TEXT: 1
  
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  The Niishima Inn
  Written by Chris A. Field
  Cover Illustration by: Bradley K. McDevitt
  (Clip Art Critters)
  Interior Illustrations by: Bradley K. McDevitt, and
   LPJD Image Portfolio.
   All images are copyright their respective creators
  and are used with permission.
  The majority of illustrations in this adventure are
  shunga and ukiyo-e prints from the mid-18th
  Century, which are now in the public domain and are
  provided via Wikimedia Commons.
  www.otherversegames.blogspot.com
  Fully compatible with the PFRPG.
  About the Cover
  Due to the explicit nature of this release, the
  3.5 OGL Logo designed by Louis Porter Jr. has
  been used. This product is fully compatible with the
  3.5 OGL and the most popular, currently published
  version of that rule set.
  Black Tokyo and
  The Tatakama
  The concepts presented here had their
  origins in Black Tokyo, a guide to playing hentai
  inspired horror/adventure using the D20 Modern
  ruleset. This adventure book deals with monsters
  and demons in their natural habitat, on the far side of
  the dimensional barrier that separates the endless
  twilight of the Tatakama from the skyscrapers and
  bullet trains of Black Japan.
  
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  Know, oh impetuous traveler, that the tale
  told now could happen in any village, anywhere
  within the endless twilight of the Tatakama. Know
  also that for the sake of our tale, these events unfold
  in the village of Niishima, and center on that village’s
  inn. Our tale concerns an avaricious and
  dishonorable samurai, a daring Yakuza who hails
  from the race of the skatto-folk, a love lost, and the
  ghost of a beautiful cat….
  The Niishima Inn is a short introductory
  adventure for first level characters venturing into the
  strange, twilight world of the Tatakama for the first
  time. The Niishima Inn adventure heavily references
  Races of the Tatakama (Otherverse Games,
  2012). The other books in the Black Tokyo series
  (Otherverse Games 2009-2013) will also be helpful,
  but are not strictly necessary. Standard monsters
  and NPC stat blocks can be found in these works
  by Paizo Publishing: the Bestiary and the Game
  Mastery Guide.
  Niishima (large town)
  LN Tradetown of the Tatakama
  Corruption +3; Crime -5; Economy +1; Law +4;
  Lore +1; Society -5
  Qualities Cruel Watch*, Rumormongering Citizens,
  Tourist Attraction
  Danger +5
  *starred qualities found in Cityscapes (Otherverse
  Games, 2012)
  Demographics mostly (95%) human, with a small
  scattering of Akaname (2-3%) living among the
  Burakumin clans, and a few more exotic folks, such
  as Kitsune and Tanuki scattered among the
  populace
  Government Overlord (Lord Genjiro Miyoshi)
  Population 2,322 heimin or members of higher
  caste, 78 burakumin in their own segregated village
  near the garbage dump. Large transient population
  of merchants, farmers and other travelers.
  Notable NPCs
  •
  Lord Genjiro Miyoshi, Diamyo of Niishima (LE
  Male human samurai Fighter 5)
  •
  Lady Moeko Miyoshi (NE Female human
  nobility Sorcerer 3)
  •
  Daichi Abe, local Yakuza badass (CN Male
  Akaname burakumin Rogue 2)
  •
  Ren Mota, owner of the Niishima Inn (CN Male
  Takunki heimin Commoner 3)
  •
  Isumi Kato, mistress of the Hotei Theater (CG
  Female Dodoma heimin Rogue 3)
  •
  Sumiko, mistress of the Pale House (LN Female
  human heimin Expert 4)
  •
  Nobu Tamura, keeper of Ryugen’s shrine (LN
  Male human heimin Cleric of Ryugen 3)
  •
  Miwako the Shit Witch (LG Female human
  burakumin Witch 3)
  •
  Eiji, wronged and brokenhearted peasant (LN
  Male human burakumin Commoner 1)
  Marketplace
  Base Value 2,800 gp; Purchase Limit 10,000 gp;
  Spellcasting 5th
  Minor Items 3d4 items; Medium Items 2d4
  items; Major Items 1d4 items
  Niishima village is a place much like other
  bastions of civilization found throughout the
  Tatakama. It is located in a wide clearing located in
  the endless, chill forests of the dream-like world.
  Niishima River flows through the settlement, neatly
  segregating the homes and businesses of the heimin
  and their betters from the eta village across the
  water. Fields for wheat and flooded rice paddies
  provide for the villager’s sustenance, and employ
  most of the townsfolk. During harvest time,
  everyone trudges into the fields, no matter their
  station, to gather rice to the sound of drums.
  Niishima has grown in the shadow of one of
  the roots of the massive Great Tree around which is
  found the flat disk of the Tatakama. One of the
  Great Tree’s smallest and most pitiful roots grows
  near the village’s heart- it reaches into the vermillion
  sky farther than a man can see, until it joins the other
  roots and branches of the Great Tree that block the
  sky. At night, the stars and the enormous moon are
  
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  visible through the branches, as is the modern Earth Realm, lit by technology, visible almost directly over
  head. The sun, however, never shines in the Tatakama, and its natives have no word for it.
  The forest around Niishima is a half-world place. Dreams of the Earth Realm plague some of
  Niishima’s sleepers, revealing long suppressed memories of their previous mortal incarnations somewhen in
  Black Japan. Anachronistic ideas and artifacts are still remarkable here, but are not truly what you would
  call uncommon. And relics of the Earth Realm occasionally find their way into the forest, as you shall see
  during your stay in Niishima….
  
