 10 Wisdom (Religion) check will reveal
immediately, as soon as the ripped planks allow that the statue belongs to the Kami Izanagi, intent
him to act. This situation is to his advantage with his halberd on creating the world.
because the axes protect him. Izanagi is the father of the Kami, a good deity
The characters will then have disadvantage on rolls strongly linked to life.
to hit. If they reach the gama by crawling under the
floor, they will have to face it in a disadvantageous If the characters approach the samurai in prayer,
condition, since they cannot fight standing up, but they will be blocked by an elderly Sohei named
are forced between the ground and the wooden Gombei. The priest, born and raised in Inuyama,
boards. will be able to tell the characters a lot about his
own lord, his wife, and his late consort. It will be
Gama (1) Gombei who will reveal to the characters that the
samurai is Taikan, the son of the lord and heir of
In the gama’s lair you can find the remains of many Inuyama.
animals, some still decomposing and recently
killed. A nest of bones and rotting carcasses that Gombei will report to the characters that he has
contains nothing of value. tried several times to spur Taikan to react. The
priest is convinced that the eldest son is torn by
Once the gama is dead, it will only take half a day grief over the possible loss of his father.
for the horses to recover. Having lost first his sister and then his mother,
65
Taikan has always lived in his father’s shadow. to the reedbed along the river to meet his mother
Atsuko, Hajime’s new bride is the same age as the he will accept.
son and could never be a real mother to him. The soul will not attack the players and will
communicate in some way by miming gestures of
Gombei will defend their lords against any affection towards the son and pointing irate at the
accusation or assumption. For the monk Airi top of the castle.
committed suicide, Hajime would never disgrace The Yurei is not related to Hajime’s condition but
himself by soiling his hands with the blood of an has been summoned from the kingdom of Yomi by
innocent woman. the evil Obake.
If the characters insist on talking to Taikan the Graves
priest will let them go towards the old temple.
When the son of the lord sees and recognizes Beyond the temple, in the sacred area, there
the guardians (or the heroes who have come to are graves. If the characters ask Gombei, he will
the rescue) he will stretch out his face in a sincere accompany them showing them the graves of Airi
smile. A quick bow and then he will be immediately and her daughter Megumi. The stone tombs are
available for any collaboration. The reaction will arranged side by side, the mother’s slightly larger.
amaze even Gombei and could, according to the There is no sign of tampering in any of the graves
information gathered, amaze also the players. present.
66
He and his wife suffered greatly. The DM is free to use, modify, expand or draw
• Hajime lost his virtue when his daughter new equivocations inspired by the general story
died. He neglected himself and indulged in and that of the non-player characters.
drinking. His wife Airi also withdrew into
herself. At that time the castle was left without HajimE’S GARDEN (d)
a guide. This garden is guarded by an armed man and
• Could Hajime have the same illness as his the entrance is reserved for Hajime. Given the
daughter? situation, the characters can try to convince the
• After the death of his daughter, Hajime guard or Kantaro to let them enter for a brief
became dangerous and violent. Many in the patrol. To do this they must pass a DC 15 Charisma
dojo feared his wrath, especially when he drank (Persuasion) check.
too much sake. To scare the guard a DC 20 Charisma
• Airi Hajime’s first wife, the mother of his (Intimidation) check.
firstborn son, when her daughter died she shut
herself away. She spent her time in silence with The guard rests his spear on the stone wall and
her cat, in the gardens or in her rooms. opens the wooden door leading to the garden.
• Hajime became infatuated with Atsuko, a Protected by four walls, it is shady and private.
beautiful young girl, in a time of great distress Three watchtowers overlook the garden and you
and grief. His wife seemed to notice nothing, can feel the guards’ eyes on you.
locked in her silence. And while Hajime, Beautiful trees that have been carefully pruned
spurred on by a new spring and a new love, frame a garden of stones and heated wooden tubs.
tried to rise from the abyss, Airi seemed to fall An area covered in moss and small green plants
further and further into the abyss. follows a shaded wall interspersed with occasional
• Airi, Hajime’s first wife, committed suicide bamboo.
a few months after the death of her daughter on
the river. Her lifeless body was found among Atsuko will always oppose and intrude if possible.
the reeds. Her grave is located in the temple As soon as someone is seen inside the garden new
and Hajime has been seen praying for his wife guards will arrive to escort the intruders outside.
and daughter several times.
• Not all the villagers believe in suicide. Many This behavior might make the players suspicious
malign that the lord committed a horrendous and they might consider coming back later to
crime in order to marry the young Atsuko. search the garden.
• Taikan is a sensitive samurai who has yet to
find his true strength. He has not gotten over the burial
the death of his sister and the loss of his mother. If players carefully patrol the castle lord’s
• Many in the village claim that Taikan is in garden, they must pass an DC 15 Intelligence
love with Atsuko. Taikan is younger than his (Investigation) check or a DC 20 Wisdom
stepmother but they have been seen together (Perception) check to notice, along the wall, some
often, especially before his father’s illness. loose soil and dried moss.
• Atsuko spends all her time at the castle
lovingly caring for her husband. The tree canopy makes that area dark and barely
• Taikan is afraid. He doesn’t know how to visible from the watchtowers along the walls.
handle the situation and prays to the Kami that
his father will get well and he can go back to Closer examination and removal of the soil will
lazing around. uncover the remains of what appears to be a young
woman, naked and now unrecognizable.
