+ All Categories
Home > Documents > L2 - Night of a Thousand Screams

L2 - Night of a Thousand Screams

Date post: 06-Apr-2018
Category:
Upload: deaddave
View: 249 times
Download: 3 times
Share this document with a friend

of 54

Transcript
  • 8/3/2019 L2 - Night of a Thousand Screams

    1/54

  • 8/3/2019 L2 - Night of a Thousand Screams

    2/54

    o the

    Inn of the Oranw? Blossom - uwer levelLof the Orange Blossom - lower level

    0 0

    0

    . - -.sliding Partitiondoor

    Crane House - upper level

    0 c .

    Crane House - lower level-

  • 8/3/2019 L2 - Night of a Thousand Screams

    3/54

    Shosuro Warehouse - upper level

    Temple ofAmaterasu

  • 8/3/2019 L2 - Night of a Thousand Screams

    4/54

  • 8/3/2019 L2 - Night of a Thousand Screams

    5/54

    9,Before his night is over, this city will hear the echo of a thousand screams.. .1

    Legend Of the Five Rings, The Emerald Empire Of Rokugan and all other related marks TM,Publishing Group, Incorporated. All rights reserved. Alderac Entertainment Group, authorized user.

    & o 1998 Five Rings

  • 8/3/2019 L2 - Night of a Thousand Screams

    6/54

    WR ITTEN BY JOHN ZINSER, REE SOESBEE AND CRlS DORNAUSADDITIONAL MATERIALY STE V E HOUGM, PATRICK KAPERAAND RO BVAUX

    GAME YSTEM Y DAVIDWILLIAMSND JOHN WICK

    A RT DIRECTOR:C LANCASTERCOVER ARTWORK:CRlS DORNAUS

    INTERIOR ARTWORK: CRlS DORNAUS

    CITYMAP: KC LANCASTER

    STRUCTURE APS:CRISDORNAUSARTWORKPREPRESS: RISDORNAUS,TEVE OUGH

    LINEEDITOR:.J. TRINDLE

    INTERIORLAYOURSTEVE OUGH,REE SOESBEEEDITING D.J. TRINDLE,ATRICK KAPERA

    ABOUT THE AUTHORS:

    JOHN ZINSERS A SUAVE AND DEBONAIRE MILLIONAIRE WHO RUNS AGAMING COMPANY IN HIS SPARE TIME. HE PARKS HIS BMW CONVERTIBDIAGONALLY AND WANDERS THROUGH THE OFFICE ASKING "WHAT AREYO U WORKING ON? WHAT ARE YOU WORKING O N ? HIS ENTHUSIASM ISBOUNDLESS, HE IS A VERITABLE FONT OF COOL IDEAS AND THE CHICKDIG HIM.

    REE AND CRISARE TWO SHORT, CUTE REDHEADS WHO ARE OFTEN FOGIGGLING MANIACALLY ON THE FUTON IN DJ.'S OFFICE. THEY RESECRETLY PLOTTING TO OVERTHROW ZINSERN D BEGIN A NEW AGE OMATRIARCHAL RULE OVER AEG. THEY ANNOT RESIST THE SIREN CALOF TH E IC E CREAMTRUCK,OR THE IMPULSE TO BREAK INTO AHARMONIZED DUET WHEN ANY JEWEL SONG COMES ON. IN HER SPARETIME, REE DOES RATLINGMPRESSIONS AND TORMENTS ROBVAUXWHER OVERW HELM ING CUTENESS. C RlS DOESN'T HAVEA N Y SPARE TIME -SHE IS CONSTANTLY CHAINED T O HER DRAFTING TABLE I N THE ARTDEPARTMENT, DRAWING PICTURES OF KACHIKOOR JOHNWICK.

  • 8/3/2019 L2 - Night of a Thousand Screams

    7/54

  • 8/3/2019 L2 - Night of a Thousand Screams

    8/54

    The events in this

    This source pack is designed to link with the larger RPG boxed set,City of Lies, although y

    Each story pack is an episode in a larger campaign for your players, andNight of a Tho

    alouders, sorstand

    This episode was designed to help answer the question, What canI do to add more combatgame, without killing off all the player characters? The world of Rokugan is a dangerous katana can kill with one stroke and tremendous Oni from the Shadowlands can do even wor

    sense of honor, no concept of the value of life, and no ears with which to listen to reason, thgoing to be a battle. But remember- not everyone who opposes you is your enemy.

    THE THEME OF NIGHT OF A THOUSAND CREAMSDark magic exacts a heavy price is a theme which runs through this adventure. The sam

    be faced with maho tsukai, dark sorcerers, sellers of trinkets from the Shadowlands, and sommost evil beings on the face of Rokugan. Terrible Oni and vicious criminals rampage through of this story, and the characters are going to be asked to deal with them. Yes, much of that wcombat - but before yougo too far, realize that not all combats have to be lethal.

    An opponent can surrender, be knocked unconscious, or beg for his life before the fight evA clever samurai will be able to tell when he has been beaten by his enemy, even before swdrawn. Simply facing each event in this adventure with th e attitude kill it before it breeds isto get the players very far. Even in the corrupt city of Ryoko Owari, there are still laws. Thermore ways to bend them.

  • 8/3/2019 L2 - Night of a Thousand Screams

    9/54

    Ryoko Owari Toshi is the da rk jewel of thecorpion lands. It is called by some the Cityof

    Green Walls, by others, the City of Stories . It is theity of Lies, and its festering suburbs reek withnderhanded dealings, blackmail and deceit.hady inns line the thin and twisted roads, along

    with warehouses holding everything from illegalains to honest trade. It is a haven for those whoeek to escape the law, and a major cornerstonef trade between the Scorpion and the Unicornlans.

    The provincial governor of the city is a womanamed Shosuro Hyobu. Shes powerful, both

    hrough military control and political intrigue,nd when she needs assistance, she can call in theower of the Scorpion Clan to assist her in

    maintaining the city against threats. Its a trumpard she doesnt play often, for misuse can beangerous. Those who displease her, however, or

    who do not carry out her wishes will soon findhemselves trapped between the Scorpion Clannd the visiting Unicorn dignitaries in the city.

    Why? Because Ryoko Owari is the linchpin ofade for both clans, and any disruption in itsade could mean starvation for hundreds ofeople in both clans.

    Although the Scorpion are not often thought ofs the militaristic type, their prominent city isefended by an honor guard, known as theThunder Guard or Red Plumes, under theommand of Hyobus son, Shosuro Jocho. Theyerve as the police and civil guard of the city,lthough they tend to confine their activities tohe more profitable sections of town.

    There are also a number of mercenary gangs,or kajinin,who work in the city. Often hired bymerchant houses or powerful individuals, thesegangs patrol select areas as defined by theirpatron, are in charge of fire control in the caseofemergency, and sometimes are associated withpowerful criminal syndicates, as well. Thesekajinin mind their own business and keep totheir allotted areas, but defend what they considertheir turf with deadly force.

    The final authority in the City of Lies is thesystem of Magistrates. Imperial Magistrates andScorpion or Unicorn Clan Magistrates are alwaysresident in the city, looking out for their clansaffairs or the interests of the Emperor. Other clansmay have representatives here, as well, watchingout for a traveling dignitary or investigating someminor treason within the city. Its very possible

    that Player Characters may be Magistrates intheir own right, either visiting or permanentlylocated within Ryoko Owaris green walls.

    Night of a Thousand Screams serves well inalmost any kind of campaign, but it is particularlywell-suited for Magistrate characters. Magistrates,the arm of the Emperors law, serve their clan orthe Emerald Champion, and are often required toinvestigate foul deeds or unusual occurrences.Night of a Thousand Screams is filled with both.If your characters are already Magistrates, theirresponsibilityas police of the Empire should tomotivate them to investigate the strangehappenings in the City of Lies

    If your party is comprised of players who arenot Magistrates, the adventure begins with thecharacters entering Ryoko Owari and seeking outa nice inn. Tired from their long journey, theyeagerly anticipate the Bon Festival which will begoing on all night long. The Bon Festival, a yearlycelebration in Rokugan, gives honorto the dead

    ii

    Horse

    Gc

    Tiger: 4A

  • 8/3/2019 L2 - Night of a Thousand Screams

    10/54

    d ones) are writtenin

    nusual locations,so thatplayers can use strategyunusual tacticsto avoidtright hacking into their

    and appeases the souls of the ancestors. It is alsoa time of remembrance, when people speak to thesouls of their long-departed ancestors and family,and seek to understand the mysteries of death. Itis an honorable festival, in which the ancestorshear the supplication of their families, and seek tohelp them through the coming year.

    The streets will be filled with representationsof the Great Kami, the Dragons of Myth, andwhite-faced ghosts and spiri ts of the past. TheBon Festival is a time when the dead souls of thepast are closest to their heirs in the world. Everyaction you have taken in the past year is judgedby your ancestors, and you are asked to atone tothem for any misdoing. As recompense, theancestors are expected to reveal wisdom you willneed in the times ahead, and to look favorably ontheir descendants who honor them properly.

    During the festival, there are fireworks,parades, music, traditional dances, and longtwisting streamers. Cakes made of bleached whiterice and covered in brown sugar are made toremind people that death (symbolized by thewhite) is a part of all life, no matter where ithides. The festival is a celebrationof life as wellas death, and people revere the life they have andenjoy the great parade as it passes through thestreets of the city. The characters are enjoying thecool evening before the Bon Festival in the city ofRyoko Owari, when their Inn is attacked by anOni with eyes like fire.Ityo Crane merchants aremurdered, and an investigation leads thecharacters to a ransacked Unicorn warehouse, aShosuro lost in the grasp of a failed Onisummoning spell, and a stolen shipment ofmasks. Through the night, the players areattacked, chased, fled from, trapped, tricked andassaulted numerous times, by numerous enemies.The reasons for the murders grows more complexas the characters uncover a m h o ritual beingperformed by the Moon Cult, kill the Oni with anancient and magical sword, and follow the trail ofthe stolen masks into the d ark heart of the city.