  5
  Hidetake Street
  The Niishima Inn is located about midway
  down Hidetake Street, which is the center of trade
  and public life. Hidetake Street is a few minutes
  walk from any other point in the village, and from the
  front steps of the Niishima Inn, you can look
  northerly and easily see the Diaymo’s small castle.
  Likewise, if the wind is from the south, you can
  easily smell the stench of the eta village. Thus,
  Hidetake Street is the perfect midpoint between the
  two extremes of caste, appropriate as it is a place
  for merchants, craftsmen and occasionally less
  reputable folk like actors, giesha or gamblers.
  Hidetake Street is wide and neatly kept,
  swept clean every morning by burakumin that the
  ordinary townsfolk never see. Orderly shops line
  either side of the street, and pedestrians conduct
  their business here. Carts are not allowed on
  Hidetake Street, and only samurai are allowed to
  ride horses here.
  The Niishima Inn’s neighbors include:
  Goto Printing and Calligraphy
  The Goto Printing shop produces shunga
  and ukiyo-e prints for public consumption, mostly
  tales of folklore, infamous local murders and erotica.
  The small, cramped, ink-splattered shop also
  produces cheap, low-quality magical scrolls (sold
  for 75% of list price, but there is a 30% chance that
  any given scroll simply disappears without effect
  when cast).
  
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  The Hotei Theater
  A huge stately kabuki theater paneled in
  blue and white. Huge placards painted by local
  woodcut artisans depict the theater’s current fare
  and celebrate its most famous actors and actresses.
  The Hotei Theater specializes in raucous, vulgar
  comedies, and is always packed to capacity with
  drunk merchants. The theater is just a few minutes
  walk from the Inn, and is very popular with
  travelers.
  The theater is run by the bitterly sarcastic
  Isumi Kato (CG Female Dodoma heimin Rogue 3),
  who bought the building and bought off the village’s
  magistrates with money from some heists in a
  neighboring village. Her establishment allows
  tattooed guests to enter and enjoy themselves, as
  well it should be, when every one of the thousand
  eyes across her body is encircled with complex
  Yakuza style ink.
  Makoto’s Blacksmith Shop
  Old Makoto is a tough old man whose body
  is sagging with age but is still powerful from a lifetime
  at the forge. He failed as an apprentice swordsmith
  but learned enough of the trade to craft horseshoes,
  wagon wheels, even the nagatana used by the
  town’s conscript soldiers. Makoto (LG Male human
  heimin Expert 3) is a leathery old bastard in his 70s
  who employs several burakumin to gather coal and
  haul away his refuse. He likes them better than most
  of the ‘better class of people’ in town, and he
  spends most of his time in the cheap whorehouse
  down in the Eta Village.
  The Omaki Brewery
  Located at the far end of Hidetake Street, at
  the edge of the forest, the old Omaki Brewery
  makes excellent beer and tolerable sake. It’s bottles
  are labeled with a big testicled Tanuki, a crude
  portrait of Ren Mota’s great-grandfather, who
  loaned the Omaki family the money they needed to
  set up shop. The Omaki clan is still paying off the
  debt, and for years and years, they’ve been selling
  beer and sake to the Inn at a loss as ‘interest’ on
  their debt.
  The Pale House
  The town’s geisha house is located directly
  beside the Hotei Theater. The Pale House only
  accepts pure-blooded human girls for training, which
  begins at age 5. Life is strictly regimented within the
  Pale House, and even after a geisha completes her
  training at 17 or 18, she is still bound to the Pale
  House. The mistress of the house is Sumiko (LN
  Female human heimin Expert 4), a severe and
  disciplined woman nearing 60. When she lets her
  professional mask slip, though, Sumiko can be quite
  funny, and has become good friends with her
  neighbor Isumi Kato; she secretly envies the
  adventurous life the Yakuza lady has led to this point.
  The Pale House trained the Lady Miyoshi, and now
  that she has a noble title, she has become the Pale
  House’ patron.
  The Shrine of Ryugen
  A small shrine, dedicated primarily to the
  rain god Ryugen can be found a short walk from
  Omaki Brewery. Wooden pipes carry the river’s
  water through every corner of the temple and down
  to the brewery; the sound of water is everywhere in
  this shrine to a god of water and law. Nearby, a
  small Shinto cemetery holds the obelisks marking the
  passing of the village’s honored ancestors. The
  Shrine is tended by Nobu Tamura (LG Male human
  Cleric of Ryugen 3) an ancient priest, who claims to
  have done great and terrible deeds once, but now
  lives simply, earning his living by selling devotional
  trinkets. He teaches a pair of young monks, orphans
  from the village with a little bit more common sense
  than the norm.
  Shouta’s Noodles
  Shouta (LG Male human heimin Commoner
  2) is a pudgy and unassuming man who always
  seems to have a smile on his fat face. He runs a
  popular lunch counter selling noodles, rice, sake and
  bad sushi. Shouta has vivid dreams of his previous
  incarnation as a salariman in Black Japan, and is
  able to recall almost every detail of his last life. He’ll
  gladly regale lunch customers with stories of the
  Earth Realm if asked, but on the whole much prefers
  his life here and now. Genial, fairly wise and far
  