Misleading and bluFFIng A DC 15 Intelligence (Investigation) check or a
The frequency, completeness, and emphasis with DC 12 Wisdom (Medicine) check allows you to
which this information is reported to players can tell that the corpse is no more than 2 weeks old and
point them toward the truth. This information belongs to a young woman. The hair is long, black
may be reported by courtiers at the castle, monks, and straight.
ashigaru, and why not, in some cases, peasants.
67
Noticing the dislodged soil simply by looking
from the entrance to the garden or in a hurried Atsuko has instructed the guards not to let anyone
manner due to guards or other impediments does in, with rare exceptions. Characters are one of these
not allow you to make a Test of Investigation. but they will never be let in at night and are not
Characters must pass a DC 25 Wisdom allowed access to the upper floors without Atsuko.
(Perception) check to notice the burial area. Characters will always be seated in a waiting room
guarded by a samurai and 4 armed guards.
Honmaru
The honmaru is the most important building If the characters look at the surrounding area
of the fortress, located at the highest point of the they will notice that the honmaru is preceded by
promontory. Here resides the court and Hajime, a very large and unobstructed courtyard, suitable
the lord of the clan. for military maneuvers, protected by towers
positioned on all sides.
Arrival at honmaru (outDOOR) Along the walls are beautiful cherry trees and
The castle is built on an imposing basement of small manicured gardens. Courtiers and Samurai
stones, with colors ranging from dark gray to ocher. talk in these places and characters can interact
To the right of the entrance is a watchtower with them.
defending the large wooden gate, reached after a
flight of stone stairs. Arrival at honmaru (INDOOR)
Your gaze travels upwards along the floors of The walls inside the castle are white, interspersed
the honmaru. On the basement rests a large two- with mighty dark wooden beams.
colored wall, the lower part of which is composed Along the walls there are racks holding naginata
of a dark wooden enclosure that has several ready for use. The perfectly sanded floor is made
tactical sliding openings to implement defensive by a polished wood that covers the entire length.
maneuvers near the gate. This wooden enclosure In the central part you see tatami mats, rooms,
precedes a wall whose white plaster does not and rice paper walls that are opened and closed by
appear to have any openings and is topped by a guards, samurai, and the court.
dark gray roof that is narrower than the next ones Some walls and ceilings are decorated with
and surrounds it throughout. This appears to be a colorful paintings depicting fishing scenes, with
single floor, but the contrast with the height of the large golden fish.
second suggests that there is an intermediate floor Small, narrow wooden stairs lead to the upper
with no opening to the outside. floor.
On the second floor there are three large regular
windows, above which there is the highest roof Characters are not allowed, by order of Atsuko,
of the structure; in the middle of which you find to move freely through the rooms of the castle.
embedded another floor, much narrower than the Characters may run into Samurai and guards as
previous ones, which ends in a characteristic roof well as courtiers.
with a sinuous shape, in contrast with the straight The Samurai most loyal to Atsuko are Toyotomi
and sloping ones of the previous floors. Here a and Tomoe. Toyotomi is in charge of organizing
wide shutter is raised held by a rod. the shifts of the guards and the defense of the
A last floor, still whitewashed, is surrounded by a honmaru and will be adamant and very strict with
dark wooden balcony from which it is possible to the characters.
dominate all the valleys. The DM may use Toyotomi to get in the way of
Regular axes draw the perimeter of the walls. characters by escorting them out or restricting
Here a woman with long black hair and light their investigations to such an extent that players
clothes is watching you. Behind her, a large double- may think Toyotomi is involved in some way with
doors light wood door is wide open. Hajime’s illness.
The dark roof, with its gentle sloping lines, is In reality Toyotomi is loyal to Atsuko and,
adorned at the top with sculptures of trout. unfortunately, in love with his lord’s young wife.
As you lower your gaze you see that in front of
you are two Ashigaru armed with spears on either
side of the door.
68
Access to honmaru by other ways looks after our temple, visit our Lord. He
Players can decide to persuade the guards in the spoke privately with Atsuko.
name of the emperor or the power of their clan.
In this case they will have to pass a DC 15 Beyond the waiting room, characters may move
Charisma (Persuasion) check or a DC 20 Charisma to other rooms.
(Intimidation) check. On the ground floor, beyond the waiting room
Sneaking in through the wooden shutters requires are kitchens and storerooms. A staircase leads
a climb along the walls between the roofs of the down to the cellars within the stone basement.
castle. This requires a DC 20 Dexterity (Acrobatics) Characters here will find only tools and supplies.
check. If the character intends to do this without In the intermediate floors to get to the last room
being noticed by the guards on the towers, he will where the lord rests, there are the rooms of the
take the check at a disadvantage. court, all divided by corridors of polished wood
Failure will draw the attention of the guards on and sliding rice paper walls.
the towers who will shoot their arrows. In those rooms stays samurai, officials, the lord’s
son, Atsuko - in her private room - and other
Court members. Nothing is relevant
Samurai, guards and courtiers who dwell or work
in the honmaru can converse with the characters Hajime Room
and will answer their questions. Hajime’s room offers a very different context
Players, in addition to the information already whether it is visited by day or by night by the
suggested and found in the garden will reveal the players. In order to make it up to the top floor of
following clues that the DM can integrate, combine, the castle, characters must be able to convince or
modify and adapt to the context. intimidate the guards to ignore Atsuko’s order not
to let anyone in.
• Our walls keep us safe. We know that Kantaro They could enlist Kantaro’s help or distract the
spurs the Ashigaru to do their best. If we all castle’s more adamant samurai, such as Tomoe and
stood on the walls ready for battle the people Toyotomi.
would be frightened. The Samurai do not Arriving at night, on the other hand, requires
want to disrespect Taikan’s decision to focus more complex actions such as a raid, a diversion,
his prayers toward his father. or the use of divine aid.
