Hi there,
I have led a L5R 5th campaign for a couple of month (I am an experienced RPG GM, but this is my first L5R).
Since we have just reached the end of Season One, I thought I might share it with you, in case someone wants to utilize it for their own campaign.
Alternatively, you can scroll down to Side Quests and see if you can't take one or two into your own campaigns.
CAMPAIGN: A TOWN CALLED KAMI'S REST
The concept: The PCs are Emerald Magistrates sent to bring some order to a frontier town (think the Deadwood TV series), where they have to deal with the local government unhappy with Emerald Magistrates interference as well as various shady characters, hidden secrets, magical creatures etc.
The PCs have the order to help and support the populace in the name of the emperor and to prosecute any serious crime, while also respecting the jurisdiction of the Scorpion daimyo, a quixotic order that will be difficult to follow.
My concept is a memorable location, an overarcing story arc and a focus on a variety of "side quests", similar to how a modern computer RPG such as the witcher would approach it. The overarcing story only reveals itself piecemeal through the side quests. The players do not really know what The Story is in the beginning.
THE LOCATION "KAMI'S REST":
The town in question is Kami's Rest, a settlement on the northernwestern beach of the lake of Cherry Blossom Snow, opposite Maemikake, on the southern end of the Shinomen Forest, right where the small river enters the lake.
While the lake borders it on the southern and and the river on the eastern end, the northern and western sides are regular forest for a mile or two, before the giant trees of the Shinomen begin. NO ONE enters the Shinomen, the newcomers are told.
About 500 people live in Kami's Rest, 50 among them samurai. The economy relies on fishing, woodcutting and some agriculture in fields cleared of trees.
Kami's Rest is build on an area of hot springs that perpetually shroud the village in mist. It is said that a dragon sleeps below the village and heats up the ground water, hence the name. It has great bath houses due to the hot springs that are great to trade gossip, especially with non-samurai.
It is governed by a disgraced former courtier of the Scorpion clan named Bayushi Yoroshi, or "the daimyo" in the village. He has grown old and bitter and has gathered a court of rather shady individuals with whom he holds pale imitations of the courts of his glory days. Thus, Kami's Rest is a good place for samurai fleeing from problems elsewhere. The court feasts are held each evening and are a good place for gossip with samurai.
There is a mystery about Kami's Rest: It was founded 120 years ago, but 50 years ago, every citizen vanished without a trace. Meals still on tables, pots still cooking, this disappearance has never been solved, and the village was abandoned and has only been resettled 2 years ago.
That is why there are an abundance of unused buildings: The population was larger before the disappearance. It also explains why it is still a "frontier town" while clearly in Rokugan: The hostile Shinomen Forest in conjunction with the mystery has kept civilisation away.
A few quirks of Kami's Rest:
- Kami's Rest is build on a low hill, starting with the poor fisher's quarter at the lake and with higher elevation meaning more importance. The Daimyos castle rests on top of the hill.
- It is not allowed to burn corpses in Kami's Rest. If someone dies, he gets all the usual rites on a funeral pyre, but the pyre is not lit; after the ceremony, the body is instead taken to the Hare Clan Castle in the east for incineration. The reasoning is that it would be a bad idea to feed the dragon human flesh, lest he learns to like the taste.
- There is a small wood in the west surrounded by cleared fields. The daimyo has forbidden anyone from entering the wood, and sentries patrol the edge (see Sidequests below).
- The wood northeast of the castle is forbidden as well, because it is haunted by the Black Man (see Sidequests below).
NPCs:
These are a number of NPC the PCs meet either at the daimyos court or in Kami's Rest itself. They offer hooks for interactions and are supposed to flesh out the setting, but should not take the spotlight from the PCs. Only a few are directly tied to quests, some are just to offer unplanned interactions. I have given each demeanor modifiers (e.g. [E-2, F+2] means that all Earth ring social skill interactions have their TN lowered by 2, all Fire ring interactions have their TN raised by 2), plus stats and a preferred combat tactic, in case a PC gets into a duel with one or some other development. Assume a ring not mentioned to be of rank 2.
- Bayushi Yoroshi, Scorpion Daimyo
and Magistrate of Kami’s Rest. Uses the Wicked Maho-Tsukai stats from the Core Rulebook. More on him below in the Main Quest.