    By the time they are done, the playerswillhave faced the Cult of Lord Moon, challenged thesorcery of mho-tsukai, and been attacked by anarmy of undead seeking to destroy an ancientartifact of the Sun Goddess.All of these perilousevents happen between the sunset and dawn of asingle night . . he Night of a Thousand Screams,

    At 5:30 (nearly the end of the hour oMonkey), the sun is about to set, and d

    gathering, making the streets gray. Peophurrying home from work and other preparing for the Bon Festival which willjust after dark.

    The Inn of the Orange Blossom is aestablishment on the corner of Saffron StreBrass Avenue, near the waterfront imerchant section of Ryoko Owari. It is a little inn, with a few rooms upstairs, and downstairs where travelers and city regather. The master of the house is nHametsu, a roly-poly man with a thick beais a Unicorn, and loves to regale his listenetales of the days when the Unicorn tracross the mountains . Of course, he wasnfor any of those escapades, but they are him nonetheless, and he will cheerfully dthem to any paying customer.

    He is assisted by his wife, Kimoko, ayoung daughter, Hakiku. They are both pindividuals who smile a lot and ask no queOther patrons fill the inn, preparing fevenings festivities, and banners and fcover the doorway of the Orange Blossom

    ~

    The inn is located at(1) on your city mathe players should be shown where it is. It a base for much of their activities durinadventure, and could remain an importanfor future campaigns in Ryoko Owari.

    It is the inns practice, as with most coestablishments, to check any obvious weapthe door. There is a small alcove which from prying eyes, and the swords and

  • 8/3/2019 L2 - Night of a Thousand Screams

    11/54

    weapons will be kept here, for safekeeping, whilehe characters are in the inn.A few swords and a

    spear, belonging to the other patrons of the inn,already rest within the alcove, and the characterswill know that this is common practice inRokugan. PCs who refuse to relinquish theirweapons will be politely asked to leave. They arewelcome to stay outside while their companionseat sumptuous food and drink excellentsake .

    CHALLENGEMagistrate PCs have probably come to Ryoko

    Owari to serve their clan or the Emperor withsome minor function, or as part of their duties tosee to the safety of the Empire. They may even beresidents of the city, entrusted with its care andhe safety of its citizens. In this case, they may be

    visiting the Inn of the Orange Blossom as a

    moment of peace and quiet away from theirhectic Magistrate schedule, eating dinner withriends and discussing tonights Festival.

    If they are not Magistrates, it is best if the PCshave either come into town with a minordignitary (who is now safely housed in ShosuroPalace for the festival, and will not be needing thecharacters assistance for a few days), or live in ornear the town, and have come to celebrate theBon Festival. In either case, they have retired tohis little inn, to partake of its hospitality, its rice,

    and its fine s a k . The PCs are taken to a privateoom, beside the common room, where they arereated to their meal. The door to their area is left

    open, and the characters can see several tablesull of guests in the common room. They are

    enjoying themselves, eating food, and talkingquietly. One of them, a group of well-dressedCrane Clan dignitar ies, seems out of place.

    If a party member approaches another tablebefore going to their room, most of the charactersn the inn will bow with proper respect andntroduce themselves. The patrons are primarily

    simple heimin and merchants, resting from a longourney or visiting relatives in the town.

    The Crane, on the other hand, will introducehemselves as DojiJuzo,Doji Usiina, and Daidoji

    Anitano, three merchants of some note in th e city.An Intelligence+Courtier roll againsta TN of 15,by someone who is familiar with Ryoko Owari,will further identify the men as being servantsofhe local Cranehatarnoto, or advisor to a daimyo.

    The hatamotos name is Doji Tsumetsu, a distantcousin of the Doji noble house and servant of a

    rather powerful Crane daimyo on the border. TheCranes run a thriving business in Ryoko Owari,trading goods from Crane lands for high prices.They are not the only Crane merchants in town,but they are the most powerful.If asked, they willreply only that they are discussinga privatebusiness matter, and will offer no furtherinformation. One of the men, the Daidoji, looks tobe a bodyguard and seems to be less interested inthe talk at the table than the other two. He willkeep an eye on the player characters,as well asthe other patrons of the inn.

    The three men have sold several items for theFestival to a lesser merchant shop at good prices,and have made a substantial profit. Some of theitems they have been responsible for sellinginclude streamers, fireworks, masks andcostumes, noisemakers an d other frivolous items.

    The men will not invite the players to join themand will politely refuse any offer to join the party.

    FocusOnce the PCs are seated in their room, the

    innkeepers daughter enters and takes thecharacters orders. She begins carrying food to thetable from the common room and assisting theparty with any questions they have about the inn.Have the playersroll initiative after being seatedin their private room. Hakikuis serving them riceand fish, the usual fare, and all seems to be wellin the inn. Although you have asked them to rollinitiative, nothing untoward seems to beoccurring at this time.

    Five minutes after the party has settled in,there is an explosion in the common room. Piecesof wood and ceramic rip through the paper walls,and the serving girl falls to the floor. Theexplosion has ripped the doors from their hinges,and sent a large piece of wood through her chest.

    At this point, the GM should begin around thetable, asking each player to describe what theircharacter is doing. Skip anyone who does nothave a swift answer. It is best to ask the person

    with the lowest initiative roll first, and continueup the line until reaching the person with thehighest initiative roll. In this way, the playerwhose character begins first (and thus, thinksfastest on their feet) has more opportunity to reactto the explosion. Players have little time to actbefore all the Crane are killed, and above all, theurgency of immediate action should be stressed.

  • 8/3/2019 L2 - Night of a Thousand Screams

    12/54

    NO CHIZARO

    8k3

    ) 3k2

    jade

    1/2).

    Through the ripped wall you see an inhumancreature much larger than a man holding one ofthe Crane dignitaries above his head. It standseasily seven feet tall, with three eyes, a longslithering tongue, and a long row of pods bulgingbetween the ridges of its extended spine. Its bodyis a blackish green, covered in slime. The smell isbrackish and foul. Long, dripping claws reach outto shred the Crane it holds above its head, rippingthrough muscle and sinew with a minimum ofeffort. Another Crane lies dying in a pool of blood,and the third has leapt to his feet, trying to backaway from the creature.

    The girl, Hikiku, will die intwo rounds unlessone of the player characters immediately attendsto her wounds. The Crane at the Onis feet(Daidoji Anitano) is already dead, and the one in

    the air is rapidly dying. Only the third Crane, DojiJuzo, seems still alive and active.

    The Oni attacking the bar is the Oni noChizaro, but the players shouldnt be given thatname. Although we refer to it as Oni no Chizaroin the GM s text, you should only refer to it as theOni when talking to the players.

    STRIKEAll the patrons of the Inn are stunned and

    cannot react to the attacks of the Oni. It is only

    here to kill the Crane dignitaries, ignoring allothers, and will kill the third Crane next turn. Theonly way to stop the Oni from completing itsmission is for a character to disrupt its attacks.Because the characters should all be weaponless(unless someone has dishonorably hidden aweapon), this will most likely involve apummeling attack against the Oni during thesecond round. Another option could be to pushthe Crane out of harms way before the Oni canreach him. The Oni is intelligent, andwill dealwith immediate threats before going back afterthe Crane.

    Doji Juzo is a courtier, nota fighter, and willnot attack. Instead, he backs cowering into acorner, watching the combat in abject terror. Theother patrons of the bar will do the same, somefleeing and screaming, some fainting, and sometrying to hide.

    In the second round of combat, unlessThePath to Inner Peace or an equivalent is applied,the damage to the Crane on the floor (Doji Usiina)will kill him. One of the patrons of the inn, a

    ronin samurai, will have leapt to the walcove and grabbed his katana. On the round, if the Oni has not killed all the Crajumps into the fray. However, he isnt mucand he will most likely be killed the samehe en ters the combat. Because he has a swoOni will consider him to be the greatest unless the PCs are doing some phenodamage with their bare hands.

    The Oni will continue its rampage, headthe cowering Crane. Any NPC who gets way will be slaughtered with a backhandof the Onis terrible claws. The inn Hametsu, will grab any PC not in the batscream, Do something! People are dying!Oni cannot get to the Crane within5 rounwill hear the stomp of feet charging the iThunder Guard, responding to the scream

    a roar of frustration, he will tear two of thefrom his spine and throw them to the floo

    The Oni screams in frustration and rone long, clawed hand to its back, where ynumerous growths protruding from its ridge. With a savage rip anda vile tearing the Oni pulls one of the lumps from its baflings it to the floor with a sticky glop. Witblink of an eye, the round fleshy mass spidery legs with sharp claws, and opensmall, glowing eyes. The Minor Onis jaw o

    reveal rows of sharp teeth, much like the oOni, and it skitters toward you with phenspeed.

    These pods will swiftly (within seuncurl into the Minor Oni. These screatures will continue the assault agaiplayers. The two Minor Oni will fight untiWhen they are killed, they will dissolvpuddles of black, tarry, smelly glop on the

    It is important to note that this sceneintroduction to the adventure which is atake place. The Oni no Chizaro is a pobeing, summoned from the Shadowlands ta sinister purpose which will be explainedparty delves into the mystery. The Oniimportant bad guy, and no party should bto kill him in this brief encounter. On thhand, because the Oni is not there to harm the players, he should not be alloslaughter your PCs either.

    If Oni no Chizaro is truly threatened, drop as many as 5 of the pods from his

  • 8/3/2019 L2 - Night of a Thousand Screams

    13/54

    nleashing a barrage of Minor Oni to do hisidding. He will escape by leaping out the frontoor, over nearby houses, and vanishing inremendous bounds across the citys rooftops.Ife is seriously harming the players, be sure toemember that the Onis goal is only to kill allhree of the Crane NPCs. Once he has eliminatedhem, he will escape in triumph.

    This scene is intended to frighten your playersnd imply that someone in the city is usingmaho.