• Although the Samurai must remain loyal to There’s nothing to stop characters from getting
their lord, not everyone approves of Taikan’s their way by deception or force if they deem it
choice to wait and pray. necessary.
• Atsuko is very caring and spends day and
night with her lord. She demands that the THE ROOM (DAY)
room be guarded at all times. A steep, narrow staircase leads to a small, dark
• Atsuko personally brings the meals and teas wooden hall with a sliding wall of rice paper. In
inside the room. front of the opening two Ashigaru stand guard
• Akinori, the court physician, visits our lord armed with spears. On either side of the staircase
Hajime in the morning and evening. You can two small lanterns illuminate the shutterless room.
ask each individual guard. The door gives access to a single large room.
• As far as we know, the visits always take place Along the perimeter of the long planks of polished
with Atsuko present. The doctor claims that wood create a regular geometry with their joints,
the lord is tired and needs rest. No signs or setting a floor of tatami embellished with borders
symptoms of serious illness were found, much of embroidered fabric.
less injuries. A large French window is open revealing a
• At night, in that small, cramped space, it is balcony from which one can have visual access to
difficult to stay awake. We are ashamed to the entire clan domain.
admit it but, talking among ourselves, we A large suit of armor is perfectly stowed in the
found that some people dozed off during the corner of the room. The dark blue lacquer reflects
night. the daylight entering through the large opening.
• We saw only one day Gombei, the Sohei who The imposing helmet has a golden mask and two
69
large pearl trowsers on top. way, because the light from the lanterns in the
In the center of the room Hajime lies, eyes closed antechamber will filter in and catch the bakeneko’s
and breathing faintly, on his futon. attention. If the lanterns are turned off earlier, the
Next to the noble lord rests a tray containing change in light intensity will alert the bakeneko’s
hot drinks and small sweets, a few tea towels and acute senses.
a bowl of cool water. The scent of the tea on the
tray carried by the gentle breeze entering the room Being able to climb the stairs silently and observe
reaches you. A richly embroidered silk kimono is the guards without making any noise is difficult. If
folded at his side. On her lap sits a beautiful young characters attempt to sneak up on the room they
woman with very long black hair touching the must pass a DC 25 Dexterity (Stealth) check.
tatami. Atsuko, the young wife of the clan lord,
lovingly cares for him. Upon your arrival she looks Hajime’s body is arched, lifted by an invisible
at you for a moment and then turns her attention energy. The backs of his hands touch the tatami
back to her ailing husband. without strength while the blankets on his body
slide to the ground showing a torso and a neck
If the characters make it all the way to the room, too thin to belong to a warlord. The head leaning
Atsuko will talk to them. She will not be able to back is supported by a clawed hand, the mouth
completely mask her discontent with the behavior wide open and the eyes staring at the void join in
or negligence of the guards and Samurai. a feeble but tangible exchange of energies with a
At the first moment of embarrassment or silence floating creature with a human body but the face
she will invite the characters to leave the room by of a cat, deformed by its evil intent. The light silk
approaching the door herself. Atsuko will apologize kimono flutters only partially covering that beastly
and turn her gaze towards her sick husband. body.
Atsuko will close the door after a short bow as
soon as the characters are gone. Bakeneko (1)
70
EpisodE 4 father. He is now lucid and his gaze is as proud and
alert as it once was.>>.
With a new and prolonged bow he again shows
his gratitude. <<Now go up to his rooms. He is
Hajime, free from the grip of the bakeneko, will waiting for you. I presume he wants to thank you
wake up after a long rest dazed and confused. In a in person and ask your advice on how to deal with
short time and after a meal the lord of the fortress the threats that besiege our fortress.>>
will be lucid. The Yokai will quickly disperse
leaving the vicinity of the castle. The kappa into the garden
will move away from the banks and the spirit of
Hajime’s wife will return to Yomi. If the gama has If the characters are in one of the castle gardens,
not been confronted and defeated it will engage the the DM can introduce the last part of the adventure
Ashigaru in the castle forecourt as it searches for a by reading the following.
way back into the river.
The only creatures that will not spontaneously The autumn sun warms the day after the cold of
leave Inuyama are the Oni who will continue to lay the night. The soldiers and workers of the fortress
siege to the fortress. speak in whispers and point at you with their eyes.
Rumors of Lord Hajime’s healing must have
Hajime will be lucid and with enough energy to already spread. Looking up to the sky, you see
engage in an important conversation but not to go the Lord on the balcony looking over the walls,
into battle. protected by a heavy dark kimono.
The characters could be inside the honmaru, in Despite the height your gazes cross and intentions
the gardens, or checking in with the soldiers and spontaneously manifest. With a wave of his hand
Kantaro on the situation outside the walls. he invites you to come up to his rooms.
Regardless of what the characters are doing, the
Lord of Inuyama will want to thank them and into the wall (or village)
discuss with them how to rid the castle of the Oni.
If the characters are in the company of guards
Hajime will be informed of the events by his son, near the inner or outer fortifications of the castle
Kantaro, Toyotomi, Akinori, Gombei, and even the DM can initroduce the characters to the last
Eizo, who is summoned to learn the moods of the episode with these lines.
peasants and fishermen.
The sun has risen a few hours ago revealing a clear
Following are three examples of introductions sky. The soldiers are excited, heartened by the news
to the last episode of the adventure based on the of their Lord’s healing. A soldier bends down and
location and last actions of the characters. invites you to follow him.