- Hida Inu, Last of the 77 Heroes.
His story: A year ago, a tunnel opened way behind the Kaiu Wall and a troop of shadowland creatures attacked a Crab clan village from within. When the Crab warriors defeated the attackers, it was found that some of them had abducted about 50 villagers through the tunnel into the shadowlands. Since following them would lead the Crab deep into the Shadowlands, only volunteers were allowed. 77 volunteered, since known as the 77 Heroes. 4 month later, only Hida Inu emerged from the Shadowlands, carrying 3 children of the village.
This heroic story has a dark ending, however: The three children where severely tainted and had to be killed. Inu's affliction could be healed, but not the scars on his soul and spirit. He became prone to berserker-like rages and was a threat to his companions on the wall, so he was sent away, and came to Kami's Rest. He slowly drinks himself to death, unless someone duels him first or alternatively shows him the meaning of honor and sacrifice again.
[E-2, V+2]. Hida Defender: Earth 4, Fire 3; End 14, Com 12, Foc 5, Vig 2; Tetsubo (dam 7, dls 3); Crimson Leaves Strike kata, Striking as Earth kata.
- Asahina Kitzune, the Red Widow.
A red-haired Crane who, ironically for an Asahina, is fascinated with combat. She was supposed to marry an older Lion clan duelist in an effort to improve clan relations, but the Lion vanished in their wedding night without a trace. Rumor says that she ate him like a spider (hence "the red widow", the rokugani equivalent of a black widow), but nothing was proven. She was sent here to be away from the Lion clan's hatred. She is VERY bored and has decided to find the ART in martial arts, training hard all day and always looking for diversions.
Asahina Artificier: [W-2, F+2], Air 4, Fire 3; End 10, Com 8, Foc 7, Vig 3; Katana of Fire (2 free Opportunities for Kusari-Gama-shape as whip, flaming), Coiling Serpent Style kata.
- Kuni Jei, the Inquisitor.
Little is known about him, and few want to know anything. Speaks always in a whisper and lives in a house without any furniture, talks about how the gods show him the wicked. Everyone in the village gives him a wide berth. If he thinks someone may use maho, he will attack and kill them without hesitation.
Kuni Purifier: [F-2, A+2]. Earth 4, Water 3; End 12, Com 14, Foc 4, Vig 3; Armor of Stone, Tetsubo of Earth, Crescent Moon Style kata.
- Hiruma Ando, the War Criminal
. His story: Ando comes from a Crab village on the border to both the Unicorn lands and the Burning Sands. His village was conquered by a Burning Sands tribe, and the Crab could not spare the troups to conquer it back. So Ando defected to the Unicorn Clan, was given a small troop of Ronin and used them to reconquer the village for the Unicorn using guerilla tactics, arson etc. His plan worked, but cost the life of over a hundred heimin. The crab see him as a war criminal, but since technically the dead were gaijin (the village was in gaijin hands at the time, after all), he was not convicted. Ando gives Inu a wide berth.
Hiruma Scout: [F-2, W+2]. Water 4, Air 3; End 8, Com 12, Foc 5, Vig 4; Bo (dam 6, dls 2), Iron Forest Style kata.
- Tanto, fanatical duelist
. Tanto is on Musha Shugyo, a warrior's pilgrimage, and will do anything to duel with others, to the death. He is known to have killed a dozen opponents in duels, and will pounce on any words spoken than can be perceived as a sleight.
Mirumoto Taoist Blade: [V-2, F+2]. Fire 4, Air 3; End 12, Com 8, Foc 6, Vig 3; Flame Fist Katana (dam 4, dls 8), Crescent Moon Style, Heartpiercing Strike.
- Soshi Kumo, man-hating sorceress.
A radiant beauty with always perfect hair, make-up and dress, Kumo uses illusions to appear as a beautiful young woman, when in reality she is middle-aged and her face hideously disfigured by acid, from an attack by a rejected suitor in her youth. Kumo is full of hatred for men and wants to form alliances with female characters against the patriarchy.