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  smarter than he looks, Shouta is the closest thing
  Niishima village has to a scholar of the planes.
  The Niishima Inn
  The Niishima Inn is a popular spot for
  travelers, merchants and passers through. It is also
  the source of Niishima Village’s current troubles.
  The Mota family, a clan of Tanuki with a somewhat
  shifty reputation, have owned the Inn for the last five
  human generations. The current proprietor, Ren
  Mota is a greedy and grasping little man, whose
  bulging testicles hang low out of his wine stained
  kimono. Sarcastic and rude to those beneath his
  social station and utterly subservient to his betters,
  Ren Mota is annoying deferential to samurai and
  nobles.
  As twilight falls, ghosts haunt Niishima Inn
  and the surrounding buildings; dark shadows in the
  form of yowling cats prowl the eaves. Lanterns
  flicker, and strange presences. Though the Inn is still
  filled to capacity, because it is the only inn in a busy
  trading town, its reputation is suffering, and more
  than one guest has been found dead or mad when
  the night ends and the purple morning begins anew.
  The Inns Haunts
  Two haunts plague the Niishima Inn, their
  origins a mystery to the townsfolk, but not to Ren
  Mota, nor to the Diaymo, nor to a teary-eyed
  streetsweeper living in the eta’s village. The two
  haunts are linked, and unless both are destroyed, the
  exorcised haunt reforms in a day or so, even if the
  conditions of its exorcism are otherwise met. They
  represent two halves of the Nekomusume’s lost
  soul.
  
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  Cats of the Twilight (CR 3)
  Spell Summon Swarm
  XP 600
  Alignment and Aura chaotic evil (a 15 ft line of
  squares near the Inn’s main doors)
  Caster Level 3rd
  Notice DC 25 to notice shadows shifting and taking
  on feline shapes, and the sound of cats mewling and
  whining where no animals exist
  HP 13
  Weakness Slow (manifests at Initiative Count 0);
  members of the Burakumin caste are considered
  invisible to this haunt
  Trigger proximity
  Reset 1 day
  Effect When this persistent haunt triggers, the
  yowling of phantom cats rises in pitch and volume to
  become a deafening chorus (WILL DC 13 or be
  deafened for 1 round). The haunt summons a horde
  of ghostly cats, all with coats as black as a starless
  night. Use the statistics for a rat swarm.
  Destruction At least a pint of the Diaymo’s blood
  must be rubbed on the eaves, or his severed cock
  left in a bowl for the local cats to devour. This haunt
  represents the lost Nekomusume’s rage and
  bloodlust, which she barely managed to keep
  suppressed during her life, and has been consumed
  by during death.
  Dream of the Lost Cat (CR 5)
  Spell Beast Shape I
  XP 1,600
  Alignment and Aura chaotic neutral (a 20 ft square
  bedchamber in the darkest, rearmost corner of the
  Niishima Inn)
  Caster Level 5th
  Notice DC 20 to notice a cat’s paw prints which
  appear fleetingly on the old, stained tatami mats in
  this room, or to notice the faint scent of blood.
  HP 18
  Weakness any catlike creature (including
  Nekomusume, Anthros, other feline races, or
  spellcasters with a feline familiar or animal
  companion) is invisible to the effects of this trap,
  though they may dream of the lost Nekomusume
  Trigger proximity (anyone sleeping or bleeding
  within this room)
  Reset 1 hour
  Effect When this persistent haunt is triggered,
  anyone sleeping (or bleeding) within this dirty,
  forgotten bed chamber drifts into a reverie where
  they dream a few minutes of the life of the
  Nekomusume who hid here. When they awaken,
  they are affected by a modified version of Beast
  Shape I. For one hour, the creature gains a 30 ft
  climb speed, lowlight vision and the scent special
  quality. However, the recipient’s body is covered in
  a thin jet black pelt, with white tips at the end of his
  or her now-feline ears, imposing a -6 penalty on
  Disguise checks.
  Destruction This haunt can only be put to rest if Eiji
  is allowed to visit the chamber and is assisted in
  composing a poem to his lost love, to say goodbye.
  As Eiji is illiterate, a scribe would need to assist him
  in writing the word, though he already knows in his
  heart what to say.
  The Inns Secret
  The Niishima Inn has a secret- not really a
  secret, in that nobility and heimin alike knows (or
  thinks they know) what goes on here. Politeness,
  however, demands that stories about the Niishima
  Inn’s true nature be told in low, intimate whispers,
  not shouted in the public square.
  The secret is this: there is a crossing in the
  inn, between the Tatakama and the Earth Realm.
  While usually crossings between the Tatakama and
  the Earth Realm are found in vermillion torri gates
  in deserted forest clearings, the Inn’s crossing is
  merely a room. A bedroom on the Inn’s second floor
  has a vermillion arch and vermillion sliding door,
  papered over with zig-zagging ofuda, some of which
  have been there for more than a century and are
  yellowed with age.
  Entering the room and shutting the vermillion
  door behind them allows characters within to
  attempt a DC 25 (Knowledge: the planes) check. If
  successful, a gateway between opens, leading to a
  dingy alleyway somewhere in modern Tokyo. Once
  opened, the portal remains open for about an hour,
  or until the vermillion door is opened again, from
  
