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  YUREI-JI
  The Ghost Temple
  Scenario by Mark Arsenault,
  Introduction
  This is an adventure designed for 3 to 6
  characters with a combined total of 12
  Levels. Encounters can be adjusted for
  higher or lower level PC groups. Stats for
  important NPCs are given with each
  encounter. All Skill scores for Bonus Skills
  include the NPCs Level, if applicable.
  If you are a player, it is important that
  you do not read any further, for it will spoil
  the mysterious encounters and surprises that
  lurk within.
  Synopsis
  The PCs come upon a small valley
  containing a near-desolate village with very
  few inhabitants. The local peasants, as well
  as many of the local samurai, are fearful and
  warn the PCs away. Upon investigation, the
  PCs discover that the local temple has been
  desecrated and now stands haunted,
  inhabited by evil kami. oni, and all matter of
  other nasty creatures. The PCs, upon request
  of the local peasants or perhaps the local
  buke, must investigate the ruins and drive
  out the evil kami and return fertility to this
  small valley.
  Note to the GM
  Sakumi village has fallen victim to a plague.
  Gamemasters are encouraged to re-
  familiarize themselves with the rules dealing
  with Plagues, Illness and Healing in the
  Bushido 2nd Edition rules. These topics are
  addressed in the Bushido Book 1: Heroes of
  Nippon in sections 1095.2 Healing (p. 49),
  and 1095.3 Disease (p. 50).
  While the stats for the NPCs are listed at
  the end of this adventure, the stats for the
  creatures are not. The GM may simply use
  the stats listed in Book 2, on the following
  Bushido is a trademark of Fantasy
  Games Unlimited.
  GURPS is a registered trademark of
  Steve Jackson Games Inc.
  Adventures Unlimited Magazine #6
  32
  
  pages: Bakemono (p. 11); Mukade (p. 10).
  The stats for the evil kami are listed at the
  end of the adventure.
  In addition, GURPS conversion stats are
  provided for all of the NPCs and creatures,
  for those GMs who wish to run this
  adventure in a GURPS Japan campaign (or
  any other campaign for that matter). The
  GURPS stats are listed at the end of the
  adventure, after the Bushido stats.
  Involving the PCs
  Perhaps the easiest way to get the characters
  involved in this adventure is to simply have
  this adventure follow another in which the
  characters were left traveling a road. Because
  the adventure takes place in a small valley
  village, it would be best to have the characters
  traveling toward some destination through or
  beyond mountainous or rough terrain.
  Individual motivations for characters is
  more complicated, but needn't be
  excessively so. Some suggestions for
  involving PCs of different Professions are
  listed below.
  Characters may have a relative in the
  local village or, for those of samurai caste, in
  the local samurai clan, such as Tadaka
  Roshiro. Others may be spurred on to help
  by the rumors of evil creatures of bandits to
  fight (after all, Budo is an important aspect
  of a developing warrior).
  Those of theological persuasion,
  including pious characters as well as
  Gakusho, will definitely be motivated by a
  desire to battle. Overcoming foes of one's
  religion, besides earning the character extra
  Experience (Budo or Shugendo), is one of
  the mainstays of religious characters,
  especially those of a martial bent. At the
  very least, providing religious assistance to
  the townsfolk should be of some inspiration
  to such characters.
  Shugenja characters can exercise spirits
  just as can Gakusho, and such a setting
  provides ample opportunity to test one's
  mettle in the spirit realm as well.
  Ninja characters can be hired by an
  outside religious sect that is allied with the
  one which owner the haunted temple.
  Another option is for the local samurai clan
  to hire the ninja to investigate the temple and
  discover the secret to restoring it to its
  original divine nature.
  Budoka may find ancient, lost teaching
  scrolls containing the secret Okuden taught
  by the Buddhist monks. And last but not
  least, there is the possibility of finding some
  wondrous magical artifacts, which are so
  rare in Nippon.