Soshi Illusionist: [A-2, E+2]. Fire 4, Air 3; End 12, Com 8, Foc 7, Vig 3; Call upon the Wind (to fly out of melee range), The Fires from Within.
- Mizu no Koi, swaggering pirate
: The Mantis are sometimes said to be pirates, and Mizu no Koi, the Fish out of Water, could be the archetype of that image. Because the clan tries to advance its political agenda, they sent this problematic figure away where he would be less likely to embarrass them. Koi will try to secuce any woman he meets, brawl and drink and sing. This may make people overlook that he is also a deadly archer.
Mantis Storm Fleet Sailor. [F-2, W+2]. Water 4, Fire 3; End 10, Com 12, Foc 5, Vig 3; Horsebow with Flesh-Cutter arrows, Heartpiercing Strike Style kata, Pelting Hail Style kata, Crescent Moon Style kata.
- Rikishi, the healer
: In his younger years, Isawa Ishido was an arrogant shugenja who, with two friends, slew a samurai in a drunken brawl. He has since left that life behind, becoming a monk named Rikishi and selflessly helping anyone in need with his healing invocations. His pasts may soon catch up with him, though.
Rikishi, Isawa Elementalist, [V-2, F+2], Water 4, Earth 3, End 10, Com 12, Foc 4, Vig 3, does not fight, Inari’s Blessing, Path to Inner Peace, Jurojin’s Balm.
SIDE QUESTS
:
These are things the PCs can do in Kami's Rest. They have to hear about the problem through rumors or perhaps a villager will come up to them and tell them. Some of these quests point toward the overarching story quests below.
- THE VENDETTA
(with thanks to Stan Sakai's Usagi Jojimbo): On their way to Kami's Rest, days before they arrive there, the PCs come upon a skirmish in progress: A well-dressed samurai with a headband fights against two dirty ronin, visibly winning. On his headband written is the word Vendetta. A government TN 2 check tells the PC that this means he is on an official vendetta sanctioned by the Emerald Magistrate, allowed to hunt down and kill certain convicts sentenced to death. If they intervene, he will show them his documentation with the pictures of three men, two if which actually look like younger versions of the two ronin. If the PCs do not intervene or step back after questioning him, he will kill the two, thank the PCs, and continue his quest for the last killer.
The samurai is Kakita Akira, a former great painter whose father was slain ten years ago by three young guests in his home: Shiba Takaro, Kaito Sawa and Isawa Ishido. The three escaped after the deed and were sentenced in absentia. Akira hung up the brush and fanatically trained the sword instead and, after mastering the blade, started looking for his fathers killers. The two ronin are the former two, living as bandits. the latter one now is the healer of Kami's Rest, Rikishi. Some game sessions after the PCs have come to Kami's Rest, when Rikishi has been helpful to them in their quests, Akira will appear in Kami's Rest and call out Isawa Ishido. Rikishi will face him unarmed and will not defend himself, and if the PCs do not intervene, will be slain by Akira. If the PCs try to negotiate with Akira, keep in mind that this is the culmination of a ten-year-quest for him, so it should not be easy. But he may be convinced that the man he hunts is already dead, and that this is another man now, just living in the same body.
- THE
KAPPA
: A kappa, a magical water creature looking like a humanoid turtle with a bowl-shaped bone crest on his head filled with water, lives in the lake. The fishers have mostly been inconvenienced by it in the past, when it took hold of their boats from below and only let go after they gave him fishes. But recently he took hold of a boat and demanded children (the fisher had two of his young sons in his boat). The fisher was smart and lucky enough to have caught a pregnant fish, and after throwing the fish eggs overboard, the kappa let go. But the fishers are scared now. They had asked Hida Inu for help, who called out the kappa and fought him, but his strikes just bounced off the kappa, that, standing knee-deep in water, his him once, crushing his laquered armor and throwing him a dozen yards back into a fisher's hut.
The PCs should realize that just fighting the kappa is not going to work. Culture TN 4 rolls or speaking to the viollage healer Rikishi will tell them that a kappa is very powerful as long as he has contact with water (Both Resistances 6, Earth & Water Ring 6). If they want to fight him, they have to lure him out of the water. But as he carries water in his head bowl, that alone will not suffice. If he is given the prone or immobilized condition or pushed at least 2 range bands, he will spill the water and become quite weak. Alternatively, he might be reasoned with, a deal offering him daily presents of cake in exchange of him not threatening the fishers will be accepted.