    As the Gamemaster, be sure to make the scene asntense and real for your players as possible

    without actually killing them.

    Doll JuroDoji Juzo, if he survives, will thank the players

    with all his heart He isnt brave, but heis kind,nd knows he could have been destroyed utterlyf the PCs had not helped.If he lives through theombat, he will owe a minor boon to the PCs, and

    will tell them so. His friends are most likely dead,nd he will be roughly questioned by the Thunder

    Guard who come to settle the disturbance.Juzo will tell the PCs that he has no idea why

    he creature attacked him and his companions.

    damage to the Minorchild. Minor Oni ta

    We are simple merchants, Doji Juzo says, hiseyes still wild with fear. We havent doneanything to gain the enmity of an Oni! Ive nevereven been to the Shadowlands!I dont know

    anything about it! It was awful! Did you see it?Ten feet tall! He rants for a bit but as he calmsdown, the Thunder Guard begin questioning youall about the incident.

    You hear Juzo repeating the story to the Guard,and telling them about his day. From what youhear, its been relatively routine- he takes simplemerchandise to a buyer, gifts them with themerchandise and receives payment. Themerchandiseis all for the festival, and seems to benothing more than an elaborate list of partyfavors: streamers, fireworks, masks and costumes,and noisemakers. Nothing he seems to have doneis questionable, and he provides names andcontact information of three merchants whom hehas dealt with today. He seems legitimate, and hiscontacts seem to be upstanding businessmen.

    Assuming the characters tell the truth to theThunder Guards, they will be left unmolested.

    If none of the Crane survived, all theirbelongings will be taken to the Crane manor,location 4, in the Nobles Quarter.

    ;and Screams.

  • 8/3/2019 L2 - Night of a Thousand Screams

    14/54

    P

    At the beginning of the Hour of the Rooster

    (6pm), the sun is setting and the streets areemptying.

    After the battle, the innkeeper will try to cleanup h is poor establishment, while his wife grievesover the loss of their daughter. Severaleta arriveon command of the Thunder Guard, in order to

    clean up the dead bodiesof the Crane aserving girl. The innkeeper, Hametsu, wbetween gushing thanks to the PCs for theactions, and tearing his hair out in grief odaughter and the state of his little iapologizes several times to the PC heduring the combat, and will do almost ato make amends.

    He fears that this attack will rureputation, and that his inn will be cursedspirits of the Crane samurai who werewhile enjoying his hospitality. Many timwill recite prayers to the Fortunes, and wapologies under his breath to his ancestorthe Thunder Guard is making their last investigations and asking the PCs a fequestions, the sudden appearance of shadow in the doorway will startle Hame

    dropping a tray of sake and rice.When the man enters, Hametsu launch

    another round of apologies, and swiftly clhis mess, his hands shaking with streanxiety. The man smiles at Haunderstandingly, removing his large straw

    At the doorway of the inn, you hear Hametsu bends down quickly, to retrievetray of rice and sake he was carrying, ansteps through the doorway nearby. Imsir, Hametsu stammers,You startled mLord. Im so sorry .. . Im sorry .. Please, assist you . ..

    Over Hametsus frantic apologies, yothe stranger say cheerfully,No, no, innkthats not necessary. He removes his stand reveals a mane of white hair, pulleinto a samurais topknot ponytail. His exblue kimono and hakama, and finedaishthe very image of a Crane samurai, bsmiling eyes and ready grin are miscrather than stoic and elegant.

    With a bow, the stranger approachparty, and several of the Thunder Guard you return a slightly deeper bow. MMagistrate, O ru k u- sa w one of the Guait is a pleasure to see you again?

    The Crane will introduce himself players as Doji Oruku, a Crane Magistratcity, serving under the distant authorityDoji house. He is tall and athletic, his ccharacteristically elegant and pristine, too fancy or elaborate. This is no pr

  • 8/3/2019 L2 - Night of a Thousand Screams

    15/54

    plumed Crane, but rather a warrior whose goal isto discover the truth. His manner is confident andeasygoing. His dark eyes shine with a cannyintelligence and he is quick to flash a roguishgrin. He is a man w ho has th e highest respect forlife, but has learned that it cannot be taken tooseriously. His natural charisma endears him tomost people he meets - he is much better atmaking friends than enemies. He is a skilledfighter, has a smooth tongue, a quick wit, and anadventurous spirit.

    Doji Oruku is an NPC (non-player character)who will be traveling with the party throughoutthe adventure, if they accept his help andfriendship. He is trustworthy and capable,although not to the point of overshadowing theplayers.As the evening unfolds, Oruku should beused to prod the characters, to remind them of

    clues they may have missed, and to encouragethem to follow the proper protocol. He knows theCity of Lies well, and can also serve as a guide tofinding places in the city which the charactersmay not be familiar with. Be careful not to letOruku do all the work - hes not there to solveproblems or make decisions. He should be playedas a friendly, courageous man whom the playerscan trust and use as a source of inform ation aboutRyoko Owari.

    CHALLENGEDoji Oruku has cometo investigate the deaths

    of the Crane. Because the dead men were hiskinsmen, Oruku takes this attack very seriously.

    He will walk around the Inn, looking at theshattered tables and ruined paper walls, and willask the players to describe what occurred. Oncehe has been brought up to date, he will thank theplayers for their courage in attempting to save hiskinsmen (even if the players werent successful).

    Several eta have arrived by this time, swift todo their work and remove the bodies. Oruku willdirect the eta to carry the dead bodies to thecrematorium, outside of the city. They will scurry

    to carry out his orders. One of them, a young boy,will look around at the inside of the inn with asort of awe, and smile shyly at the playercharacters before remembering his place anddropping his eyes to the work at hand. If theplayers try to talk to him, he will fall to his kneesand bow, as is proper, and answer any questionsthey may have before scrambling to help hisfather and the other eta.

    river from the bo

    a samurai to kif1even for some imagineslight - such as not bow

    Oruku will then invite the characters to sit andhave tea with him while they talk. Hametsu willbring out whats left of his finest stock for them.He will explain that he is going to join the searchto discover what has happened, and that he andhis family would be indebted if the players wouldlend their talents to assist him.If the players arealready Magistrates, they will know that it is theirduty to help another Magistrate in this situation,and if they are not, they will certainly understandthat gaining a friend in the Crane family isa goodidea. In any case, they will be comfortablydrinking tea and talking perhaps ten to fifteenminutes later, when the young eta boy rushes inthe door, his face soot-stained and his feetbleeding from a long run over rough terrain.

    The boy is panicked and out of breath,bursting out with the following:

    The crematorium... pants the boy, obviouslyout of breath. His eyes are white rimmed, and heis terrified. There are bandits, attacking thecrematorium and trying to steal the bodies! Hepoints out the door, in the direction from whichhe has come. Please, samurai-sarna, they areattacking my father . the bodies of your friends. . please help us!

    FocusIt takes about five minutes to reach the

    crematorium at a steady jog, whichis about asfast as the boy can manage at this time. Thecrematorium is located at position(2) on yourGamemasters map. If the characters alreadyknow where the crematorium is, they can reach itat a dead run in about two an a half minutes, butthey will be winded unless they have Athletics.Winded characters attack at a-1 to all dice untilthey have a chance to catch their breath (rest fortwo full actions).

    A party of fifteen to twenty bandits haveattacked the crematorium, not expecting anyresistance from the eta. The place has been

    destroyed and is partly on fire, adding to theconfusion of screaming eta and sword-wieldingbandits. When the party arrives, the Crane bodiesare lying on the floor, their shrouds ripped openand their clothing rifled through. One or more ofthe bandits may still be searching through thecorpses and the area where the bodies are kept, tothe side of the giant kiln used for cremation. Theeta escorts lie dead as well, cut down by theblades of the bandits.

  • 8/3/2019 L2 - Night of a Thousand Screams

    16/54

    it was thrown at

    The PCs arrive in time to catch a number ofthe bandits on their way out. The bandits aregenerally a cowardly lot, and do not want a fightwith the Magistrates, but they have no desire tobe caught either. They will make a break for thedoor at the rear of the building when the partyenters, but only a few will escape before the PCsclose in.

    STRIKESeveral of the bandits will engage the PCs in

    combat - enough to keep the PCs busy whiletheir friends escape. The bandits have no reasonnot to use the dead bodies as shields, and any ofthe burial implements (bone cutters, jars ofentrails, skulls and half-charred bones) asweapons. Remember, a samurai who touchesdead flesh is dishonored, even if its a jar of

    entrails or a body thrown at them by a fleeingbandit . .This should be a huge fight, with bandits

    flinging bodies and vile gobbets of flesheverywhere. The party must destroy the banditswho have desecrated the corpses, and still findout why the men were here in the first place. Anycaptured bandits will attempt to escape or forcethe players to kill them. Under extreme duress,they will reveal that a man known to them onlyas Silence sent them to steal any remainingbelongings of the Crane dignitaries and deliverthem to the leader at a prearranged meetingplace. They do not know anything else about theleader, the specific item he may have wanted, orwhere he can be found other than the meetingplace. They were hired through an inn on thewharf, and they didnt ask questions.

    One of the bandits has a small bag containing10 koku and bearing the Crab mon in hispossession. He refuses to talk about it, but itshould be pretty clear that this was the paymentfor the deed.

    Six bandits have managed to escape throughthe rear door as the party enters. After the fight,

    Oruku will urge the PCs to give chase (especiallyif there are no surviving bandits in thecrematorium to tell the party what happened).Once the party gives chase, theywill be separatedaccording to which bandit they choose to follow.

    Oruku leaps through the rear door beside you,watching the fleeing shadows of the escapedbandits run through the maze of alleys in the eta

    of the shadowy figures. That ones minecries out, grinning wickedly at you. Geothers! They may know something! Thleaps into a run, chasing after the man.Ilyou in an hour at the Orange Blossom, or Iyour bravery to my ancestors! He yells ovshoulder, and then he is gone with an exhillaugh.

    Five more figures are racing away, andhave only seconds to react.