  PART 1: The Warning
  The following passage, and any other text in
  the italic, may be read aloud to the players.
  "As you walk along the road, the terrain
  begins to change, becoming more hilly and
  rocky. Trees stretch across the road above
  you, forming an umbrella of green and
  brown. As you continue to climb into the
  hills, the road becomes narrower, barely
  three yards across. "
  "As you walk over the crest of a large
  hill, you see a beautiful, basket-shaped
  valley below. The canopy of trees obscures
  the valley floor, but wisps of smoke can be
  seen against the golden, dusk sky, rising
  between the pines and bamboo. Suddenly,
  you hear the sound of horse hooves beating
  the earth, as four mounted samurai ap-
  proach. "
  The samurai are patrolling the area for the
  local fief-holder. Tadaka Yaemon, who is
  their master. They are dressed in partial light
  samurai armor (AC 3), each carrying a yari
  and wearing a dai-sho (katana and
  wakizashi). The samurai will approach the
  characters from behind and inquire as to
  their business.
  The samurai will question the PCs'
  business in the area. They will offer to escort
  the PCs through the village, but will tell
  them that no one is allowed to stop at the
  village. If asked why, the samurai will
  explain that he village has fallen victim to
  the plague and that their master has ordered
  it off limits to all travelers.
  Although they speak with a sense of
  urgency, they will not be rude. A successful
  Wit ST to spot a Hidden Thing will reveal
  that the samurai are actually somewhat
  frightened (an unusual condition for a
  samurai, to be sure). If this is pointed out, the
  samurai will deny being afraid, merely
  stating that they are due back to their
  master's estate by nightfall.
  If the samurai are treated appropriately,
  they will respond in kind. If treated rudely,
  or if the PCs are evasive, the samurai will
  accuse them of being graverobbers and
  attempt to run them off. If engaged in
  combat, they will fight for only two turns
  before riding off to their master's house. If
  there are any samurai in the party and the
  samurai are treated appropriately, they will
  invite the PCs back to their master's house,
  giving them directions.
  "Travel down this road a short ways,
  then take the path to the left. Our master's
  house is but a half Ri down the pathway. "
  The samurai will then depart.
  The Cast for
  Tadaka Yaemon (Level 0 Bushi)
  BAP: 6 
  MNA: 1 
  ZAN: 1 
  BMA: 4
  AC: 3 
  DAM: +0 
  HPT: 6
  Skills: Kenjutsu (9), Sojutsu (5), Bajutsu (6),
  Japanese Classics (4), Heraldry (5),
  Calligraphy (10)
  Equipment: Good quality samurai court
  garb, fan, Master quality wakizashi (the
  matching katana is in his room).
  Tadaka Yaemon's Bodyguards
  (Level 2 Classic Bushi)
  BAP: 13 MNA: 2 
  ZAN: 1 
  BMA: 6
  AC: 1 (4) DAM: +3 
  HPT: 36
  Skills: Kenjutsu (21) with Precision Strike (14)
  and Disarm (6) Okuden, Sojutsu (17),
  Kyujutsu (21), Bajutsu (14), Jujutsu (15)
  Equipment: Good quality Dai-sho, Fine
  quality samurai garb (AC1) with chainmail
  armor underneath (AC4)
  Takada Roshiro (Level 4 Bushi)
  BAP: 12 MNA: 2 ZAN: 1 
  BMA: 5
  AC: 1 
  DAM:+3 
  HPT: 49
  Skills: Kenjutsu (23) with Precision Strike (16)