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  either side. Tanuki receive a +2 racial bonus on the
  check to open this particular torri.
  For generations, Ren Mota’s family have
  profited from this hole between worlds. They have
  scurried across the planes, fetching modern food,
  little luxuries, jewelery, clothes, trinkets and
  conveniences for Niishima’s high born (or newly
  wealthy) population. The torri is not particularly
  stable, and modern devices simply fail when brought
  back across the torri to the Tatakama, so bringing
  automatic pistols, computers, cellphones or vehicles
  is an exercise in uselessness. Instead, the Mota
  family have made a small fortune bringing across
  McDonalds hamburgers, Saporro beer, Gucchi
  bags, modern nylon jackets, gold and diamonds and
  other relatively innocuous status symbols to those
  with the coin to pay for them.
  If you are an outsider, convincing Ren Mota
  to fetch little luxuries is both expensive (costing at
  least 1d4x100 + 3d20 gp) and requires lots of
  flattery, negotiation and time (requiring a Diplomacy
  check to improve Mota’s attitude to Helpful).
  Crossing the planes is never quite without risk, nor
  are the streets of Black Tokyo. Worse, every time
  Mota brings something across there’s the risk that
  someone more powerful, greedier and more
  competent will take notice of the torri he keeps
  hidden at the Inn will take notice and claim both the
  Inn and the fat little man’s life.
  Ren is also more hesitant than usual because
  he recently discovered things might be able to cross
  the torri into the Niishima Inn from the other side
  without his knowledge, nor his consent. The last
  being to cross over from Black Tokyo was a cat-girl
  refugee named Chie, and there Ren’s troubles
  began….
  Tale of the CatGirl
  Chie was a Nekomusume, a genetically and
  magically engineered cat-girl native to Black Tokyo,
  bought and sold on the open market. Her early life
  was unremarkable as she was sold to a senior vice
  president of some company or another as soon as
  she was weaned, for use as a sexual plaything. What
  was remarkable was the fact that Chie had some
  untapped reserve of courage and rage. When her
  master decided to try lethal breathplay games with
  her (his eyes already on next year’s model of cat-
  girl), she kicked out and severed his abdominal
  aorta with her rear paws. Escaping from both the
  noose and her former master’s gated mansion, she
  fled to the streets of Tokyo, where she lived rough
  for the next two years. Over that time, Chie made
  enemies; lots of enemies.
  Chie was bleeding from a gunshot wound
  and half septic form a belly wound when she
  stumbled into a deserted alley way in the Shinjuku
  shopping district that her mystic senses told her was
  more than it appeared. It took her a while, but she
  figured out how to open the torri from the far side,
  and staggered into the Tatakama, which she’d heard
  rumors of, but never set eyes on. She appeared in
  the room with the vermillion door, and dragged
  herself to safety.
  Chie soon found a disused bedroom on the
  inn’s first floor (the same location as the Dream of
  the Lost Cat haunt) that was being used to store old
  tatami mats. The dust everywhere convinced her she
  wouldn’t be bothered here. The cat-girl made a nest
  for herself, to heal in or to die in…..
  The Eta and
  the Diamyo
  Ren Mota, like many of Niishima’s
  businessmen and merchant class, employ burakumin
  from the nearby eta village in menial positions. One
  of these burakumin is the 20 year old man Eiji, who
  has served as trash hauler and general scut-boy for
  the Inn since he was eight. During his rounds one
  day, he discovered the semi-conscious Chie in the
  