    Four of the bandits a re headed deeper ineta village, while the other two are going tthe Wretched Gate back toward the city. ThOruku chooses is one of the ones headed invillage.

    At this point, the characters will have tup and chase after the fleeing banditsGam emaster may choose one of two stylrunning this part of the adventure. First, yosimply turn to each player and run the scepublic for all the other characters to see. Secyou may choose to take each player out room, one by one, and run the scene indivirelying on the players to rememberinformation they have gained and pass it the party later. Half the fun is in watchingplayers try to tell each other what happenebrag about their exploits (real or imagineda round of sake.

    If the size of the party does not matcamount of fleeing bandits, you may wiincrease or decrease the number of escEach PC should have a separate bandit to with no pairing up,so that each player can hthe scene on their own.

  • 8/3/2019 L2 - Night of a Thousand Screams

    17/54

    The following chase scenes are written for PCswithout magical skills. Some sceneswill have tobe altered, depending on the skills and abilities of

    should have as difficult a time capturing their

    bandit as do the bushi, and each scene should beexciting and dangerous. Dont be afraid to makeone or more of the bandits into ronin (and poorlytrained) shugenja,if it make s for a better story.

    The eta village is of moderate size, and WATER:rambles abou t the area surrou nding the and unattractive. The geisha scream at the sight of F I R E : 2crematorium. It is highlighted with the numeral AIR: 1(3) n your Gamemasters map. Reflex

    Skills: Knife

    the individual chasing each bandit. Shugenja PCs

    The second bandit hopes to lose his pursuer byducking into a nearby geisha house. The house isin the eta village and the women are mostly old

    the man, and the Oka-san of the house will chaseafter the attacker with a wooden stick, yellingbloody murder.

    Inside the house, the bandit will push past

    woman down the stairs behind him, making herfall headlong into the player.If the player stops tocatch the woman before she is injured, the banditwill escape to the rooftops, leaping from one tothe next in a desperate bid for freedom, and willprobably escape.

    If the player ignores the womans plight andcharges after the bandit, the man will be corneredin an upper floor room before he can climb outonto the roof. The bandit will attack, but if he is

    surrender and plead for mercy.

    katana(3k2),and KenjuAdvantages: Luck (3 pts),Disadvantages: BadReputation (Bandit),Compulsion

    The first bandit attempts to escape into the etavillage, relying on speed and cunning to lose hispursuers. The P c will not lose sight of him duringthe chase, however. When he is getting close, thePC will see the bandit leap into an eta house, andhear shrieks and fearful cries from inside the hut.When the PC enters, the bandit has a young boyheld in front of him, a knife pressed to the boysneck. The bandit claims that he just wants to get

    If the PC attempts to negotiate, the bandit willargue unreasonably for a few moments, and thenfling the boy aside, launching an attack on theplayer. Note that the boy is eta, and therefore thesamurai PC has no real need to make sure that hesurvives. However, a good samurai values all life,even that of an eta, andso the PC should attemptto keep the boy from harm.

    If the PC attacks the bandit, the man will slashat the boy, possibly wounding him but not killinghim. Then the bandit will push the boy towardthe samurai and tryto flee out the back of the hut.

    CLU:None

    iaximum of 3, t:d by the GM).

  • 8/3/2019 L2 - Night of a Thousand Screams

    18/54

    difficulties the bandit will place in the way pursuer include:

    Topples over a large stack of wicker bain the Pc's path, forcing the PC to makAthletics test against aTN of 15 to success

    leap them.Hurls the lid of a nearby casket at th

    This bandit has a scroll with a weekly saleschedule and item manifest for a ScorpionMerchant house (see sidebar). It describes manyitems, from wicker baskets to fine silks, to masks

    and party favors for the festival. If the bandit isnot caught, but escapes across the rooftops, hewill drop the manifest on the roof of the GeishaHouse in his haste.A successful Perception roll ata TN of 15 will notice the fallen scroll.

    This bandit is very strong and fast. The PCmust win a contested roll of Stamina to catchhim. If the PC fails, the bandit will escape afterplaguing him with difficulties.If the PC wins theStamina contest, he can catch upto the banditafter only a few of the trials below.If the PC hasprojectile weapons or magic that can help catchthe bandit, more interesting itials may have to bedevised by the Gamemaster.

    Each turn of combat, the Bandit will chargethrough the eta village, toppling things andthrowing refuse back at the player. Someof the

    The lid is made of heavy wood, and will acertainly cause some minor damage if it hicharacter. The bandit will have to roll an aagainst the PC, rolling 2kl to hit, and one damage if the hit is successful.

    Slings a bundle of metal poles, designuse as fishing boat poles, at the character, rthem down a flight of thin, rickety stairs.bundle will separate, blocking the stairpossibly hitting the character. The charactermak e an Agility roll ata TN of 20 to successavoid the falling poles. If they are unsuccethey will take one die of damage from the rmetal.

    Leaps through a thin rice-paper wall inempty house, rolling and waiting for the charge blindly through the same wall.Ifplayer follows the bandit, the bandit will gfree round of attacks against the player, aplayer could not see the bandit hiding ihouse, and the bandit knew the player

  • 8/3/2019 L2 - Night of a Thousand Screams

    19/54

    oming. This round of attacksis not made withny special bonuses. The fact that it is a freeound of attacks for the bandit is enough of andvantage.

    Finally, after all this, if the bandit is defeated inombat, he will surrender before being killed,ifossible.

    CLUE:If the bandit is captured, he is willing to tell

    hem all he knows, but only if he gains the Pc'sword that he willgo free afterward. Once he hashe Pc's oath, he will tell them that the party ofandits was hired to find the Crane and steal theirwords. He believes that one of the swordselonging to the Crane was magical, although heoesn't know anything about what magic theword contains. He also knows that the man who

    hired them was very nervous, and seemed to ben a terrible hurry to get the sword.

    !-

    This bandit makes it past theeta village, intohe wharf section and the warehouse district. Heeads for the docks and ducks into an emptyishery, avoiding the hanging fish and butchered

    meat in barrels by the sideof the warehouse. Hewill hide behind some crates in the building,ounting on the shadows to hide him from sight.

    When the PC who is chasing him is close enough,e will tackle them, surprising the PC unless they

    make a n Awareness roll against aTN of 20. If theandit wins a contested Strength roll against theharacter, the bandit will gain an additional die tois roll if the PC is surprised.

    If the PC wins the roll, the bandit will miss andly headlong into a tremendous basket of fisheads. If he fails, both will fall into the basket.

    Whether the bandit flies in and makes aremendous splash, or the PC is shoved in and theandit gets away, there is sure to be plentyofxplaining to do when the poor player, covered inmelly fish heads and entrails, returns to meet hisriends at the Orange Blossom.

    CLUE:None.

    The last bandit is small and quick, and runsaway from the eta village at top speed. He willlead the player a merry chase, all the way back tothe inn of the Orange Blossom. At the Inn, he willturn to face the player, realizing that there is noescape. Poor Hametsu, sweeping the floor afterthe terrible night he's already had, will hold thebroom like a bo staff, obviously and pitifullyincompetent. His wife, cleaning glasses at a tablenearby, will take one good look at the bandit, andpass out in a heap in the corner.

    By the time the PC arrives, the bandit is readyfor him. Hametsu stands over his wife, glaringand holding the broom, and the bandit has hiskatana out, facing the door where the PC enters.His voice is hoarse and gravelly, and he spits onthe ground as the PC enters.

    samurai

  • 8/3/2019 L2 - Night of a Thousand Screams

    20/54

    -Let me go, (samurai/Magistrate) the bandit

    snarls, spitting on the ground again and levelinghis sword at you. Hes obviously competent, andhas a strange, fanatic gleam in his eye.Ill endyour pain now, my friend, he says in a roughvoice, for before this night is over, this city willhear the echo of a thousand screams...

    If the PC does not back down, the bandit willlet out a chilling battle scream, and attack. He willfight to the death, and will show no mercy to hisopponent.

    CLUE:This bandit is not dressed like the others, as

    his clothing is finer and cleaner. He, too, has apouch with the Crab mon on it, which contains5koku.

    Half past the Hour of the Monkey (7pm), thesun ha s set and a gentle darkness lingers over thestreets of Ryoko Owari. Lamplighters travel a longthe streets, lighting lanterns at each corner andgreeting the stragglers who are returning homefrom a hard day of work. The atmosphere ischeery, and people are starting to turn out for theFestival, only hours away.

    After the chase scenes are finished, the playersshould meet back at the Inn of the OrangeBlossom. Any prisoners they have can becontained in the stables, tied and gagged ifnecessary. Hametsu will carry his poor wife to herroom and return with some more sake for theplayers while they share stories and wait forOruku. The player who had the misfortune ofchasing his bandit through the fishery can betreated to a hot bath just down the street at the

    bath house, a suggestion which Hametsmake loudly but politely very soon aftplayer shows up at the inn.

    After some time, Oruku shows up with on his kimono, but no prisoner. He will smitell this tale:

    I I chased the bandit for some time, my fn Rokugan, there are

    A hatarnoto is an

    to can be considered

    - the man was quick, and he obviously knecity well. Oruku sips his tea quietly whtalks. The bandit led me to a burnt out bunear the warehouse district. WhenI entereattacked me, and althoughI tried to convinceto surrender, I was forced to kill him? Osighs. I was able to pull my strike enougthe bandit could speak to me before he ditold me that he and his partners were hiredowntown inn, and had been sent to the the Orange Blossom to kill my kinsmen antheir belongings. When they found out thOni had done the job for them, they sfollowed the eta to their village and trplunder the bodies? Hametsu quietly banother plate of cherries to the table, anhear the distant sound of fireworks osignaling the beginning of the Bon Festiva

    If the players have found out that the bwere looking for a magic sword (informobtained from bandit number three), Oruk

    look thoughtful and volunteer the follinformation:

    One of the Cranes killed here tonight, DAnitano, was known for his bravery in bOruku says. Before he was sent to the CLies to serve these merchants as their bodyhe fought at many battles against the Crabsouth. I had often heard him bragging aboprowess, and about a fine sword he found swamplands near the Crab border oShadowlands: He thinks about it for a moand continues, Perhaps that sword wasmore interesting thanI had thought .