71
the remains of the real Atsuko buried in the garden. Once the Oni are defeated, the presence of
It will not be difficult to prove the necessity of the the players is no longer required and the task is
gesture and once the position is clarified Hajime accomplished. The Oni will not abandon the battle
will ask the characters to free Inuyama from the once it has begun.
Oni. Defeating the Storm Oni will be necessary to
Toyotomi himself will apologize to his lord for prevent new groups from coming from the forest.
being deceived by the Yokai and will participate in The defeat of the Oni of Storms also implies the
the battle at his side. defeat of the Oni, who will leave the Inuyama
territory.
the battle
Hajime trusts the characters and they will be free, seppuku and silence
along with his Samurai, to organize the attack. Toyotomi, having fulfilled his duty in battle,
The characters do not know the exact number of decides to perform seppuku, a ritual for voluntary
Oni outside the walls, so they may inquire through suicide. To have been subjugated by the bakeneko,
reports from the guards about their numbers and almost bringing ruin to the clan and death to its
resources. lord, is too great stain to bear.
Toyotomi will be adamant, distraught over
The Oni are divided into 2 groups that stand in Atsuko’s death as well.
the main gates of the fortress. This ritual concludes the adventure that will free
Both groups currently consist of 12 Oni, 10 the characters from their duties to Inuyama.
minor and 2 major.
An Oni of the Storms often floats from one Toyotomi sits, kneeling on his heels, in the
group to another. center of the square in front of the homnaru, his
untied kimono allowing a glimpse of his chest
Watching the forest and abdomen. With no breath and a gaze always
If the characters personally observe the forest, straight ahead towards the spires of the castle he
they can make a DC 12 Wisdom (Perception) grips his short blade and wedges it in his belly
check to notice Oni moving within it. from left to right and then quickly upwards.
Determining the number is impossible, but they Taikan’s blade forever immortalizes that proud
seem to be numerous, about ten or maybe even expression on Toyotomi’s severed head, which
more. rolls to the right of the body as it falls forward;
and in the silence filled only by the wind, blood
take the FIeld spills beneath the samurai’s body.
Kantaro and the other Samurai will propose, if the
characters don’t do it, to split up and attack from
both gates at the same time so that the enemies
can’t escape or get organized using the archers on
the towers and walls as support.
Players can also propose to make a common front
by going out of a door together. If they do so, the
second group will disperse into the forest. INUYAMA’S DEFEAT
Attacking from the walls will push the Oni into If the intent of the players is to bring down the
the forest, but they will not abandon the territory fortress, the DM may be faced with a very different
by attacking the travelers along the path leading outcome. The players could kill the Lord of Inuyama
from the fortress to the bridge. and his son and then accuse the bakeneko, plunging
the clan into chaos at a very delicate moment.
Oni (10) They could incite the forces present by leveraging
Greater Oni (2) Kantaro to open the gates and seek a head-on
Storm Oni (1) collision to decimate the warriors of the fortress.
An incursion aimed at weakening the resources
of the fortress by facilitating the entry of the Oni
epilogue inside the villages cannot be excluded.
72
characters the Obake’s death, Hajime will be bedridden, dizzy,
and lacking any strength to interact with characters.
Hajime Taikan
Hajime, despite being over sixty years old, is still Taikan is Hajime’s son and looks a lot like his
a valiant warrior. father. His hair is still thick and black. His lips are
A descendant of the Oda clan, he is a man of those of his deceased mother.
honor born and raised in these lands. Taikan is a samurai, the rightful heir to the clan
Tall, with broad shoulders and a thick mane of and the fortress, who does not yet feel ready to hold
white hair, he has a stern face and a gaze framed by this important position on behalf of the Oda clan.
thick eyebrows. The sudden illness of his father, the untimely
A long sword scar marks the right side of his face death of his sister and then his mother have made
and part of his neck. Taikan vulnerable.
Hajime almost always wears beautiful quilted silk Taikan never makes important decisions as he
kimonos in blue and light blue, with white and is used to always supporting those of his father
gold embroidery depicting waves and carp. without ever exposing himself to the judgments of
His samurai armor is dark blue, with white and the court and the other Samurai.
gold trim. Taikan spends a lot of time praying in the
The helmet, imposing, has a golden mask and two temple and will see the arrival of the characters
large pearl trout on the top. The armor, when not as an intervention of the Kami. Relieved of his
worn, is neatly stored in his room. responsibilities, Taikan will regain trust, although
Hajime longs for a more assertive son but is his participation will only be a mask, always
sympathetic to Taikan for the losses he has had to supporting the choices of the players, ready to
suffer in a short time. When the court or strangers accuse them if the outcome of an action taken does
disrespect his son, Hajime utters the phrase “Not not give the desired results.
all cherry trees bloom on the same day” in order to
interrupt the conversation. Gombei
Hajime will show his resolve a few hours after his Gombei is the Sohei who controls the temple
release from the Obake’s influence by donning his inside the castle. With hair perfectly shaven, he
armor and heading to the front lines against the wears the white headdress typical of his order.
Oni or following the eventual plan of attack. Before He has deep wrinkles around his eyes and a sparse
beard. Thin and bony, the skin of his strong hands
has numerous spots due to old age.
His naginata is always resting somewhere not far
from him inside the temple.
Gombei is loyal to the Oda clan and to Lord
Hajime and his dynasty. He does not doubt his
lord’s actions and, although sympathetic to Taikan,
would like to see him take charge and accept his
fate.
Gombei is protected by the Kami of Izanagi as well
as almost all of the Sohei and Miko in the temple.