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  back storeroom. Over the ensuing days, he nursed
  her back to health, trusting in shit-magic from a half-
  blind old woman in his village, who knew a few
  things about tending the sick.
  When Chie was well as could be expected,
  she and Eiji began to slowly, tentatively fall in love.
  For a times, things were almost idyllic, with the eta
  visiting the catgirl living unnoticed at the Inn, stealing
  glances as he worked. The heimin of the village had
  no clue what was going on, considering Eiji’s
  emotional state unworthy of their attention.
  Eventually, Chie ventured outside the Niishima Inn’s
  walls. The first few nights she ran free, she was
  spotted by magistrates, but escaped back home
  without being followed. As her confidence grew, so
  did her arrogance; eventually, the town’s guards
  followed her back to her sanctuary, captured her,
  and dragged her out in chains.
  As in the Earth Realm, Chie found herself in
  the clutches of a powerful man who desired her as a
  toy, the town’s diamyo, Lord Genjiro Miyoshi. At
  the sadistic lord’s command, her rear paws were
  mutilated, so she could not escape on her own, and
  she knew that her lover could never free her; her
  captor was simply too strong, and Eiji was too
  weak. Chie wasted away and willed herself to die,
  escaping Lord Miyoshi in a way even he (nor his
  surgeons) could not prevent. Chie died in misery,
  and Eiji mourned, and only the village’s other
  burakumin even noticed.
  And then the hauntings began, and the
  appearances of strange monsters, and the village of
  Niishima became a haunted, miserable place, and
  only then did the common folk begin to notice.
  Just Outside Niishima
  The forests outside Niishima are not without
  their dangers, nor there wonders. Here and there,
  relics from the Earth Realm have fallen into the
  
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  forests, where they decayed and eventually became
  part of the fabric of the Tatakama. Just outside the
  Eta Village, a forgotten Chuo line bullet train lies half
  buried it the mud. The train has mostly rusted away,
  its original shape lost, as if it had laid in the
  Tatakama’s mud for five centuries or more; a
  massive willow tree grows through the roof of what
  used to be the dining car.
  Elsewhere, deeper into the forest, a NHK
  television antenna rests precarious at a dangerous
  angle, like the bullet train, rusted away to almost
  nothing. Vines have overgrown the rusting red steel,
  and a tribe of goblins with brick red skin and
  grotesquely swollen genitals calls the spire home.
  The Eta Village
  Located south of Hidetake Street, this small
  village of reed-roofed huts and small wooden hovels
  is located within the borders of the town’s garbage
  midden. The air is foul, and occasional will o wisps
  form from methane deposits trapped beneath the
  muddy ground. Dogs roam free, scavenging what
  they will. A few Akaname families live here among
  equally despised living untouchables; they make their
  ‘living’ carrying shit from the town’s chamberpots
  out to fertilize the rice fields. It’s not an uncommon
  sight to see an Akaname peasant pulling a cart filled
  with reeking clay pots, his purple tongue lolling
  down around his belly as he puffs with his exertions.
  Eiji is one of many untouchables who call the
  nameless, squalid village home. The village is
  informally led by Miwako (CG female human
  burakumin Witch 3), a miserly, stingy old woman
  with a basic understanding of shit-witchery, who is
  the closest thing the pathetic village has to a healer
  or leader. She helped Eiji heal his would-be bride as
  best she could, and it was she who saw how broken
  hearted the young man was. She called in Daiichi
  Abe to avenge the town’s unseen population.
  The eta village is also home to a particularly
  low brothel popular among less prosperous
  merchants and passing visitors. Miwako does what
  she can to keep it disease free, but this place is still a
  gamble.
  There is a small shrine to Inari, the only
  goddess of the Tatakama who listens to burakumin
  prayers, found in the village. It is tended by a
  teenaged boy who dreams of becoming an actual
  priest, but is hamstrung by both his low birth and his
  illiteracy: the daydreamer, Getsu (NG Male human
  burakumin Acolyte of Inari 1).
  Miyoshi Castle
  Chie died here, in a lavish bedroom she was
  unable to leave because of her hobbled feet. Genjiro
  Miyoshi’s clan has owned this castle and the
  surrounding village for more than a thousand years.
  Lord Genjiro is too lowborn, too politically
  unconnected to rise beyond diamyo of a single, out
  of the way village. He knows it too. For all his
  pretense at being a great military commander,
  Genjiro knows he is fundamentally a coward, and
  knows also he’ll never rise any higher. So he rules
  Niishima as only a true sadist can.
  This five story castle holds Miyoshi’s
  garrison, his horses, and enough stored supplies to
  withstand a 6 month siege in relative comfort. The
  local magistrate’s court is found here; trials are
  carried out under Lord Miyoshi’s direction. Petty
  criminals (drunks, thieves, brawlers and the like) are
  lashed to posts in the courtyard and whipped with
  rattan canes until they can hardly walk. More severe
  crimes are punished by death; the garrote is
  preferred, and only the most high-born of local
  criminals ever feel the bite of Lord Miyoshi’s sword.
  Lord Miyoshi’s garrison is built using
  standard NPC statblocks from the Game Mastery
  Guide. The following troops can be found within the
  castle, or out doing their duties or drilling in a nearby
  field.
  •
  175 Foot Soldiers (CR 1/3), pg 286
  •
  15 Guard Officers (CR 3), pg 261
  •
  1 Battle Mage (CR 5), pg 256
  Niishima village’s magistrates are Foot
  Soldiers who wear the Miyoshi crest (three purple
  plum blossoms) as their badge of office. Most town
  magistrates carry a spear and light mace rather than
  typical Foot Soldier weapons; every third or fourth
  