  and Disarm (12) Okuden, Sojutsu (18),
  Kyujutsu (20), Bajutsu (16), Jujutsu (12),
  Theology: Shinten (12), Japanese Classics (8),
  Go (14), Heraldry (11), Tea Ceremony (9)
  Equipment: Superior quality Dai-sho, Fine
  quality samurai garb (AC 1)
  Common Tadaka Samurai
  (Level 1 Classic Bushi Rabble)
  BAP: 10 MNA: 2 
  ZAN: 1 
  BMA: 5
  AC: 1/4 
  DAM:+2 
  HPT: 10
  Skills: Kenjutsu (14), Sojutsu (13),
  Kyujutsu (14), Bajutsu (11), Jujutsu (7)
  Equipment: Average quality dai-sho, Yari
  Evil Kami (Araburu-kami)
  BCS: Magic-14, Skills-16 HPT: 40
  Saving Throws:
  STR 12 DFT 12 SPD 7
  HLT 7 
  WT 2 
  WL 2
  Powers: Astral Presence,
  Control Phenomena (Plague),
  Decrease Attribute (Wit)
  Spells:
  Fire: Burning Touch, Cloak of Smoke, Flame
  Sphere, Storm of Fire
  Metal: Adamant Bonds, Confusing Gaze,
  Conquering Gaze, Iron Sphere
  Skills: Bojutsu, Sumai, Torture, Gambling
  33
  Bushido — GURPS
  
  The Cast for
  Tadaka Yaemon (Level 0 Bushi)
  ST 8 
  DX 
  12 
  IQ 
  9 
  HT 9
  Basic Speed 5.5; Move 5
  Dodge 5, Parry 5
  Wears samurai court garb (PD 0, DR 1)
  Advantages: Status-3 (minor clan head);
  Wealth (Comfortable)
  Disadvantages: Code of Honor (Bushido);
  Sense of Duty (to clan); Truthfulness;
  Vow (to avenge father's death);
  Youth (13 yrs old)
  Skills: Administration-3; Area Knowledge
  (Sakumi village and surrounding fief)-12;
  Calligraphy-10; Diplomacy-5; Heraldry
  (Japanese mon) -5; Katana-9; Literature
  (Japanese Classics)-4; Riding-6; Spear-5
  Equipment: Samurai court garb, fan
  Weapons:
  Wakizashi* (cutting 1d-1, impaling 1d-2);
  Katana* (cutting 1d, impaling 1d-1)
  * both weapons are Master quality
  Tadaka Yaemon's Bodyguards
  ST 16 
  DX 14 IQ 10 
  HT 
  15
  Basic Speed 7.25; Move 7
  Dodge 8, Parry 10
  Wears samurai garb reinforced with chain
  (PD 1, DR 3)
  Advantages: Combat Reflexes; Status-2
  (minor clan member)
  Disadvantages: Code of
  Honor (Bushido); Duty (to clan
  head)
  Skills: Archery-18; Judo-13;
  Katana-18; Riding-12; Spear-15
  Weapons:
  Katana (cutting 2d+3,
  impaling 1d+3);
  Wakizashi (cutting 2d+2,
  impaling 1d+2).
  Takada Roshiro
  ST 17 DX 15 IQ 11 
  HT 
  15
  Basic Speed 7.5; Move 7
  Dodge 8, Parry 11
  No armor, no encumbrance
  Advantages: Combat Reflexes; Intuition;
  Status-2
  Disadvantages: Code of Honor (Bushido);
  Sense of Duty (to clan head)
  Skills: Archery-16; Go-10; Heraldry-11;
  Judo-8; Katana-20; Literature (Japanese
  classics)-8; Riding-12; Spear-15; Tea
  Ceremony-5; Theology (Shinten)-12
  Weapons:
  Katana (cutting 3d+1, impaling 1d+4);
  Wakizashi (cutting 3d, impaling 1d+3)
  PART 2: The Fork
  "As you walk down into the valley, you
  come upon a fork in the road. One path
  runs off to the left and the other continues
  straight ahead. A signpost to the right, next
  to the road, reads:
  Sakumi village off limits due to a plague.
  Do not enter. All travelers must divert to the
  left and report to Tadaka Yaemon, master of
  Sakumi village and these surrounding lands.
  By order of Tadaka Yaemon. "
  If the characters continue straight ahead
  toward the village they will encounter the
  checkpoint. If they take the path to the left,
  they will eventually reach the home of
  Takada Yaemon (Part 4: Takada Yaemon).