For this reason, it is not difficult for the guardians
to avail themselves of any care should they need
it. In the temple there are about twenty monks
who take care of the daily chores and about ten
warriors between Sohei and Miko. All the priests
of the temple refer to Gombei, as spiritual guide
and guardian of the sacred area.
73
Toyotomi, unlike Kantaro, is not on the characters’
side and will try to obstruct their investigations
TEMPLE RESOURCES
to please the lady. Toyotomi is in charge of castle
All Sohei and Miko have the skills Medicine
security and guard duty.
(+3) and Religion (+3). The DM can, through the
temple figures and Gombei himself, offer support
Note: If players broke into the fortress to hasten
to the players through the donation of Omamori.
Inuyama’s fall and not to save it, they might find
In case the characters have been wounded, Gombei
Toyotomi an easy ally to manipulate.
can use the Spare the Dying Cantrip and use the
following 1st and 2nd level spells: Detect Poison
and Disease, Cure Wounds, Protect from Poison,
Megumi
Megumi is the late daughter of Hajime, Taikan’s
Lesser Restoration.
younger sister, who died from an illness.
The DM may consider bestowing the intervention
Megumi looked a lot like her mother Airi.
of the Sohei and Miko based on the characters’
If the characters investigate the little girl they can
actions, their respect for the sacred area,
find out that the court loved her cheerfulness and
ceremonies, and conjunction with the Kami and
that everyone considered her very beautiful and
Izanagi.
talented. Her grave is located in the cemetery next
to her mother’s.
Eizo Airi
Eizo is the oldest ashigaru in the fortress. He Airi is Hajime’s first wife. A good-hearted woman,
knows the walls and surrounding lands well, and she was well liked by the people of Inuyama.
the ashigaru trust his judgment. Eizo is well liked Airi, after the death of her daughter Megumi and
by the villagers. the departure of Hajime, took her own life on the
His elderly father and mother still live in the banks of the river. With the manifestation of the
village doing the most menial jobs after serving the Nekomusume, her spirit returned from Yomi to
Clan a lifetime. haunt the place of her death.
Tall and slender, he always wears his hat and Airi is a Jibakurei and will leave that place only
never separates from his spear when called upon after hearing her husband Hajime’s apologies.
to defend the walls or territory. Many say that if he Airi, heartbroken by the death of her daughter,
had more opportunities to prove himself, the clan would have wanted her husband’s silent support
would have made him a Samurai. Eizo is a simple but the two have dealt with their grief differently
man who does not see evil unless it is obvious. He and have grown more and more distant.
lives with humility and pride, happy to protect his Airi’s grief is the main cause of her cat’s
people and serve his lord. transformation into a Nekomusume.
If the characters meet Airi they can try to
Toyotomi communicate with her. Airi is able to understand
Toyotomi is a samurai assigned by Atsuko to but not to speak.
protect her ailing husband, and his lord, at this A sympathetic approach may prove useful and
delicate time. Airi may reveal important information.
Toyotomi is in love with Atsuko and blindly obeys
her orders. He has considered, upon the lord’s • If the characters put all their efforts in this
death, to eliminate his cowardly son and rise to direction, the DM can use Airi to provide a
power by marrying the young widow. clue about the Nekomusume.
Despite everything, Toyotomi does not have the • Should the characters show up at the scene
courage to implement his plan before time and with Kantaro, the jibakurei will show a
in his heart he knows that they will remain only moment of joy by symbolically caressing his
fantasies. son’s cheek.
Toyotomi has neat black hair, a broad forehead, • Should the characters show up with Hajime
and two eyes set apart by a large nose. and convince him to ask for forgiveness, the
Unpleasant in appearance, he is a man of few jibakurei will leave the banks of the river.
words, shy and does not grant any confidence.
74
Tomoe
Silent and watchful samurai belonging to the Oda
clan. He has a neat appearance and is probably older
than he seems at first glance. He never wears his
great armor but wears his Dasho proudly on a dark
blue Kimono with golden geometries. If necessary
he will flank Toyotomi to force the characters to
respect their lord’s rest.
Tomoe spends a lot of time inside the castle and
will always be present when the characters wait in
the halls of the honmaru.
AKINORI
Akinori is the court physician. Overweight, he has
a stocky body and no neck.
Unattractive in appearance, his lips are long and
thin. Akinori is a man of culture, an expert in
history, medicine and religion.
He visits Hajime daily in Atsuko’s presence,
reiterating that these symptoms could be
attributable to fatigue, old age, or an unseen
ailment, and that perhaps reconvening Gombei
could help. He highlights the fact that Atsuko is
not in favor of Gombei’s intervention and that the
Toyotomi Samurai does not allow monks access to
the castle. disrespecting his lord.
Akinori stays in the village, where he has a small Considered unruly by courtiers but appreciated
workshop. by Eizo and the other Ashigaru for his direct and
martial ways, Kantaro is the only one willing to
Atsuko investigate with the characters..
Hajime’s young wife has snow-white skin and
long black hair. Elegant, with narrow shoulders
and a long neck, she has small, slightly pouty lips.
Despite the stern look, Atsuko is sweet and caring.
Atsuko was killed and buried about two weeks ago
in Hajime’s private garden by the bakeneko who
had taken her place as Hajime’swife. Atsuko wears
kimonos with motifs that recall natural elements
such as butterflies, dragonflies and sakura flowers.
Her accessories are often in gold. Her hairstyle is
always perfect.
If players have suspicions and try to observe
Atsuko carefully, they won’t notice anything. To
have any doubts it is necessary to pass an DC 25
Intelligence (Investigation) check.