    Oruku will tell the players that if the Dasword indeed had any value, it would be hands of the Crane Consulate , most likely manor house of Doji Tsumetsu, thehatarnocharge of Crane affairs in Ryoko Owari Tothe players think it is important (and, of cois), Oruku can lead them to Tsumetsus immediately.

  • 8/3/2019 L2 - Night of a Thousand Screams

    21/54

    Doji Oruku leads the PCs back to DojiTsumetsus manor house, taking them throughthe Dragon Gate into the Noble Quarter. The

    house of the Crane hatarnoto is position (4 ) on

    find that he is sleeping deeply, and nothing willrevive him.

    Upon entering the front corridor of the house,the overwhelming urge to go to sleep willovercome the players. They must make aWillpower roll against a TN of25 each round, or

    fall asleep in their tracks. If they continue tosucceed, they can move forward into the frontroom, where they will see a tattooed manescaping up the stairs. He seems unaffected by thesleep spell.

    The players cannot catch the tattooed man,who is very fast (and not sleepy). After fourrounds, no further rolls will be needed- the PCswill fall asleep.

    CHALLENGEThe house is under a spell placed by the

    tattooed man, who has used a minortsangusuriyour G amemasters map. The houseis large, withwooden stairs leading up to a thick walkway tha tsurrounds the house.

    The courtyard of the home is well-manicured,with a winding stream and a small bridge over acobblestone path. The house itselfis a sprawlingwooden structure, with painted paper walls andsliding doors; it is small for the neighborhood butobviously the best kept home in the area.

    As the party approaches the house, they feel astrange sleepiness wash over them. Perhaps it isonly a natural reactionto the events of this night?Or a side effect of drinking too muchsake?

    (one-use magic item). All the Cranes inside thehouse are sleeping. As the players begin toawaken (twenty minutes later), they hear loudclanging noises beyond the doorway.

    When the characters begin to awaken, it istwenty minutes later, nearing the end of the Hourof the Monkey. If the players look cautiouslybeyond the doorway, they will see a group ofsmall Oni- remarkably similar to the ones rippedfrom the Oni no Chizaros back in the Inn of theOrange Blossom- ransacking the house.

    You look into the room from which theclanging noises are coming, and see a strange

    The gardens around you are lovely, the small sight. Two small Oni, apparently identicalto thestream reflecting the starlight and the occasional ones you saw at the Inn of the Orange Blossom,flicker of a skyrocket in the night sky above you. are ransacking the house. Nearby, one has liftedAs you approach the house, you feel a yawn the maid from the floor and is looking under thestretch across your face. You look a t your body, the other is shredding pillows with hiscompanions, and it strikes you as strange that claws and peering inside them. Three more arethey all look equally weary. Perhaps the headed for the stairs. Another drags a wakizashiexcitement of fighting the bandits has made all of against the floor, making large dents in the hardyou a bit drowsy, or perhaps som ething odd is wood. They seem to be looking for something.going on here ...

    When they approach the steps to the front doorof the house, there are no guards. The door is ajar,and scuffling sounds can be heard from thecorridor. Oruko callsout, but there is no answer.The players enter the house and find a guard inCrane regalia lying on the floorjust inside thedoorway. At first glance, the man appears dead,but if the players look at him carefully, they will

    contains minor

  • 8/3/2019 L2 - Night of a Thousand Screams

    22/54

    While they were sleeping, the Onis henchmenhave arrived at the house, searching for themasks. They arent gentle, and as the playerswatch, the Oni who was looking through thesleeping maids kimono will tear her open and. . , * , .

    FocusAs the players fight the Minor Oni, they will

    flee and try to continue searching the house. Theirfirst mission is to search for the masks. They dontknow how to speak, nor are they smart enough tocommunicate, so they cant surrender orvolunteer any information. In fact, they are notmuch smarter than a well-trained dog, but a re farmore vicious.

    The Minor Oni are the size of toddlers, withspiderlike legs, claws, and three glowing orange

    eyes. They seem to almost be miniature versionsof Oni no Chizaro, and their swift movement andhuge leaps almost defy gravity. Their huge eyesglow with an unearthly orange light as theyscamper uncertainly, jumping across the roomwith little grace and less control. When they seethe characters, they will shriek in surprise,scrambling and leaping away from the PCs.

    The players may chase the first Minor Oniupstairs, or follow the three who had been going

    in another direction. Upstairs, three more MOni are racing about, chasing each other table legs and chortling wildly while they sethe bedrooms. They cant seem to get intoroom, where the players hear women screamin fear and see clothing and bits of crockery fthrough the torn door at the Minor Oni. Theopposite the door is covered in blotchebrightly colored paint, and a broken mask lithe hallway among fragmented piecesfurniture.

    If the players look into the room, they withe following:

    Three young women dressed in Crane rand their nanny are huddled behind a drescreen, flinging impromptu ammunitionanything which enters the room. The floo

    covered with broken crockery, half-painted mand spilled paint and glue, shredded costuand a broken paper-mache Dragon head. women behind the screen are throwing anytthey can get their hands on at the door, andtoo hysterical to see you standing there.Youforced to dodge a particularly large vase, busilk kimono which sails after it hits you squin the face, and a pot of blue paint explodethe wall beside you.

    In the room at the end ofhallway, a bellowing echoes through the hoPlayers upstairs and downswill hear it clearly, recognize it as the noise mby the Oni no Chizaro.

    Throughout the house, hangings have been torn apvases crushed, flowers scattand jeweled boxes torn acarelessly. One of the MOni is still carrying the guunsheathed wakizashi, and

    leaps down the hall a t top swith it, careening wildly walls from the unaccustoweight.

    STRIKEThe players will prob

    chase the Oni with wakizashi into the mbedroom, where they find

  • 8/3/2019 L2 - Night of a Thousand Screams

    23/54

    MINOR U

    ,little fellow caughtup in the tremendous claws of necessary, it will create three more minor Oni asthe Oni no Chiiaro. The bedroom has been tornapart, and a tremendous and elaborately carvedwooden chest lies smashed against one wall,clothing and other pieces of personal attire liescattered about.

    This room is a master bedroom, probably thepersonal chambers of Doji Tsumetsu. In thecenter stands the horrendous Oni from the Inn ofthe Orange Blossom, holding the little creature inone hand, and the wakizashi in the other. At hisfeet lies an overturned box of party favors,including a shipment of masks which were to bepainted for the festival, but are now shattered andruined. The large Oni appears to have beensearching through the large box of masks when itwas interrupted. Holding the little Oni, it stops fora second and runs its long, dripping red tongueover the length of the sword. Then it roars infrustration and snaps the sword in two with onehand. The little Oni shrieks in fear and dismayasthe greater Oni starts to crush him, and then itsees you in the doorway. With a roar, the hugeOni flings the smaller one at you like a livingprojectile weapon, and leaps for the roof.

    The Oni no Chizaro will leap through theceiling, reaching the roof with its initial jump. If

    soon as it reaches the roof, throwing them downinto the bedroom to keep the players busy. Onceagain, the Minor Oni will fight until death, andwhen they are killed, they will dissolve intopuddles of black, tarry, smelly glop on the floor.

    If the players take a moment to investigate the

    cartons Oni no Chizaro was searching, they willfind them to be full of broken porcelain masks,costumes, and paints for the festival. The mark onthe boxes is that of a Shosuro merchantwarehouse, down on the docks of the city. Thismark is also the same house symbol on themanifest gathered from Bandit#2.

    If the players climbup to the roof to see wherethe Oni has gone, they will notice two things: first,that the Oni has headed for the warehouse sectionof town, and secondly, that a man is in theshadows of the housetwo stories below, watching.

    The Oni sails across the rooftops withtremendous bounds - often going nearly twentyfeet in one jump. You tu rn away, unable to matchthe Oni's speed and agility, but as you do,something else catches your attention.A ma nstands across the street below, in4he shadowsofthe house, watching the Oni sail through theheavens.

    Bite: 2k2 + ContestedEarth Roll vs. the Damor the victim gets the Tai

    adventure, we rehere, for your co

  • 8/3/2019 L2 - Night of a Thousand Screams

    24/54

    The man looks up at those on the roof, then.with a s trange brief bow, he turn s and vanishesinto the alleyway behind him. As he passesthrough a bright shaf t of moonlight, you noticethat beneath his vest and simple pants, his bodyis covered with strange, glistening tattoos, and he

    carries a sword in a blues q u (sheath) across hisback.

    The man who escapes into the alleyway isTogashi Ikyoto, a traveling ise zumi from the Clanof the Dragon. He is clever and will use thepowers of his tattoos (the Bat and the Monkey)toelude any pursuit.

    Once the PCs have cleared the house of therest of the Minor Oni, they will discover that therest of the household is waking up. The guardsare shocked to see what has occurred, and thenanny and maidens will tentatively come outfrom behind their screen to thank the players forsaving their lives.

    During the beginning of the Hour of the Dog,people are starting to come out into the streets,preparing for the festival. Children scamperabout, holding small sparkling lights, and

    laughing as they dart about in their costumes amasks.

    While the Crane household is recovering frthe events, Doji Tsumetsu and his three guaarrive, hands on their swords. Swiftly, the serva

    will gather, and the old nanny will bow and the tale of the terrible Oni and the spell it cover the household. She will point out thePCand tell about their bravery -and valor in combat.

    One of the Guards will step forward and knbefore his Lord, asking humbly for the rightcommit seppuku because he was not able remain awake and protect the household.

    No,Naigotai-san. Evilm h o magic is at wohere. As Tsumetsu says this, the servants mufearfully to themselves and make the sign of Fortunes in the air, begging for thekami to tamercy on them.