  PART 3: The Checkpoint
  Approximately a 1/4 Ri from the village
  (roughly halfway between the warning post
  at the fork and the village, there is a
  checkpoint. Present are four samurai from
  the Tadaka clan. They are wearing AC 3,
  and each is armed with a yari, MR:2 dai-kyi
  with 24 willow leaf arrows and 12 armor
  piercing arrows, and average quality dai-
  sho. There are also two riding horses
  tethered to a nearby tree.
  The samurai will forbid anyone from
  entering the village
  without permission from
  their master, Tadaka
  Yaemon, in writing. Anyone
  who forcibly attempts to get
  past the guards, or
  otherwise bypass them
  (by sneaking past,
  circumventing the
  checkpoint, etc.) will
  be cut down. The
  samurai will use their
  dai-kyu to stop anyone not in HTH range. If
  necessary, two of the samurai will pursue
  offenders on horseback and attempt to
  eliminate them, with their bows first and
  with their katana if all else fails. The
  samurai will send word to their master in
  the event of any such incident.
  PART 4: Takada Yaemon
  When the PCs reach the estate of Tadaka
  Yaemon, they will see several samurai
  guards around the outer wall, each holding i
  torch. There are 10 guards total, 2 on each
  side of the compound, with 2 additional
  samurai guarding the gate. The guards are
  all Level 1 Classic Bushi Rabble (use the
  stats for Common Tadaka Samurai, at the
  end of this adventure).
  If the party was invited, the guards
  will recognize them from the descriptions
  given by the returning patrol. If the PCs
  are unexpected, the guards will question
  their presence and report to their master.
  Ultimately, unless the PCs initiate
  combat with these samurai, they will be
  invited inside.
  For a map of the estate, Gamemasters
  may use the standard floorplan of the Inn
  printed on the back of Bushido: Book 2.
  Making Introductions
  Once inside, they will be met by Takada
  Roshiro, Yaemon's senior retainer, and two
  other samurai guards. Roshiro will be very
  polite and cordial to the characters, trying to
  put them at ease. In fact, he is trying to
  downplay the "plague" situation. Several
  heimin servants will approach to take the
  PCs' large weapons (katana, yari, no-dachi,
  etc.). The characters will be allowed to
  maintain any weapons not larger than a
  wakizashi.
  Roshiro will explain that the PCs will be
  meeting with his master over dinner in one
  hour (one Nipponese hour). They will then
  be offered a chance to bathe, have their
  clothes cleaned and sip cha (tea) before
  eating. The courtesy and sincerity of their
  hosts are sincere, and players looking for a
  conspiracy will be disappointed.
  The Dinner
  In the main hall, the PCs will be given seats
  of honor. Roshiro will make a formal
  announcement and introduction as Takada
  Yaemon enters the room. All of the
  occupants bow, as the PCs see two samurai
  along with a young boy, no more than 13
  years old, all dressed in superior quality
  samurai garb, enter the room. This is Takada
  Yaemon. He sits at the head of the group and
  Takada Roshiro sits next to him. His
  bodyguards sit behind him. Once
  introductions are made, several female
  servants will bring in trays of fine Nipponese
  fare, sake, and anything the characters
  request that can be reasonably obtained and
  prepared.
  Takada Yaemon is a very reserved young
  man, but friendly. He is the son of Takada
  Binzaemon, who recently disappeared during
  an expedition to the haunted temple. After
  his father's disappearance, Yaemon assumed
  his place as rightful heir to the Takada fief.
  All of Takada Binzaemon's retainers have
  vowed to remain loyal vassals of his son,
  Yaemon, until Binzaemon returns or until
  Adventures Unlimited Magazine #6
  34
  
  their death, whichever comes first. Yaemon
  relies on his father's senior retainer, Roshiro
  (now Yaemon's senior retainer), for counsel.