Kantaro
Kantaro is a samurai of the Oda clan. He has a
large forehead and perfect hair framing a sharp,
bony face.
Proud in his crimson and gold armor, he tries
to spur Taikan on whenever possible, often
75
chapter VI
bestiary
This chapter exclusively illustrates the monsters the underground kingdom of Yomi, incorporeal
and creatures from the adventure The Mystery of presences that haunt the land of the living.
Inuyama.
The Oni, although they come from the realm of
The DM can use this information to better Yomi, do not have a spiritual form. They are the
characterize challenges, devise new strategies and guardians of the land of the dead, servants of the
interactions during battles. Kami Izanami. The Oni are evil and ferocious
torturers, mighty warriors who know no mercy.
With the advent of the Kamikaze and the
intensification of supernatural activities, the Among the Yokai we must distinguish the Obake,
guardians have studied and diversified the monsters or shape-shifters. These creatures are equipped
they encountered most frequently. with great cunning and great powers.
Although all monsters are generally defined as When an object is possessed by a Kam
Yokai, it is possible to distinguish within them i or a spirit we can identify it as Tsukumogami.
many types of manifestations and creatures that
outline their habits, abilities and weaknesses. Finally, there are the Shikigami, invisible spirits
with the appearance (for those who are able to see
In general we can use the term Yokai for any them) of small Oni. These spirits dwell everywhere
supernatural manifestation of an evil and vengeful and in particular circumstances can manifest or be
nature. Among the Yokai is important to recognize evoked.
the Yurei, or the spirits of the dead escaped from
76
oni warriors The Oni love sake and eat like humans; they are
terrible and feared looters.
Oni are yokai that are very common and hated
throughout Japan. Although they have humanoid Their warrior nature and their bond with the
appearance they behave like beasts, wielding their Kami of Death Izanami, of whom they are faithful
large iron clubs called Kanabo savagely. They servants and guardians of the Yomi moors, leads
have massive builds and leathery red or blue skin. them to abound in fierce slaughter.
Some Oni are covered with thick hair in the chest,
shoulders and forearms.
Oni have large heads, with cruel and
disproportionate eyes. The nose dominates the face the army of the oni
and is often adorned with iron rings. There are numerous Oni beyond those that the
A thick hair towers tousled over their heads from characters will face in Inuyama. The Death Oni,
which two small horns sprout. The mouth is large, terrible guardians adorned in bone armor, Flame
equipped with fangs, always contracted in a fierce Oni, followers of the Kami Kagutsuchi, who fight
expression. with great swords, the rare Shadows Oni, deadly
The Oni generally have black hair, but some of assassins devoted to the Kami Tsukuyomi, are
them, such as the Storm Oni, may have long white some of the Yokai who march in this ruthless army.
hair.
Actions Actions
Kanabo. Melee Weapon Attack: +5 to hit, reach 5 Kanabo. Melee Weapon Attack: +6 to hit, reach 5
ft. one target. Hit: 9 (2d6+3) bludgeoning damage. ft. one target. Hit: 10 (2d6+4) bludgeoning damage
77
STORM ONI
Storm Oni are the same size as lesser Oni,
although they have important and visible
differences. Their hair is white, their skin dark
blue, and their bodies have lost their hair,
showing the power of their build. They have
powers derived from the Raijin and Fujin Kami,
making them able to control winds, thunder and
lightning. Storm Oni float through the winds
surrounded by a light, almost tangible energy.
They use a more elaborate clothing, without
armor but rich in ornaments that recall Shintoism
and Buddhism, as well as masks and clothes of
folk tradition.
storm oni
Medium Yokai (Oni), Chaotic evil
78
Gama
GAMA
The Gama is a large toad that can reach the Medium Yokai, Chaotic evil
size of an ox. It can happen that a Gama, having
created its burrow under a stable or a house, slowly Armor Class 12 (natural armor)
begins to poison with its stench the animals or the Hit Points 30 (4d8 + 12)
inhabitants in its vicinity. Speed 25 ft.
The Gama has cunning and wicked eyes, a
poisonous bite and a tongue capable of blocking STR DEX CON INT WIS CHA
prey. 15 (+2) 12 (+1) 17 (+3) 12 (+1) 13 (+1) 7 (-2)
Often killing a Gama is not the recommended Skills Stealth (+3), Survive +3
way to get rid of it as the Yokai may take possession Senses passive Perception 11
of its killer. Languages -
People possessed by a Gama have perpetually Challenge 1/2 (100 PE)
itchy ears that secrete a liquid that smells similar
to sake. Amphibious. The Gama can breath e air and
water.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.
one target. Hit: 6 (1d6+2) piercing damage and
the target must succeed on a DC 13 Constitution
saving throw or be poisoned for 24 hours.
79
minor armored kappa
Small Yokai (Kappa), Lawful evil
Skills Stealth +5
Senses passive Perception 10
Languages Japanese 2
Challenge 1/4 (50 PE)
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.
one target. Hit: 3 (1d4+1) piercing damage
MINor armored kappa
reactions
Guscio. The minor amored kappa adds 4 to its The kappa is a child-sized humanoid yokai similar
AC against one melee attack that would hit it. To to a cross between a frog and a man.
do so, the kappa must see the attacker. The Kappa has webbed hands and feet, slimy
skin, and an amphibian-like snout with large eyes
and sharp teeth. The Kappa has black hair that
thins out in the middle of its head where there is a
depression filled with water.
The kappa are intelligent creatures that speak and
understand the language of men. They are curious,
mischievous but at the same time loyal if they make
kappa weakness a pact. A Kappa always returns a bow if it is done
A Kappa always returns a bow if it is done correctly. correctly.