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  man replaces the spear with a short bow and 5-10
  arrows. Higher ranking grunts carry typical Foot
  Soldier equipment.
  The castle’s Battle Mage is Jimmu Yokari,
  whose family has served the Miyoshi Clan for
  generations now. Yokari is a rail thin man who wears
  his fine kimono open and spends most of his time
  drunk, a disgrace to his family, exiled to a relatively
  unimportant posting, to a meaningless diaymo.
  Yokari is every bit as sadistic and embittered as his
  master, but hides it far less well.
  The lady of the castle is Lady Moeko
  Miyoshi (NE Female human nobility Sorcerer 3), a
  ‘castle-toppler’ a former geisha elevated to the
  ranks of nobility by her marriage to the lord. When
  she was younger and prettier, she genuinely loved
  her husband and he may have even loved her. She
  was unable to stop Lord Mioshi from claiming Chie
  as a concubine, though she had her own revenge- it
  was her suggestion to cripple the cat-girl to prevent
  escape. She was glad to see the cat-girl die, and
  after that happy event (happy for her at least)
  occurred, she had the furred corpse tossed into an
  old castle well rather than cremated.
  Lord and Lady Miyoshi rarely venture
  outside of their estate; in most cases, laborers and
  entertainers come to the castle. Lord and Lady
  Miyoshi rarely venture to the local theater, as actors
  are invited to the castle to perform. The royal couple
  sometimes visit the shrine to Ryugen during festival
  season, and occasionally attend a particularly
  celebrated play at the Hotei Theater, but otherwise
  they rarely interact with the common folk.
  Sometimes Lady Miyoshi ventures out alone except
  for her guards, to visit her former companions at the
  Pale House and discuss geisha business. Lord
  Miyoshi often hunts in the forests around the castle,
  accompanied by his guards and sometimes, his
  Battle Mage Jimmu Yokari.
  Unique Statblocks
  The following unique stat blocks represent
  the potential ‘boss villains’ for the scenario in Lord
  and Lady Miyoshi, the vengeful Yakuza Daiichi
  Abeas well as a horrific, undead creature that used
  to be a beautiful, loving cat-girl named Chie….
  Lord Genjiro Miyoshi
  (CR 5)
  Medium LE Male human samurai Fighter 5
  XP 1,600
  Init +0 Senses Perception +6
  Languages Common, Celestial
  Defense
  AC 19 Touch 10 Flatfooted 19 (+9 equipment)
  HP 5d10+15 hp (43 HP)
  FORT +6 REF +1 WILL +2
  Offense
  Spd 30 ft (20 ft in armor)
  Melee +9 human bane phallic spear (1d8+4
  piercing plus 1 fire, 19-20/x2, 20 ft reach plus 1 HP
  bleed)
  Or +9 flaming katana (2d6 slashing
  +1d6+1 fire, 19-20/x2)
  Ranged +5 mwk composite longbow (1d8+3
  piercing, 20/x3, 110 ft range increment)
  Special Abilities Armor Training 1
  Statistics
  Str 17 Dex 11 Con 14 Int 12 Wis 13 Cha 16
  Base Atk +5 CMB +8 (+11 with Phallic Spear)
  CMD 18
  Feats Light, Medium, Heavy Armor Proficiency,
  Simple and Martial Weapons Proficiency, Cleave,
  Power Attack, Phallic Spear Technique, Phallic
  Mastery, Phallic Murder
  Skills Climb +11, Craft (blacksmithing) +9,
  Perception +9
  Gear +1 flaming katana, mwk full plate, mwk
  composite longbow (+3) and 20 arrows, potion of
  bull’s strength, potion of cure moderate wounds
  