  At dinner, Takada Yaemon will explain
  the situation as it truly is. The Gamemaster
  may relate the following to the PCs:
  "My father disappeared one month ago
  white investigating the Yurei-ji 
  the
  haunted temple. A year ago, the Fire Lotus
  sect, who once occupied the temple, sought
  exceptional financial tribute from our clan.
  More than 2,000 Koban each year. Their
  absurd request was denied
  by my father and the Fire
  Lotus monks swore curses
  against us.
  "That year the crops fell to
  famine, and less than
  half of the normal
  harvest was
  recovered. This
  infuriated my father, as he
  blamed the Fire Lotus sect's
  curse for the famine. My
  father took his samurai and
  raided the temple, killing
  all of the monks.
  "As time went by, the temple,
  which now stood empty, fell into
  disrepair. The peasants were forbid-
  den to visit the temple, although they
  erected a small shrine in the village for the
  slain monks. Then rumors of strange
  creatures and evil spirits occupying the
  temple began to circulate. My father
  thought the rumors to be the result
  overactive imaginations of superstitious
  peasants, and paid them little
  credence...until the plague.
  "Last month the local villagers con-
  tracted plague. My father believed all of
  these things to be the result of the monks'
  curse and he went to the temple, alone, to try
  to find a way to placate the spirits of the
  monks to restore the village and valley to
  health. "
  The above soliloquy represents the sum
  of what Yaemon knows. He has not sent any
  of his retainers to the temple for fear of
  losing them as well, and he has posted the
  village off limits to all travelers in order to
  prevent the spread of the plague.
  Yaemon will humbly ask the characters for
  assistance in dealing with the curse on his
  family, the village and the valley. He will tell
  the PCs that they may keep any treasure they
  find and that he will personally reward them,
  so long as they lift the curse. As he does so,
  he will bow abjectly, head to the tatami mat,
  in Inferior Polite mode. If this doesn't
  motivate the characters, nothing will.
  If the PCs offer to help, Yaemon will
  provide them with written passes to enter the
  village, a horse for each party member, and
  any other reasonable supplies and equipment
  that the PCs ask for.
  PART 5: The Village
  The village consists of several dozen
  farming-style homes, with wood and plaster
  walls and thatched roofs with high peaks.
  The dirt road winds through the center of the
  village, with homes interspersed among the
  rice paddies. There is little activity in the
  village, as most people are tending to the
  fields in the day and staying indoors at night.
  Smoke from kitchen fires can be seen rising
  from several homes.
  The original population of the village was
  70, consisting of 18 families. The village was
  recently hit by a plague, however, and nearly
  half of the villagers have died as a result of
  it. Most of the remaining villagers and
  Common Tadaka Samurai
  ST 13 DX 13 IQ 10 
  HT 
  12
  Basic Speed 6.25; Move 6
  Dodge 6, Parry 7
  Has partial samurai armor available
  (see below)
  Advantages: Status-2
  Disadvantages: Duty (to clan head and
  Roshiro)
  Skills: Kenjutsu-14; Sojutsu-13; Kyujutsu-14;
  Bajutsu-11; Jujutsu-7
  Equipment: Samurai garb, hachi-maki
  (headband).
  Weapons:
  Katana (cutting 2d+1, impaling 1d+2);
  Wakizashi (cutting 2d, impaling 1d+1);
  Yari (crushing 2d+1, impaling 1d+2).
  Note: When patrolling, the samurai
  wear the following armor:
  Steel kabuto (helmet; PD 3, DR 4),
  Steel cuirass (PD 3, DR 4),
  Leather sandals (PD 2, DR 2).
  Bakemono-sho
  ST 13 
  DX 14 IQ 8 
  HT 
  12
  Basic Speed 6.5; Move 6
  Dodge 6, Parry 5
  Has scraps of old armor (PD 2, DR 3)
  Skills: Kenjutsu-11; Sojutsu-13; Kyujutsu-14;
  Bajutsu-11; Jujutsu-7
  Weapon:
  Katana (cutting 2d+1, impaling 1d+2)
  Mukade
  ST 24 
  Move/Dodge: 12/7 Size: 2 hexes
  DX 16 PD/DR:2/4 
  Weight: 600 lbs.