(When the players deal with this quest, they also hear that Hida Inus armor could not be repaired, so the hole in it was just covered with laquer. If they know that, Inus armor counts as resistance 2 instead of 4, should they fight with him, as they know where to hit.)
- THE BLACK MAN
: Noone enters the forest part directly northeast of the castle, for this is where the Black Man haunts. He is described as a spirit looking like samurai in dueling clothes that attacks anyone there. Detailed inquiries reveal that a year ago, a terminally ill Kakita samurai stumbled into the village on his way to the Kaiu Wall. Rikishi treated him, but saw that his cancer was too advanced to heal. When Rikishi was out, the samurai left his bed and vanished into the woods.
The black man is a famous Kakita duelist that swore he would die in a duel, but was killed by sickness instead in the woods. He can only be laid to rest by engaging him in a one-on-one duel. Killing him in a skirmish only banishes him for an day (the daimyo's soldiers have tried). If he is bested in a duel, he will vanish, leaving behind his Kakita pattern katana (Shadowlands rulebook).
- THE FORBIDDEN FOREST
: The forbitten forest west of Kami's Rest contains a large opium plantation field. While the Scorpion are allowed to grow opium and the Daimyo, if shown evidence, will claim the security is just to keep villagers from stealing and becoming addicted, the daimyo doesn't really have his clans permission to grwo opium. That knowledge can be used as a bargaining chip in negotiations with him. The real reason for the security and field is to keep people away from the Giver of Gifts.
- THE GIVER OF GIFTS
: West of the forbidden forest, inside the area of the real Shinomen Forest, is a hill with a cave where a shadow of a man can be seen against a wall. When talked to, he calls himself the Giver of Gifts. If asked for a gift, he snaps his fingers, and the asker suddenly knows the Spiritual Shackles maho spell (Shadowlands rulebook). If asked whom else he has given gifts, he will say that he gave the last one to Yoroshi (the Daimyo), but will not say which one. The gifts of the Giver are always double-edged: The maho spell, if cast on a spirit against its will, will automatically cause the Afflicted condition in the caster, and Kuni Jei will attack that person on sight. Used with a spirits permission (e.g. the tree spirit below), this will not be the case, in this case it does not count as Maho.
The giver of gifts can't be attacked, as he is the spirt of the whole hill, and the shadow is just an illusion. He also cannot be bound by his own spell.
- THE TROLL
: Two bridges cross the river flowing from the Shinomen Forest into the lake, one at Kami's Rest and one further north, beyond the little lake. That bridge can't be used, because a troll lives under it and demands a toll from anyone who wants to cross. The troll can be fought or riddled with, in the latter case, solving its riddle means he won't demand a toll for a year and a day, not solving it means you have to pay him a koku for each head in the party.
If talked to, it is obvious that a) the troll is female, b) it is very old and c) while pretty demented, it sometimes mentiones people from Kami's Rest who do not live there, like priest Shobo and Daimyo Ahito. When the PCs ask around in the town, they find out that those are people who lived here before the great vanishing 50 years ago. Patiently talking to the troll may reveal its backstory, mostly forgotten even by her: She was a regular human woman, mistreated by the men of the village. The Giver of Gifts gave her a ritual where when you kill a man during sex and eat his heart, the Ladies of the Forest come to break the rule of men (see Main Story 2 below). She did the ritual, but when she saw what she had called she begged them to leave again. Instead, the creatures turned her into a troll and chased her away.
- THE DEMON BEAR
: A wounded woodcutter is carried to Rikishi, saying that a demon bear has attacked them in the woods. If the PCs go hunting for it, they can pick up its trail, and read that it walks unlike a normal bear. They soon find it and see a great bear, half-bent down and covered in filth. If they fight it, it has the regular bear stats with a Water Scar Disadvantage. Talking to it with Nature's Touch or calming it with good Survival skill rolls shows that it is no demon at all, it has an arrow lodged in its belly that has become infected. A good shugenja may heal it. If they help the bear, it may tell them of or lead them to the Tree Spirit below.