  13
  
  14
  Ecology
  Environment in the vicinity of Niishima village.
  Organization solitary or accompanied by his wife
  and several thugs
  Treasure double standard (including gear listed
  above)
  Special Abilities
  Akuma (SU)
  Lord Miyoshi was born under an
  inauspicious sign, with dusky crimson skin that hints
  at his vile temper and arrogance. Lord Miyoshi adds
  +1 point of fire damage to any successful melee
  attack.
  Arrogant (EX)
  There is no warrior equal to a samurai- all
  samurai know this inescapable fact of the universe.
  These warriors see members of the lower castes
  merely as an opportunity to  test their blades, not a
  real threat.
  Lord Miyoshi suffers a -2 template penalty
  on attack rolls against basically humanoid characters
  of the Ainu, Burakumin, Heiman or Ninja castes.
  Bravery +2 (EX)
  Lord Miyoshi receives a +2 bonus on WILL
  Saves vs fear effects.
  Honorable Punishment (SU)
  Lord Miyoshi is famously cruel to those of
  lower social standing. Three times per day, when
  making a melee attack against any character of the
  Ainu, Burakumin, Heimin or Ninja castes, Lord
  Miyoshi adds an additional dice of damage to the
  attack. This additional damage is added in, and is
  not multiplied on a critical hit. Lord Miyoshi must
  declare the use of this ability before rolling to strike.
  Phallic Spear Technique (SU)
  As a move equivalent action that provokes
  attacks of opportunity, Lord Miyoshi may transform
  his penis into a razor edged prehensile tendril, a
  living spear that can penetrate virtually any defense.
  The combat penis is a reach weapon that
  can mystically grow or shrink to threaten enemies in
  adjacent squares, or can threaten opponents at a
  distance, with a maximum reach of 20 ft. The phallic
  spear is considered a magic weapon for the purpose
  of overcoming damage reduction.
  Miyoshi’s flexible, muscular combat penis
  grants him a +2 bonus to CMB checks
  Unfortunately, if the attempt fails, an opponent can
  attempt to sunder the phallic spear in retaliation. The
  phallic spear has Hardness 1, 14 HP.
  If the Phallic Spear is severed, Lord Miyoshi
  loses the benefit of this feat for 48 hours, until his
  magically enhanced phallus regenerates, and suffers
  severe shock and blood loss. He must  make a
  FORT save (DC 10 + the amount of damage dealt)
  or be nauseated for 2d6 rounds. Additionally, the
  wound bleeds severely, losing 1 HP per round until
  Lord Miyoshi receives any amount of magical
  healing or a DC 15 Heal check.
  Resolve (SP)
  A samurai should be able to make any
  decision in seven breaths. Once per day, Lord
  Miyoshi may cast augury as a full round action with
  a flat 75% chance of success. Doing so requires no
  focus or material component; the samurai just
  mediates for a few breaths, weighing the
  consequences of his actions.
  Weapon Training 1 (Spears)
  Lord Miyoshi receives a +1 bonus on attack
  and damage rolls, as well as combat maneuver
  checks made with Spears (which includes his Phallic
  Spear).
  Roleplaying
  Lord Miyoshi is an imperious, arrogant
  monster. His ill-nature was apparent form birth, in
  the oni-red cast of his skin. This skin has prevented
  him from rising higher than the diamyo of a minor
  village. Lord Miyoshi is splendid in fine armor, with a
  snarling face plate that hides his mustached face. He
  carries fine weapons, but prefers to fight with his
  
  15
  magical cock, which can transform into a snake-like
  spear capable of splitting a boat’s hull in one good
  strike. Lord Miyoshi takes particular pleasure in
  humiliating and then punishing any low-born female
  who dares raise a hand to him. In his own way, the
  thuggish diamyo knows he lost something beautiful
  and irreplaceable in Chie, and takes his half-
  understood sadness out on all other women,
  including his equally despicable wife.
  Lady Moeko Miyoshi
  (CR 3)
  Medium NE Female human nobility
  Sorcerer (Envy) 3
  The Envy Bloodline is found in Class Options
  Volume One: Sorcerer Bloodlines (Reality
  Deviant Publications, 2009)
  XP 800
  Init -1 Senses Perception +1
  Languages Common, Celestial, Infernal, Kitsune,
  Japanese
  Defense
  AC 13 Touch 13 Flatfooted 11 (+2 DEX, +1
  deflection)
  HP 3d6 hp (14 HP)
  FORT +1 REF +3 WILL +5
  Offense
  Spd 30 ft
  Melee +1 mwk dagger (1d6+1 slashing, 19-20/x2)
  Sorcerer Spells Known
  0 Level
  Acid Splash, Bleed (DC 16), Daze (DC
  15), Ghost Sounds (DC 15), Pretty Orgasm*
  1st  Level (8 Slots Per Day)
  Demean* (DC 16), Disguise Self (DC 16),
  Ray of Enfeeblement (DC 17), Protection from
  Good (DC 16)
  2nd Level (1 Slot Per Day)
  Abortive Kimono* (DC 18)
  * Starred spells are presented in Spells and
  Gods of the Tatakama (Otherverse Games, 2012)
  Statistics
  Str 9 Dex 15 Con 11 Int 14 Wis 12 Cha 21
  Base Atk +1 CMB +0 CMD 12
  Feats Simple Weapons Proficiency, Arcane Strike,
  Eschew Materials, Iron Will, Spell Focus
  (necromancy)
  Skills Bluff +8, Diplomacy +11, Knowledge
  (arcana) +8, Spellcraft +8
  Gear mwk dagger, nobles outfit (kimono, obi &
  sandals), ring of protection +1, wand of bleed (3d6
  charges remaining)
  Ecology
  Environment in and around Niishima village
  Organization solitary or accompanying her husband
  and various guards
  Treasure double standards (includes gear listed
  above)
  Special Abilities
  Bloodline Arcana (Envy) (SU)
  When Lady Miyoshi casts an abjuration
  spell, she receives a luck bonus equal to the spell’s
  level on all saving throws for one round.
  Covetous Touch (SP)
  Three + CHA times per day, Lady Miyoshi
  can make a melee touch attack to inflict 1d4+1
  points of damage. This damage is not subject to
  Damage Reduction or Spell Resistance.
  Cherry Blossom Cunning (SP)
  By meditating and centering her mind, the
  Lady Miyoshi can display incredible intelligence and
  cunning. Once per day, the Lady Miyoshi can enter
  a meditative trance lasting one minute, after which
  the Noble receives a +2 enhancement bonus to her
  Intelligence score. This enhancement bonus lasts for
  one hour, and functions otherwise identically to the
  fox’s cunning spell.
  Graceful Diplomacy (EX)
  When making any Diplomacy check, Lady
  Miyoshi rolls 2D20 and takes the best result.
  