    Tsumetsu turns to the party, then, and locarefully at each of you in turn. You hadefended my house and protected my childrelives. In return, I owe you a reward for your vaPlease accept the hospitality of my home, allow me to give you a gift. He commands onethe samurai with him to bring out a small bwhich the samurai has been carrying.

    Tsumetsu removes a small satchel, perhapslarge as a bread-bag, intricately stitched with

    mon of the Crane.

    ilities are listed on

    He will turn to the player with the highGlory and offer them the bag as a gift for entire party. Assuming the samurai shows promanners and refuses the gift three timTsumetsu will be pleased with their politenand treat them with great favor. If they do respond appropriately, he will assume they uncultured ronin and will be offended, but po

    Within the bag a re four tsungusuri,or Asahfetishes. These items are magical, and canused only once each. The first item is a small jstatuette of a sun . The second is a blsandalwood fan. The third is a small key mfrom a fishs skeleton, and the fourth is a golpear. Doji Tsumetsu will describe the powerseach of the items as he offers them to the par

    Black Fan - User may roll2 dice and add result to their Glory points for one hour. Thlistening to the user of the Fan during that tare struck with awe and respect, and the u

  • 8/3/2019 L2 - Night of a Thousand Screams

    25/54

    gains one free Raise toward any Oratory,Command or Sincerity rolls.

    Bone Key - Opens one door, even if locked ormagically sealed. Physical traps are negated,magical ones are triggered.

    Golden Fruit - Will cure any poison in apersons system if they eat the entire.piece of fruit.In addition, it will heal 1 die of damage.

    Jade Sun - Creates a globe of true sunlight,illuminating a 10 area for 30 minutes. Also,unlike the others, it can be used three timesbefore it becomes useless.

    As he hands you the final item, Tsumetsu says,This item is blessed by the Sun Goddess herself.Not only does it summon her light, but it is saidthat it has the power to restore a lost soul to

    CHALLENGEThe Crane will invite the party inside the

    manor house. Servants scurry about, trying toclean the house and serve the visitors. Soon, a tinyold man will enter the room, and all inside willbow. Doji Tsumetsu will introduce him to theplayers as his father, Doji Ukidanu.

    The old man slowly walks up to the party. Helooks over the members for a moment, thenbreaks out into a wide, toothless grin.Do youplay Go? he asks in a croaking and ancient voice.I want to play Go, andI will play it with . . you.

    GM Note: Doji Ukidanu will choose the player,or one of the players, who saw the ise zumiescape into the alley, if possible.

    Although its obvious the old man is a littlesenile, he seems friendly, and insulting the fatherof the hatamoto to the Doji house wouldprobably not help your new friendship with theCrane. Ukidanu totters out to a table lit bya stonelantern, and begins pulling out the pieces and

    setting them on the board, all the while mutteringhappily to himself.

    If any of the players has the either the Battleor Courtier skill, they probably know therudimentary rules of the game. In any case, oneof the players should accept the old mans offer,and begin a gameof Go with Ukidanu. The gamewill last through the next ser ies of actions.

    Tsumetsu sits at a low table with the restof thePCs, rinking a cup of hot tea and speaking of thestrange things which are occurring in the citytonight.

    Eventually, the hatamoto explains where hewas when his home was attacked.I had beencalled away, he explains. Actually, Oruku,I waslooking for you. It seemed a job more suited to aMagistrate than a hatamoto, but in your absence,I was forced to accept the duty.You see, one of theUnicorn warehouses in the Merchant Quarter wasattacked, and all their trade stock was destroyed.He shakes his head sadly. Its a bitter day whenthe criminals of this city must take to robbingparty favors for the Bon Festival. He casually sipshis tea, and Oruku sh ares a glance with you.

    Festival items? Orukusays. Thats strange.What is stranger still, says Tsumetsu, setting

    down his tea cup, is that the criminals went to allthe trouble of breaking into the building andtearing open all the crates, but didnt actuallysteal anything.

    In the background, the little old m an chuckleshappily, and places another piece on the Goboard, completely involved in his game.-focus

    Tsumetsu gladly describes the scene at theUnicorn warehouse - crates ripped open, boxesoverturned, and items ruined. If not for the hugetearing claw marks in the boxes, the ThunderGuard would have thought that it had simplybeen done by vandals.

    The time of the attack on the Unicornwarehouse was approximately6:30 (just past theHour of the Monkey), coinciding with the playersbattles with the bandits. The only items whichboth the Unicorn and the Crane currently have totrade are for the festival, specifically masks,costumes and fireworks.

    Outside, the fireworks are lighting the skyfairly regularly, marking the official beginning ofthe festival. People are gathering in the streets

    with torches, celebrating their ancestors.Tsumetsu tells the party that a grand parade hasbeen planned for the hour of the Goat(2 - 4am),and will weave through the entire city, followingthe perimeter road. He will invite the players tocome and enjoy the celebration, and will offerthem masks and costumes from his personalstock.

    captureover.

  • 8/3/2019 L2 - Night of a Thousand Screams

    26/54

    The high point of the parade, Tsumetsu willtell the players, is the lighting of the DragonGlobe:

    The Globe at the Temple of the Sun Goddesswill be lit by the Suns own fire, bringingAmaterasus blessings to all the citizens of RyokoOwari. Its a grand moment, my friends, and morethan merely symbolic. They say that if the SunGlobe is not lit, the Sun will look down on ourcity in disfavor, and we will have misfortune inthe next year. But why would anyone want toanger the Sun? Its all just a childrens tale, ofcourse, and nothing more.

    STRIKEWhile the players talk to Tsumetsu, the Go

    game in the corner progresses to its conclusion.About halfway through the game, the playershould make an Intelligence+ (either Battle orCourtier) against a TN of 15. If the player hasneithe r of those skills, they should make anAwareness roll with a TN of25. If successful, theyget the feeling that the little man is manipulatingthe game, forcing them to a specific outcome.

    Once the game has progressed, the playerrealizes that his only chance of winningis tomake a stylized move called the TattooedFriend? It requires the player to makea move andtrust that the opponent will outsmart himself.Once the player makes the move, the Go Masterwill concede the victory to the player, and laughwith glee.

    their master and

    You play well! We should play again , .. but later,later. Not now. Too much for samurai to do thisnight, neh? The old man mumbles something to

    ~ ~

    win the game, and you should havea prize. Wwait. I have something:

    Ukidanu fumbles about in his obi fominute, then in each sleeve, and then finally out a thin statuette shaped like a silver hourThe hourglass is broken, and only a few graisand rest in its glass globes. Ukidanu smbroadly, showing a tremendous amount ofteeth.

    Found that for you outside house.You woyou keep it. Be careful - dont sleep youraway! He cackles uproariously, and waves toas he bows. Then, singing a nursery rhymhimself, he turns and walks u p the stairs ohouse.

    You touch a few of the last motes of santhe glass and a strange weariness washesyou, but is quickly gone again.

    The sand left in the hourglass is the last oObsidian Hourglass tsangusun used by thezumi to put the house to sleep just before thearrived. It is nowa useless trinket, useful onlallowing the players to have a clue aboucause of the mysterious sleep.

    The Unicorn warehouse is not far fromNobles Quarter of Ryoko Owari. Walking tofrom the warehousewill require the party to near several areas of celebration, seeing things as mock Dragons madeof streamerswood, children wearing unusual porcelain mand people dressed as ghosts in long trawhite kimonos.

    You arrive a t the warehouse, which is currbeing protected by some of the Thunder GYou hear voices inside .

  • 8/3/2019 L2 - Night of a Thousand Screams

    27/54

    If the characters go to the warehouse, they willbe approached by the Thunder Guard, askingtheir business. If any of the characters areMagistrates, the guards will bow and allow thecharacters inside. If they are not, Oruku will step

    forward as a Magistrate, and the guard will let theparty through.

    In the warehouse, the characters find two ofthe Thunder Guard talking to the Unicornmerchant. Shinjo Sanefusa, the son of the actualowner, is criticizing the Guard, the evening, thewares, and anything else that catches hisattention. Sanefusa is a small, talkative man whois opinionated, repressed, and very unhappy aboutthe state of his fathers warehouse. Although hisfather is sixty-eight years old, and should haveretired long ago, his irascible temper has kept him

    from entering a monastery, and he still runs thefamily business- as well as the life of his son.

    . .. But you dont understand, Dokiu-san Myfathers shipments for the festival were in thesecrates! Look at them, theyre ruined! How can wetake these to the festival now? The little Unicornman is sweating heavily, mopping his brow witha silk cloth as he gestures at the mess.

    And it is a mess. Boxes have been overturned,huge claw marks torn through others, andfireworks and costumes are tossed about thestraw floor like confetti. The Unicorn, whom theThunder Guards call Sanefusa-sama, continueslecturing even as he watchesvou aDDrOaCh.

    When the characters speak to Sanefusa, he willbe polite, even obsequious, and will constantlyblather on about how angry his father will bewhen he hears of this. He will pick up one of thebroken masks and thrust it into one of the playercharacters hands, asking what should be donewith the rubble, and what the city intends to do.

    Shinjo Dokiu, a Unicorn Magistrate and

    shugenja, will smile and be helpful to thecharacters. He usually works at the prison, butbecause of the festival, he has been sent to writedown the merchants complaint. He is a thin, pale-looking man with a crooked smile and a shynature. He tells the players that if they need himfor anything, they can find him at the prison(location 11) later tonight.

    The boxes show every sign of having beenshredded by Oni no Chizaro: claw marks, hugeclawed footprints in the straw, and the marks ofsmall, scuttling feet along the walls and cartons,as well as slime, drool, and m ore black tarry gunk.The area guard says that he heard onlya largeroar, and by the time he could arrive from the farside of the docks, the doors had been ripped open.He swears he saw something awful leap throughthe air, but wont describe it, out of fear. If thecharacters describe Oni no Chizaro, his eyesbecome huge, and he nods, his face turning white.