- THE
DREAM ONI
: Villagers from a separated part of Kami's Rest where the peasants for the opium fields live approach the PCs and beg them for help WITHOUT letting the Kuni know about it. If they agree, they are brought to a peasants hut where a young girl lies in a fever, with her hair writhing around her like snakes. Theology can tell the PCs that it is possessed by a dream oni, a powerful monster. Fighting a dream oni is difficult, for if the girl dies, the oni splits in two and vanishes, only to possess the next two sleeping persons. With a meditation TN 3 check, one can enter the girls dream and fight the oni there, but then the PCs are in its realm. It is best fought if it leaves its still living victim. When the PCs enter the dream, they find themselves in the same village, but everyone is gone, and a broad trail of blood goes into the woods. Following the trail leads them into the Shinomen Forest, where they enter a clearing with a giant oak tree a dozen meters across, terribly scarred and oozing black ichor from its great wounds, with a huge oni attacking its trunk. If they attack the oni here, he has the stats of the Sinister Oni from the Core Rulebook, a very powerful enemy. They can talk to it and try to make it leave the girl, perhaps offering to let it possess one of them instead (especially a shugenja would be tempting). If they succeed, the oni and they can leave the dream with another meditation TN 3 check. The oni will try to possess the next shugenja, who has to make Meditation (Void) TN 3 checks to resist every round, but here, it only has the stats of the Vile Trickster Oni from Shadowlands p. 134.
- THE TREE SPIRIT
: If the PCs follow the path they went in the Dream Onis dream in reality, or if they helped the bear and it shows them the way, they come to the giant oak tree, poisoned and violated by the Dream Oni before it came to Kami's Rest. It is the home of a very old tree spirit, which can feel its home and itself dying and being corrupted. Healing the tree is very difficult, it would require the help of every shugenja NPC in Kami's Rest, which each have to be convinced to help. If a PC got the Giver of Gifts maho spell, he can offer the spirit to transfer him into a piece of wood to escape the dying tree, he will accept and ask to get a home in a walking staff, so he can see the world. If the PCs do that, their bo staff is turned into a magical weapon that can spontaniously be made to grow longer and shorter, so it can be used to melee attack foes in range 3. Once per session, the wearer can use it to cast any Earth invocation of Rank 3 or lower (even if they are themselves no shugenja) with their Earth ring and Theology 2 (unless the wearer has a higher theology).
- THE RONIN ATTACK
: On the southwestern shore of the lake is a hidden encampment of ronin who plan to attack and plunder Kami's Rest with a shiop they stole from Maemikake. One morning at dawn, screams awke up the PCs who find themselves in the middle of a bandit raid. They have to fight waves of Desperate Bandits (Core Rulebook p. 315) to protect the villagers. After a while, the daimyos troops start arriving, so the ronin fall back to their ship, laden with plunder, and make their getaway. If they made a treaty with the Kappa, it will stop their ship (they paid no cake, after all), in which case the daimyos troops will shoot all onboard with arrows till the ship looks like a porcupine. If the strand the ship ashore with a The Rushing Wave invocation or stop it another way, the ronin are killed in apitched battle. If they cannot stop the ship, it will leave with a lot of the villages ressources, causing a famine among the poorer hinin and heimin. If the PCs succeed in stopping the raiders from escaping, they will be hailed as heroes.
- THE BODIES
: A few days after the ronin attack, a villager approaches the PCs and tells them that the ronin stole an heirloom of his family: a holy jade shinsei said to hold a kami, and in his dreams, the shinsei calls to him. If the PCs had succeeded in stopping the ronin from escaping, it has not been recovered from the ship. If the ronin got away, he says he can feel it is not in the south, but rather nearer, though he cannot tell where. He thinks that it must have been overlooked on one of the dead ronins bodies and been transported with them to the Hare clan, wher the bodies are burnt. He asks them to make haste, for the item is a holy relic that must not be destroyed.
If the PCs hurry to the Hare clan castle, they arrive to learn that not only have no bodies arrived in the last few days, that Hare clan samurai do not know what they are even talking about: NOOne has ever sent corpses to the Hare clan from Kami's Rest. If they carefully check the path on their way back, they find wher on a stony patch the carts have left the path, entered the forest to the north and turned towards Kami's Rest again. Following theor trail leads the PCs directly to main Story 1 unless they haven't dispatched the Black Men yet.