If a character performs a bow in front of a Kappa he The Minor armored Kappa has a resistant shell in
can make a Charisma (Entertain) Test with CD 20. its back, similar to that of a turtle, which it uses to
If he passes it the Kappa will return the bow. The protect itself even at the last moment.
Creature will roll 1d6, if it gets 1 the water on its
head will come out and it will be unconscious until
it is returned to a pool of fresh water, otherwise it
is prone until the start of its next turn.
80
bakeneko This transformation is generally motivated by
a strong pain caused by the loss of the master.
A bakeneko is a Yokai identified as an Obake, Episodes of bakeneko as large as one and a half
evolved from a cat with metamorphic abilities. meters have been documented.
The bakeneko has the appearance of a large cat
that stands on its hind legs as if it were a man.
Agile, cunning and endowed with great powers,
the bakeneko attracts other yokai with its evil
influence. small clues
The bakeneko is as fond of fish as all cats. When
Nekomusume is the name given to bakeneko who the lanterns suddenly go out or the oil runs out
kill and feed on a young woman to take her form faster than expected, it is possible that a bakeneko
and perpetrate cruel and vengeful actions through is eating the oil from the sardines, used to fuel the
their body. lanterns.
Acute senses The bakeneko has advantage on At will: Friends, Dancing Lights
Wisdom (Perception). (2/Day): Sleep, Charm Person
Magic Resistance. The Bakeneko has advantage Charm. The bakeneko targets one humanoid
on saving throws versus spells and magic effects. that she can see within 30 feet of her. If the target
can see the bakeneko, it must succeed on a DC 17
Shapeshifter. The Bakeneko can at any time Wisdom saving throw or be magically charmed.
assume the form of either a cat or the form The charmed creature regards the bakeneko as a
of its victim with a bonus action. Only divine trusted friend to be heeded and protected.
intervention can unmask the true nature of a Each time the bakeneko or its allies do anything
Bakeneko. To harbor any doubt, you must make an harmful to the target, it can repeat the saving
Intelligence (Investigation) Test with CD 25. throw, ending the effect on itself on a success. The
effect lasts until the bakeneko dies. If a target ‘s
Spider Climb. The bakeneko can climb difficult saving throw is successful, the target is immune to
surfaces, including upside down on ceilings, the bakeneko’s Charm for the next 24 hours. The
without needing to make an ability check. dryad can have no more than one humanoid.
81
jibakurei
JIBAKUREI
Medium Yokai (Yurei), neutral The jibakurei is the spirit of a person who has died
by suicide, or who is killed helplessly, leaving an
Armor Class 12 extremely important fact unfinished. The jibakurei
Hit Points 22 (5d8) leaves the realm of Yomi to travel to the place where
Speed 0 m, fly 50 ft. (hover) he took his last breath. Like all yurei, the jibakurei,
too, is always followed by his hitodama, a flame
STR DEX CON INT WIS CHA of blue color, which represents the very essence
1 (-5) 14 (+2) 10 (+0) 10 (+0) 10 (+0) 11 (+0) of the spirit in the realm of the living. A jibakurei
returns to the realm of darkness only after his inner
Damage Resistances acid , cold , fire , lightn ing, conflicts are resolved by going to the nearest toori.
thunder; bludgeon ing, piercing, and slashing The jibakurei appears as a pale, dreamy individual,
from nonmagical weapons often with undefined lower limbs that fade into
Damage Immunities necrotic, poison insubstantiality or smoke.
Condition Immunities charmed, exhaustion,
grappled, mutilated, paralyzed, petrified, poisoned,
prone, restrained, unconscious
Senses darkvision 60 ft. , passive Perception 10
Languages understands japanese it knew in life
but can’t speak
Challenge 1 (200 PE)
Actions
Life Drain. Melee Spell Attack: +4 to hit, reach
5 ft. , on creature. Hit: 10 (3d6) necrotic damage.
The target must succeed on a DC 10 Constitution hitodama
saving throw or its hit point maximum is reduced Yurei are spirits that leave the realm of Yomi
by an amount equal to the damage taken. to return to the same place where their tragedy
This reduction lasts until the creature finishes a occurred when they were alive. The yurei will
long rest. The target dies if this effect reduces its hit remain in that place until its conflict is resolved
point maximum to 0. and the spirit finds peace. Driving out or defeating
the yurei will only temporarily remove its presence.
Its hitodama will continue to wander in the same
place and then summon the spirit again at dawn
or dusk.
82
KIJO wild boar
Medium beast, unaligned
The Kijo is a yokai that takes possession of
the body of an old man to deceive travelers and
adventurers and feed on their flesh. black bear
At first the Kijo appears small and defenseless, Large beast, unaligned
with friendly and accommodating manners.
When he shows his real appearance, his stature
grows to become that of a man and a half. The dwarf wolf
mouth widens in the face until it reaches the ears, Medium beast, unaligned
leaving room for small sharp teeth.
The eyes become large and shiny, irrational,
pervaded by an evil madness. The long arms Armor Class 12 (natural armor)
usually hold large knives or tools related to the Hit Points 9 (2d8)
professional or daily life of the possessed. Speed 40 ft.
When the yokai manifests with the body of an old
woman it is also called Onibaba. STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 10 (+0) 3 (-4) 12 (+1) 10 (+0)
Multiattack. The Kijo makes two attacks: one with Howl (1/day). At the end of their turn 1d4 dwarf
its bite and one with its knife. wolf creatures appear within 30 ft. of the dwarf
wolf.