    On the carton of masks and costumes, there isthe symbol of a Scorpion merchant, also depictedon the manifest gathered from Bandit#2. Themark was also on the carton of costumes andmasks at Doji Tsumetsus home. Any characterwho has been in Ryoko Owari for more than a

    month can make an Intelligence+ Heraldry rollat a TN of 15 to know where the Shosurowarehouse is located.

  • 8/3/2019 L2 - Night of a Thousand Screams

    28/54

    2 Poison 2, Stealth

    3k2,

    Weapons (Archer Variant):Dai-kyuw/ 0 normal

    The darkness is complete, and the streets arelit by lanterns and the occasional fireworkexploding overhead. The time is approximately

    one third past the Hour of the Dog.The warehouse rests near the river, at location

    (6). It is far from the celebrations occurring inother parts of the city. Two Scorpion guards arewatching the street vigilantly. The players willmost likely have approached the warehouse by analley just across the street, hidden from view ofthe guards. Shadows flicker past the second-storywindows, and voices echo through the buildinginto the street.

    C H A L L E N G ENo amount of discussion will allow the party

    to simply enter unannounced, even if the PCs usetheir Magistrate position as leverage. At best,announcing their status will get the party a roughglare and slow compliance. When the guardsopen the warehouse door, they will wait until theparty is inside and then shout, Magistrates! Getthem or were all dead!

    The PCs will have to defend themselves or beslain. Guards will flood through the office door,and from behind the cartons on the first floor,blocking the any escape.

    The warehouse stores cargo waiting to beloaded onto river boats. Searching the bottomlevel will yield only the typical store of awarehouse. You see crates scattered around, butlittle else. Some of the cartons seem to containmasks, and some contain other party favors, aswell as the Shosuros usual trade: silks, rice, beansand grains. The building is constructed of sturdyoak beams, and a set of shaky-looking stairs leadup to the second floor.

    FocusThe Scorpion are expecting a figh t They

    been warned that enemies arelooking for theand have hidden in the warehouse to epursuit. It doesnt matter who the charactersonly that they have compromised the securithe hideout. The warehouse is actually alabandoned, as only a few men have remafaithful to the bandit leader. Chizaro, their lewill remain upstairs amidst hism h o circle. guards are scruffy, and look terrified- as if thwould rather die fighting the players than livthe rest of this night

    The Shosuro guards know that Chizardealing with Oni and withm h o magic. Ththat have remainedwill fight to protect the seknowing they would be condemned to dshould they be discovered.

    STRIKEThe Warehouse:Four guards, plus the two from the door

    will charge the PCs on the ground floor ofwarehouse, dodging between crates and baand engaging in combat as rapidly as possOne of the guards will pull the door to the sclosed, and drop a tremendous oaken bar ovesolid wooden doorway.

    Warehouses are made of solid wood, tremendous pillars in the walls to holdceilings aloft. Any character being thrown agthe walls will not find the soft buffer of paperbalsa wood, but rather the sturdy brace of o

    To the rear of the warehouse, hidden undlarge blanket, the characters will find anoshipm ent of boxes. These boxes are nearlempty, but appear to have contained melaborate masks. The few boxes which still masks in them have been opened and searrecently. The masks are all porcelain, expenlooking, and unpainted.

    On the side of these boxes is an unusualmA blurred Lion mon and a strange kabuki mdecorate the boxes. None of the players hasseen the kabuki mask logo, although it imthe crates belong to a minor merchant,traveling artisan group. They certainly dbelong to the Scorpion.

    Stair to the Upper Level:The stairs are old and rickety, and any figh

    or acrobatics will cause them to sway wildly.will force any characters who fight on the s

  • 8/3/2019 L2 - Night of a Thousand Screams

    29/54

    to make an additional Raise for each attack, andan Agility test againsta TN of 15 once per roundto stay upright on the lurching stairway.

    The Upper Level Balcony:The balcony circles the upper perimeter of the

    warehouse, and overlooks the warehouse floorbelow. Two more Scorpion bushi rush from thedoorway when the guards shout their warning,and will remain on the balcony withdai-kyu,shooting arrows down at the PCs from above.Ifthe PCs charge them, they will draw their katanaand fight back. Perhaps an overzealous guard ortwo could be thrown to his deathon the cratesbelow?

    Overzealous GuardsSpeaking of overzealous guards, three more

    Scorpion lie in wait behind the office door toambush the party. Because they are disturbed bythe m h o at work in the rooms beyond them, andare, afterall, overzealous, theywill react too soon.Instead of gaining surprise against the party, theywill simply charge through the door once they seeany of the PCs on the balcony. Oneof these bushihas the keys to the gate beyond the office door.

    Office:The room from which the three guards charge

    is a simple office, witha low table, a pot of water,and some half-eaten bowls of rice. Otherwise, it isempty. A door is on the other side of the room,and a bright light emanates from beneath it.

    Locked Room:The door to this room is locked, but the door

    will come down if a significant amount of force isapplied. Any character with a Strength of2 orhigher can make a Strength check against a TN of15 to break down the door.

    This room is a rectangular area,two sections by a series of iron bars with a gate

    in the middle. The gated area appears to be thestorage area for valuable goods, and large cartonsof goods rest on the other side of the iron bars.Another door also stands on the far side of thegate. There are a few candles in this room, on alow table where the front two guards were seated,but a great deal of the light in this room is comingout from under the far door.

    There are three more Scorpion in the mainroom, twoon this side of the gate, and one behindthe gate. The closer two will immediately attackthe party, while the third will wait behind the gatewith a small han-kyu,firing arrows at the PCsthrough the iron bars.

    If the party doesnt have the key to the door,the archer will run out of arrows after he has fired20 times. The barred gate is a much moreformidable task to remove or destroy, and canonly be attempted by a character, or characterscombined, with a t least a Strength of4. Once outof arrows, or the gate has been broken down, theScorpion will stop fighting and surrender. He alsohas a key to the gate, and will unlock it for theparty if they swear to spare his life.

    The Scorpions name is Shosuro Fujun, and heis terrified - of the PCs, the Oni, and especiallyChizaro and the m h o being performed in theother room. Hes ready to spill his guts, if theparty gives him a chance. The door behind him isunlocked.

    Please, listen to me ... the Scorpion begins.My name is Shosuro Fujun, and I serve theScorpion house. It wasnt our idea. We are bandits,but we arent sorcerers. didnt know what hewas doing with the candles. And the blood. Please. youve got to believe me. youve got to helpme, or all the souls in this city will be devoured?

    I

  • 8/3/2019 L2 - Night of a Thousand Screams

    30/54

    Although Fujun doesnt know much, he willgladly tell the players everything. His Master isbeyond the well-lit door, and there ismaho there.

    The Main Office:One final guard is standing in this room,

    outside the circle of candles.

    Other than a tremendous circle of candles andtwo men, the room is completely empty. One mansits in the center of the candles, mutter ing tahimself and drooling slightly, as if he has littleidea what hes saying anymore. His headis newljshaved, and his robes are fouled with dirt. Smallbowls of blood stand a t the base of each candleand as the wax drips down, the blood slowljoverflows onto the floor. The second approachesyou cautiously.

    The final bushi, Shosuro Hodei, does not wantto fight. If his brother, Shosuro Fujun, hassurvived, Fujun will call to Hodei and tell him tosurrender. The man in the circle will lookup atthe party, but continue chanting weakly. There

    should be a tense silence before Hodei sheatkatana and bows.

    I dont know who you are, strangers, bulook like Magistrates. The Scorpion sayword a s if it were a curse, and wipes his mwith the back of one sweaty hand.If yosmart, youll take one look at Chizaro-sunflee. Go on, turn your backs and run. This cgoing to be gone by morning,so there will bone to tell the tale to your Lords? His sounds ragged, defeated, as if he has no hosurvival.

    The candles around the man on the floora physical barrier that cannot be croShugenja Lore or Shadowlands Lore at Twill reveal the circle as a form of summo

    magic, but a poorly cast version. Any shugcan tell that the circle was cast by an amThere is no way to break the magical barrie

    Shosuro Hodei is Shosuro Chizaros rightman. He knows much more about the rituathe Oni than his brother Fujun does. Aft

  • 8/3/2019 L2 - Night of a Thousand Screams

    31/54

    watches the players poke at the barrier for a fewminutes, he will interrupt rudely:

    You wont even hurt it. Fools. He snarls again,pointing at the old man. Would you believe thathe is only as old asI am? Hodei turn s to you, andsmiles. Hes been aging since dusk. Since hecalled that ... thing.

    You want to know about the Oni?I was herewhen he cast that circle. Just after the three mencame to visit him this afternoon. Hodei shrugs,What matters is that he gave his name to it.Doyou know what that does to you?

    After a pause, Hodei continues.I ew daysago - three, maybe four - some of our menattacked a caravan. What they brought back wasrich. Money, silks, and some crates of things forthe festival. Costumes, mostly, and masks. Really

    expensive masks. So my boss, Chizaro, heindicates the man chanting in the circle, sold thethings to three of his best buyers: a Crane, aUnicorn and a Crab.

    Then, today, some men came to visit Chizaro.Said they knew about the caravan. They wantedthe masks. Just one box. Onespecificbox. Out often boxes of porcelain masks, they just wantedone. Nothing else. I dont know why, but theywere serious about it. When we didnt have them,they shut themselves in here with Chizaro andstayed a long time. They looked like normal guys-

    one of them was really big, not muscular, justheavy. He spits on the ground, and continues,Then I saw their wrists. One of them had a big,black moon, branded right here. Hodei lifts hisarm and points at his inner wrist.

    Moon Cultists- worshippers of Lord Moon.You dont mess with their kind. Things get uglyreal fast, when youre dealing with the kind ofpeople who want to put out the Sun herself.Hodei looks around uneasily,

    Chizaro said they were going to kill him. Hehad to get the masks back, and soon. But therewas no way we could do it. Not in one night.