  IQ 3 
  Damage: 2d+1 imp
  HT 14/28 Reach: C
  Habitats: Varies
  The Mukade is a giant centipede with
  glowing eyes, which allow it to see in total
  darkness (IR Vision). The Mukade is the
  mortal enemy of the tatsu (dragon) of
  Japanese mythology. The Mukade is
  amphibious, and its movement is not
  reduced in water.
  The Mukade's bite injects a powerful and
  deadly poison into the victim. Failure to resist
  the poison (i.e., failing to make the HT roll)
  causes 1 die of damage per minute, for
  1d3 minutes.
  The Hand of Jubei
  The Hand of Jubei is a powerful religious
  artifact. If placed within the pagoda located
  on the temple grounds, and then prayed over
  by a Buddhist Gakusho (priest) or pious
  Buddhist layman, the relic casts a powerful
  Exorcism spell. The item needn't touch the
  target of the Exorcism. The target must
  simply be known to the person praying and
  named in the prayer. Use of the Hand of
  Jubei will permanently Exorcise the evil kami
  and remove the plague from the village.
  35
  Bushido — GURPS
  
  Evil Kami (Arabru-kami)
  ST 19 
  Move/Dodge: 8/8 
  Size: 1 hex
  DX 19 PD/DR: 0/2 
  Weight: 150
  lbs.
  IQ 8 
  Damage: 1d6+2 cr
  Origin: ML (Japan)
  HT 14 
  Reach: C, 1
  Habitat: Astral
  Skills: Gambling-16, Staff (Bo)-16,
  Sumo-16, Torture-16
  This evil kami exists in the astral plane
  and is able to float about observing the
  physical plane unseen. The kami may
  manifest in physical form, although it can
  affect the physical plane (using its special
  powers, casting spells, and so on) while
  remaining in its astral form as well.
  Destroying the kami's physical form merely
  cause it to revert to its natural, astral form.
  The only way to completely eliminate the
  kami is to exorcise it.
  The kami has the following semi-divine
  abilities (the use of each power requires a
  successful roll of 14- by the kami):
  The kami can create a plague in a 10
  square Ri area (roughly equal to 64 square
  miles). All HT rolls to resist the plague are
  at-2 (see GURPS B133).
  The plague reduces the victim's HT by 1
  each day, for 3d days. Additional symptoms
  include fever, vomiting, and a general
  reduction in Fatigue (reduce ST by one half
  of the HT loss, only for purposes of
  calculating Fatigue).
  In addition to the special powers listed
  above, the kami has the following spells
  (from GURPS Magic): Charm-15,
  Counterspell-14, Enslave-14, Explosive
  Fireball-14, Fireball-16, Flame Jet-18, Fog-
  16, Mindlessness-14, Rooted Feet-15,
  Stone Missile-17.
  livestock are infected (75% chance of any
  villager or animal that the PCs encounter is a
  carrier). At present there are only 9 families
  remaining, with a total population of 38.
  The Villagers
  The villagers will be generally shy around
  the PCs, and will become fearful and skittish
  if any Tadaka samurai enter the village. If
  asked about the disease, they will say that
  they have been cursed by the kami of the
  slain monks, and that even though they have
  erected a small shrine in their honor, the
  spirits of the monks are still angry, Although
  the villagers know that they are dying, most
  have taken an attitude of acceptance. After
  all, karma is karma, neh?
  If asked, the villagers will tell the PCs
  where the temple is located, but they will
  not under any circumstances lead them
  there, for fear of being executed by
  Tadaka's samurai. If threatened with death
  by the PCs, the villagers will choose death
  at their hands rather than defy Tadaka
  Yaemon's decree. The temple will be easy
  enough to find following the villagers'
  directions.