Actions
Knife. Melee Weapon Attack: +4 to hit, reach 5 ft.
one target. Hit: 4 (1d4+2) slashing damage.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft. THE HOWLING GOD
one target. Hit: 4 (1d4+2) piercing damage. The dwarf wolf is much feared in small villages
and by travelers because of its swiftness and
ferocity. They are often placed in the lands and
houses omamori to repel wolves.
His long howls have earned him the name of
the howling god, although this word is often used
to identify a giant wolf-like yokai spotted in the
northern forests.
83
OPEN GAME LICENSE VERSION 1.0A 6. Notice of License Copyright: You must update the COPYRIGHT
NOTICE portion of this License to include the exact text of
The following text is the property of Wizards of the Coast, Inc. the COPYRIGHT NOTICE of any Open Game Content You
and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All are copying, modifying or distributing, and You must add the
Rights Reserved. title, the copyright date, and the copyright holder’s name to the
COPYRIGHT NOTICE of any original Open Game Content you
1. Definitions: (a)”Contributors” means the copyright and/or Distribute.
trademark owners who have contributed Open Game Content;
(b)”Derivative Material” means copyrighted material including 7. Use of Product Identity: You agree not to Use any Product
derivative works and translations (including into other computer Identity, including as an indication as to compatibility, except as
languages), potation, modification, correction, addition, extension, expressly licensed in another, independent Agreement with the
upgrade, improvement, compilation, abridgment or other form in owner of each element of that Product Identity. You agree not
which an existing work may be recast, transformed or adapted; to indicate compatibility or co adaptability with any Trademark
(c) “Distribute” means to reproduce, license, rent, lease, sell, or Registered Trademark in conjunction with a work containing
broadcast, publicly display, transmit or otherwise distribute; Open Game Content except as expressly licensed in another,
(d)”Open Game Content” means the game mechanic and includes independent Agreement with the owner of such Trademark or
the methods, procedures, processes and routines to the extent Registered Trademark. The use of any Product Identity in Open
such content does not embody the Product Identity and is an Game Content does not constitute a challenge to the ownership of
enhancement over the prior art and any additional content clearly that Product Identity. The owner of any Product Identity used in
identified as Open Game Content by the Contributor, and means Open Game Content shall retain all rights, title and interest in and
any work covered by this License, including translations and to that Product Identity.
derivative works under copyright law, but specifically excludes
Product Identity. (e) “Product Identity” means product and 8. Identification: If you distribute Open Game Content You
product line names, logos and identifying marks including must clearly indicate which portions of the work that you are
trade dress; artifacts; creatures characters; stories, storylines, distributing are Open Game Content.
plots, thematic elements, dialogue, incidents, language, artwork,
symbols, designs, depictions, likenesses, formats, poses, concepts, 9. Updating the License: Wizards or its designated Agents may
themes and graphic, photographic and other visual or audio publish updated versions of this License. You may use any
representations; names and descriptions of characters, spells, authorized version of this License to copy, modify and distribute
enchantments, personalities, teams, personas, likenesses and any Open Game Content originally distributed under any version
special abilities; places, locations, environments, creatures, of this License.
equipment, magical or supernatural abilities or effects, logos,
symbols, or graphic designs; and any other trademark or registered 10. Copy of this License: You MUST include a copy of this License
trademark clearly identified as Product identity by the owner of with every copy of the Open Game Content You Distribute.
the Product Identity, and which specifically excludes the Open
Game Content; (f) “Trademark” means the logos, names, mark, 11. Use of Contributor Credits: You may not market or advertise
sign, motto, designs that are used by a Contributor to identify itself the Open Game Content using the name of any Contributor unless
or its products or the associated products contributed to the Open You have written permission from the Contributor to do so.
Game License by the Contributor (g) “Use”, “Used” or “Using”
means to use, Distribute, copy, edit, format, modify, translate and 12. Inability to Comply: If it is impossible for You to comply with
otherwise create Derivative Material of Open Game Content. (h) any of the terms of this License with respect to some or all of the
“You” or “Your” means the licensee in terms of this agreement. Open Game
Content due to statute, judicial order, or governmental regulation
2. The License: This License applies to any Open Game Content then You
that contains a notice indicating that the Open Game Content may not Use any Open Game Material so affected.
may only be Used under and in terms of this License. You must
affix such a notice to any Open Game Content that you Use. No 13. Termination: This License will terminate automatically if You
terms may be added to or subtracted from this License except fail to comply with all terms herein and fail to cure such breach
as described by the License itself. No other terms or conditions within 30 days of becoming aware of the breach. All sublicenses
may be applied to any Open Game Content distributed using this shall survive the termination of this License.
License.
14. Reformation: If any provision of this License is held to be
3. Offer and Acceptance: By Using the Open Game Content You unenforceable, such provision shall be reformed only to the extent
indicate Your acceptance of the terms of this License. necessary to make it enforceable.
4. Grant and Consideration: In consideration for agreeing to use 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright
this License, the Contributors grant You a perpetual, worldwide, 2000, Wizards of the Coast, LLC.
royalty free, non exclusive license with the exact terms of this System Reference Document 5.1 Copyright 2016, Wizards of the
License to Use, the Open Game Content. Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins,
Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb,
5. Representation of Authority to Contribute: If You are Bruce R. Cordell, Chris Sims, and Steve Townshend, based on
contributing original material as Open Game Content, You original material by E. Gary Gygax and Dave Arneson.
represent that Your Contributions are Your original creation and/
or You have sufficient rights to grant the rights conveyed by this END OF LICENSE
License.