    That was when he used the spell...Hodei doesnt remember anything remarkable

    about the three men who talked to Chizaro. Theywore brown and looked like average citizens, alloverweight and boring. He does know that theOni was summoned to find the masks, and thatthe spell will end at dawn, when the Oni will gainChizaros name permanently, and if he does.

    .. then this city will burn in flames, and allthe people inside Ryoko Owari will be nothingmore than food for the Shadowlands. One Onicant do that, no, but one Oni with a name, Hodeishudders. an Oni Lord, loose in Ryoko Owari.Then you will hear a thousand screams, littlemen, and some of them . will be your own. Heturns to you, and his face is pale and hopeless.Kill it, samurai, now, while you still can.Kill it, orwe all die.

    Chizaro wont move, and he will continuechanting.If asked his name he will say,I cannotremember. My name . my name? My name is. so simple .. A series of mutterings, then Ido not have a name,... r do I? The candleswillburn down at dawn, and the Oni will haveChizaros name permanently. Shosuro Chizaro is

    not a shugenja, his will is not especially strong,and the spell he has cast is a third-rate,bastardized form of a proper Oni summoningritual. Unless the characters can destroy the Onibefore the candles burn out, it will seize control,destroy Chizaro in some horrible, bloody way andemerge, free and powerful to rain havoc upon theCity of Lies.

    The. Scorpion brothers know that the maskswere stolen from an unmarked caravan, travellingfrom Lion lands. They also know the masks w eresold to three buyers: Doji Juzo, Shinjo Sanefusa,and a merchant named Whisper, whoowns ashop downtown (location8).

    On the dock outside the Scorpion warehouse(location 7) waits the strange tattooed man whowas at the Crane manor. When the party leavesthe warehouse, he will stand in the light and letthem approach him. As they do, he will walk

    here:

    Adv

    School Rank 1

    Awareness wf

  • 8/3/2019 L2 - Night of a Thousand Screams

    32/54

    TO

    tao 3,tation2

    ; 2

    1ttoos:

    Stealth)y dice

    backwards, watching them, until he is perched onthe end of the dock, grinning slyly.

    is done, wait, wait, bide. Abide, my friends, and

    C H A L L E N G EBasically, Togashi Ikyoto is telling the players

    to stay back. He will point at them as he speaks,and m ake other hand gestures indicating that hewants them to stay a d istance away.If the playersdo not stop, he will act as if he is going to diveinto the water, and repeat his whisper aga in, morechastisingly. Once the players stop, he will smilewidely and nod.If they approach threateningly, orcome too close, Ikyoto will dive into the water,and be gone.

    Now I will tell you what you wish, if you wish.Nothing is as it seems, you know. Nothing atall.The strange man points at his chest and says,Ikvotol

    The ise zumi (for that is what he obviouslyappears to be) is dressed ina black vest and loosetrousers, with no weapons or other items. Hestands slightly over five feet, but his gait impliesstrength and dexterity. On his arms, chest andshoulders, you see strange, twisting tattoos

    Ikyoto smiles at you and swings up ontoof the thick poles to the side of the dock, keehis balance easily. As he talks, his hands mthrough the air in intricate patterns andsmile never lessens.I know what you seekfortuneteller cannot tell his own fortune. Bknow your part in this.You want the swordWhispers new sword. The Blade of Secrets.

    FOCUSTogashi Ikyoto is not a thief, but his tat

    make him a perfect infiltrator. Ikyoto owefavor to Whisper, the Crab who boughtmask s from Shosuro Chizaro. In order to paydebt, he was to steal the sword from Da

    Anitano and give it to Whisper. He has delivered the sword and his debt is paid. Ikisnt stupid; he knows that something bigg

    going down in the city.Ikyoto has followed the players to

    location. He knows noth ing of the Scorpion omask, simply that Whisper needed the swordefend himself against the Oni. The tattooed is not willing to risk his own life for Whisperwants to see that his friend survives. He belithat the Magistrates can help his friend, andhe has met them here and will div

    information about the location of the swordthe swords history and powers.However, like so many other ise zumi,Iky

    speaks in riddles rather than saying whameans. He believes that if the players arestupid to understand, then they dont have mof a chance against the Oni anyway.

    Feel free to use these quotes to lead players on, but be sure to allow them to hcertain critical information.If your p layers argetting the hints, or if you think they aresubtle for your playing style, feel free to makyour own. After all, Ikyoto is trying to help.

    STRIKEThe information which Ikyoto is trying to

    the players can be summed up: The Onhunting Whisper, and Whisper found out. Whhas the Crane sword. The sword is magical,has pow ers as well as drawbacks.

    Togashi Ikyoto doesnt know exactly whasword does, but he knows that it is dangerouscan kill the Oni. He also knows that Whisper

  • 8/3/2019 L2 - Night of a Thousand Screams

    33/54

    a great deal of trouble, and heis concerned abouthis friend. He will encourage the players togo toWhispers shop, and will tell them the location.

    e

    hopes that they will look down in favor on theirdescendants.

    Whispers shop is a seedy little dive indowntown Ryoko Owari, near the armorersdistrict, on Monks Edge Avenue and DiamondStreet. (location8) The shop is dirty, compared tothe others nearby, and its paper door hangsslightly ajar.

    You find the shop, labeled with the woodensign Whispers Antiques, Artifacts and Oddities.This must be the place. As you approach the door,you see only a faint flickering light inside, andhear scuffling, chittering, and the sudden loudBang! of a table being knocked over. Somethinghas gotten here before you .. . and it doesntsound human.

    Inside Whispers shop, things a re in chaos. Theshop is a small, one-room building, with balsawood and rice paper walls, and several low tables,shelves, and items strewn about the floor. MinorOni are scrambling everywhere, looking ineverything.

    Nearing the end of the Hour of the Dog, thestreets are full of people leading their children tothe Sun Temple and carrying torches through thestreets. The characters may pass by a small shrine,where people are praying to their ancestors, in

    I

    1. i i i e birnpiesi yuesuuns are me naraesc IO a x .

    0 - - ----- . I I l d l l l C I> LllC UUWCL u1 u C w l l l l l l ! 2 bulIleLI1Il1H

    ?

    3t night is nothing - how can you hide what

    I

    b. ii a man IS in neea, y to De an ai

    I

    4

    even the most dangerousorder with no thou

    The ma

    them will certain1

  • 8/3/2019 L2 - Night of a Thousand Screams

    34/54

    Once you open the door, the cause of thedisturbance and noise is obvious: fiveof the littleOni are ransacking the place (with no morecourtesy than they used at the Crane house).Tables are on their sides, the cash box is on thefloor, and at least three koku in change hasspilled about on the floor. One of the littlemonsters leaps from a high shelf, toppling theone he leapt from. This is met with screeches andangry spits from the others on the floor, who a retearing apart what seems to have been a sackoftrinkets. The last Oni drags a chipped porcelainmask out from under a brightly woven rug, andscreeches eagerly to the others.

    As the Oni look toward him, one catches sightof you in the doorway and screams a warning.

    The Minor Oni will fight to the death. The onlyexception is the Oni with the broken mask, whowill attempt to leap past the players and into thestreet, carrying the porcelain mask with him. Ifallowed to escape, he will carry the mask back atthe Scorpion warehouse.

    If the players search the shop, they will find:false Oni ears; paintings; several kimonos; threekoku in small coins from the cash box. There aremany other things in this shop, ranging from theesoteric tq the bizarre- all of it junk.

    Beneath the rug, the players will find a looseboard. A small space beneath the board containsan iron box with nearly twenty koku (a fortune!)in it, as well as two ledgers of scrolls, onecontaining Whispers accounts and the otherdetailing his daily activities. There is roombetween the box and the ledgers to conceal theporcelain mask which the Oni was carrying.

    Whisper is fanatic about his journal, writingevery day without fail for the past year. In thejournal, Whisper makes mention of a younggeisha named Suruko. Suruko works at theHouse of Water Lilies, on Teardrop Island, and isa dear friend as well as his favorite geisha. He

    speaks highlyof her and seems to be in love withher. In the last entry, he scribbles hastily:~ ~ ~ ~

    There is no time to waste, and I must huny.Time is running short, an d the Oni will be hereany minute to kill me.rue heard of his rampagesacross the town, and the only one left is me.Ikyoto brought the sword - my last hope! - andnow Igo to my dark fate. Suruko, Suruko,I haveto see you, just one more time, beforeI die ..

    The mask which the Minor Oni was carrradiates m h o magic to such a strong extent any shugenja with Lore: Maho will be abldiscern that something isnt quite right aboumask. Spirits brought by Summon or Commwill refuse to touch the mask, proclaiming this part-alive and that it is evil. The masdefinitely magical (See sidebar, pp29).

    Teardrop Island is the location of the LiceQuarter - the area where geisha houses and opleasures await those with the wealth to afsuch luxuries. It is a place for samurai to expninjo, human feelings and desires.

    On this delicate island are several famgeisha houses: the House of the Morning StaHouse of Foreign Stories, and the House of WLilies, to name only a few. The House of WLilies (location9) is a fairly recent establishmas it has only been open for forty years. causes the geisha of the other houses , to down upon the Water Lilies with derision, cathem little sisters. Further, they take gpleasure in implying that the patrons of the WLilies are either low-class, poor, or stupid.

    CHALLENGE

    It is well known in Ryoko Owari that visto Teardrop Island must leave their weaponSwords Polished, the gateway to the licequarter. If the characters wish to bring weapons along (in preparation for an immOni attack), they must find another way ontisland. Players should be reminded of circumstance as they approach the island.

    There are several ways to sneak onto TearIsland, all of them illegal. Rafts carry visacross in secret, characters can choose to try

  • 8/3/2019 L2 - Night of a Thousand Screams

    35/54

    luck at swimming against the current of the river,or they can strike a bargain with a fisherman totry to ferry them across under cover of cargo,unloading them at a cargo dock rather than themain dock. In any case, let your players decidehow they wish to gain access to the island.

    If the characters take the public ferry, they willgo through Swords Polished. Swords Polished isthe publ


Recommended