  The Plague
  The plague in the village has an overall
  Level of 3. Any characters merely entering
  the village must make a Health ST at -1 or
  contract the plague. Anyone drinking water
  or eating food from the village must make a
  Health ST at -3 to avoid contracting the
  plague.
  Characters with Physician skill (Igaku)
  may make a BCS roll to determine if the
  plague exists on a specific specimen
  (person, animal, food, etc.). To keep players
  on their toes, GMs may wish to make this
  roll for them, revealing only the information
  gleaned and not the actual die roll. Shugenja
  using Astral Senses and Gakusho using
  Perception of Truth can also detect the
  plague's presence.
  PART 6: The Temple
  The temple consists of a handful of raised
  buildings surrounded by a 12' high stone
  wall. There are four small houses (the
  priests' quarters), a large temple building, a
  teahouse, pagoda, a storehouse, a privy, and
  two gardens, one of stone and the other of
  plants and shrubs.
  All of the buildings are showing signs of
  wear and lack of maintenance. Much of the
  grounds are overgrown with weeds and
  vines (allowing a +1 to Ninjutsu BCS rolls).
  The entire grounds smells of decay and a
  cool breeze chills all those who enter.
  There is an evil kami who lives on the
  temple grounds. It is the displaced spirit of
  the leader of the Fire Lotus monks who
  were slain by Takada Binzaemon. The kami
  will actively harass anyone who enters the
  temple grounds, using its spells and powers
  freely. Their goal will be to frighten the
  interlopers into fleeing, but the kami will
  attack with more ferocity if their opponents
  refuse to leave, killing if necessary. The
  kami will prefer to let the bakemono deal
  with trespassers first, however, so as to
  reserve its power and size up the opposition.
  The Gate: The wooden gate is closed,
  although the wooden bar is set against the
  inner wall. The gate may be pushed open
  with a Strength ST, or by multiple characters
  with a combined Strength score of 50. The
  spell Bursting Bonds will also open the gate
  with ease.
  Nailed to the outside of one door is a
  crudely written signpost. It is written in
  Hiragana and reads:
  "Beware the dark masters, kami of the
  darkened hills and muddied waters. Death
  comes to those who enter, as it came to the
  human warrior-leader, Tadaka Binzaemon. "
  The signpost was written by Fuko, the
  bakemono leader, as a warning to any mortals
  foolish enough to consider trespassing in his
  new home.
  Houses: There are five houses on the
  grounds. Several of the wooden shutters, or
  windows covers, have since fallen off. There
  are 1D3 Bakemono-sho in each house. During
  the day they will normally be napping (80%
  chance), requiring two Detailed Turns to
  awaken and prepare for combat. Otherwise
  they will be sharpening their weapons,
  chewing on the gristled meat of their latest
  kill, telling grossly exaggerated stories,
  and so on.
  Temple Building: The temple building
  consists of a large, 20' high bronze statue of
  Buddha. The statue sits against the center of
  the north wall, facing the village. Various
  texts in the form of decorative religious
  scrolls are hanging from each of the walls.
  The temple building is the gathering place
  for all of the bakemono when they pray to the
  kami. There will be two Bakemono-sho
  guarding the temple at all times, although
  there is a 1 in 6 chance that each will be
  sleeping (roll for each separately).
  Pious Buddhist characters and Buddhist
  Gakusho characters who read all of the scrolls
  (requiring one half hour) and who make a Wit
  ST to understand them will receive 1 point of
  Permanent Ki as well as +05 points to their
  Butsu-do (Buddhist Theology) score.
  Characters who do not have the skill gain it at
  an initial score of 05.
  The kami has chosen the statue to reside
  in. When not wandering about the temple
  grounds causing one calamity or another in
  the village, it rests here. Characters defiling or
  insulting the statue will cause the kami to
  emerge and attack the offender at once.