- THE MURDER
: Mizu no Koi is found, murdered, naked in bed in his house. His chest has been cut open and a piece has been bitten out of his heart. The scene itself shows few clues to the murderer, it has been well cleaned up. But Koi smells a lot of men's perfume. Asking around, the PC can find out that Koi was at a bathhouse where he perfumed himself a lot, telling the proprietor that he had a date with a beautiful woman. The PCs can use various ideas to find the murder, listening to gossip, spreading gossip that they have a witness and wait for the killer to come to them, use invocations to get help from animals to track the scent (though all of the perfume is a hindrance)... The GM should react to the PCs plans. Asking for rumors will point them right to Asahina Kitzune, the Red Widow, who is called a maneater. But she has nothing to do with the crime.
The murderer is Soshi Kumo. Weeks ago, she has found the diary of the woman that would become the troll. In it, she described the ritual. After Koi made very unsubtle sexual advances towards her, she committed to a secret date with him and killed him to perform the ritual. If she is not found out, another such murder will occur in a few days. These rituals lead to the Main Story 2 a few weeks later.
MAIN STORY 1
:
Unknown to all but a handful of his men, the daimyo Bayushi Joroshi is a Maho-Tsukai, planning to raise an army of undead in a hidden cellar below his castle. The entrance is on the northern side, in the woods haunted by the Black Man (Joroshi has learned wards to keep him away). After the ronin attack, no matter if it was successful or not, he has more than enough material to set his plan in motion. But the Bodies Side Qust should bring the PCs straigt to his cellar door. Inside, it is time for the big showdown against him and his Bushi Skeletons and Zombie Peasants. If a PC has laid the Black Man to rest in an honorable duel, his spirit will intervene one last time if the tides of battle turn against the PCs, appearing and attacking their foes.
The backstory of Joroshi is that he was a faithful courtier and shinobi who gave everything and did everything every dark deed required for his clan, holding Duty above all, until he grew old and could not keep up with the changing fashions of the Emperor's court. He was given Kami's Rest as a pension. He came upon the Giver of Gifts, and his gift was a vision of his future: Being tortured in ****. This shattered his whole worldview: He always was a loyal samurai, doing whatever Duty called from him. And after his death, he would still land in ****? This told him that Bushido is a lie, that the Kami betrayed the humans, that if Duty demanded something and Courtesy demanded the opposite, the human is damned no matter what he does. So he dicided that if he were destined to ****, he would arrive there as a king, fulfilling Fu-Lengs wishes and be greeted by him in **** as an ally. That is why Joshiro learned maho and created his zombie horde. Joshiro is wrong, of course: It is his actions AFTER the vision that condemn his sould to ****. In reacting to the vision, he made it come to pass.
If the PCs best Joshiro and his horde and show the evidence to the Kuni or the other Scorpion clan soldiers, the Kuni will start an inquisition, quickly finding out the half-dozen of accomplices of the Daimyo in his troops, which will be put to death. Another 20 samurai will commit seppuku in the castle, for having served a servant of Fu-leng. The rest of the scorpion samurai pack their thimngs and leave Kami's Rest for the Scorpion lands. The PCs are given the comissionary control of Kami's Rest: The city is now under control of the Emerald Magistrates, who will have to govern it without any troops or help in Season 2 of the campaign.
MAIN STORY 2
:
This story will be the main story arc in season 2: Soshi Kumo has performed the ritual of hearts to call the Ladies of the Forest, and they answer after the PCs have been given the responsibility of government.
They are Jorogumo, spiders in human guises with powerful enchanting abilities, looking for humans to bewitch, bind up inside the Shinomen Forest and lay their eggs into. But they appear to be beautiful women of the Kuge class, distantly related to the emperor, on a pilgrimage across Rokugan. The PCs do not have the right to question or imprison these persons of higher rank.
The details of this story arc are jet open, as my campaign has just finished Season One with the death of the Daimyo.
Perhaps I will post details in the future.
Feedback?
Edited by Harzerkatze