  Destroying or removing the statue will cause
  the kami to be "exorcised," and it will not
  return to the temple or village again.
  Likewise, if a Shugenja or Gakusho performs
  a successful Exorcism, the kami will be cast
  out and will not return again.
  Adventures Unlimited Magazine #6
  36
  
  Teahouse: The teahouse is extremely
  dirty, and contains the decaying remains of
  countless slaughtered animals and humans
  who have since been devoured by the
  bakemono. Characters making a successful
  Wit ST to spot Hidden Things will discover
  1D6 copper pieces and an ordinary-looking,
  but magical tanto, which as been enchanted to
  kill a Bakemono-sho outright if the tanto
  inflicts even a single Hit Point of damage. It is
  otherwise a normal tanto in all respects.
  Pagoda: The pagoda is a two story tower
  of Chinese architectural design. There is a
  door in the base, opening into a small room.
  The room, large enough for two adults to
  enter, contains a small shrine with an empty
  cushion. The interior is dusty and has not
  been used, nor cleaned, in several months.
  Privy: While this item needs little
  description, it can be said that it is particularly
  foul, not having been cleaned or tended to in
  several months. Flies are abundant, and
  anyone actually entering it and taking a deep
  breath must make a successful Health ST or
  become violently ill for 1D3 Detailed Turns.
  Well: The well on the grounds is the least
  polluted of all of the items. Fresh water can be
  obtained from it by using the winch and
  bucket, which are also located here.
  Stone garden: The stone garden is
  unkempt and in no particularly neat order.
  Weeds are growing up through the white
  stones, and the faint smell of urine can be
  detected. Anyone making an effort to clean up
  the garden will gain 5 On. Those making a
  successful Craft: Stone Garden BCS will gain
  an additional 5 On.
  Plant Garden: This garden has become
  overgrown with weeds and unkempt.
  Besides its degrading beauty, it is also the
  home of a deadly Mukade. It has nested in
  the garden and laid a dozen eggs. The
  protective mother will attack anyone
  approaching within 10 yards of the garden.
  The bakemono-sho have learned to stay well
  away from the garden. Also hidden in the
  brush is a helmet bearing the Tadaka mon (it
  is the helmet worn by Tadaka Binzaemon on
  his last day on this world).
  Storehouse: The storehouse contains piles
  of dirty, soiled cloth, loose rice, several kegs
  of old sake, rubbish, and the like. There are
  also several valuable items intermingled with
  the rest. It is essentially all of the "treasure"
  belonging to the bakemono. Among the piles
  of goods, investigative characters will find: 86
  copper; 14 silver; 5 gold; a black bamboo
  flute (Level 3 Semi-Precious Artwork), an
  ivory netsuke of an otter (Level 1 Precious
  Artwork), a wakizashi (Weapon Artifact, +4
  BCS), and a mummified hand.
  The last item, the hand, is of particular
  value to the party. It is the Hand of Jubei. It
  was once possessed by the founder of the Fire
  Lotus sect, and has since become an artifact
  of great spiritual power (a Relic, in game
  terms). The hand was enshrined in the main
  temple building, but was removed and tossed
  into the storehouse by the Bakemono-sho
  (because it wasn't deemed appetizing). Any
  of the Tadaka samurai or villagers will
  recognize the hand as a Relic and know that it
  must be enshrined to function.
  The Hand of Jubei may cast the Exorcism
  spell as a Level 6 Gakusho, but it will
  function only if enshrined within the pagoda,
  located elsewhere on the grounds. It has an
  Effective BCS of 19, and its Religious Power
  is 24. It has only 3 Charges remaining,
  however.
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  37
  Bushido — GURPS
  by Michael Lucas
  Science Fantasy Adventure
  in a Universe Gone Mad
  Expect the Unexpected
  in Gatecrasher!
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SOURCE: textdata/thevault/Bushido/Bushido - Yurei-Ji The Ghost Temple (Adventures Unlimited #6).pdf