  16
  If Lady Miyoshi rolls 19-20 on both checks,
  her grace and nobility so impresses the check’s
  target, and all those in attendance that the target’s
  attitude is immediately adjusted upward by two
  categories, and all NPCs in attendance who can
  clearly see and hear the negotiations have their
  attitude adjusted upward by one category.
  Mine! (SP)
  When witnessing spell cast by another
  character within 30 ft, Lady Miyoshi can absorb the
  spell energy for herself. She makes an opposed
  caster-level check, the spell is negated, but Lady
  Miyoshi gains the ability to cast tat spell as a bonus
  spell for the next 24 hours, even if she has not cast
  any spells during the day. The spell must be of a
  level she can cast. She can use this ability once per
  day.
  Roleplaying
  Lady Miyoshi is a selfish, grasping woman
  with a lust for power so profound it gave the ability
  to command arcana to her will. Though stunningly
  beautiful, with milky white skin, luminous eyes and
  luxurious black hair, her beauty is too hard and
  intimidating to be truly desirable. Even her husband
  keeps her at a distance, almost fearful of her avarice
  and malice. She enjoyed nothing so much as
  torturing the captive cat-girl Chie, torturing her to
  death and beyond, and if she is not stopped, she will
  begin venting similar fury on beautiful young girls
  stolen from the Eta Village or from Niishima’s alleys.
  Brokenhearted Chie
  (CR 5)
  Medium CE female Undead
  XP 1,600
  Init +6 Senses Darkvision 60 ft, lowlight vision,
  scent, Perception +4
  Languages Common, Japanese, Kitsune
  Defense
  AC Touch Flatfooted (+6 DEX, +)
  HP 7d8 +7 hp (39 HP)
  FORT +2 REF +8 WILL +6
  Immune undead traits
  Offense
  Spd 40 ft Climb 30 ft
  Melee two +11 spiderleg strikes (1d6+3
  bludgeoning plus giant spider poison, up to 20 ft
  reach) and +8 bite (1d4+3 piercing, 20/x3)
  Giant Spider Poison
  Type injury Save FORT DC 14
  Onset Frequency 1/round for 4 rounds
  Effect 1d2 STR damage
  Cure 1 save
  Statistics
  Str 16 Dex 22 Con - Int 7 Wis 19 Cha 13
  Base Atk +5 CMB +8 CMD 24
  Feats Blind Fight, Combat Reflexes, Dodge,
  Weapon Finesse (spider leg strike)
  Skills Acrobatics +9, Climb +11, Stealth +14,
  Knowledge (nobility) +0, Perception +4 (+8 racial
  modifier on Climb and Stealth checks)
  Ecology
  Environment in and around Niishima village or
  Black Japan (urban)
  Organization solitary (unique)
  Treasure incidental
  
  17
  Special Abilities
  Black Cat (SU)
  When in any area of dim illumination or
  worse, Brokenhearted Chie gains total concealment.
  Poverty Wraith (SU)
  Brokenhearted Chie died at the hand of a
  wealthy, cruel noble, and she exists to punish those
  like her destroyer. As such, her undead form cannot
  be harmed by any masterwork quality or magical
  weapon. Such attacks simply pass through her form,
  as if she were incorporeal, nor do special weapon
  properties trigger.
  Yowl of a Dying
  Animal (SP)
  When
  Brokenhearted Chie is
  destroyed, she lets out a
  long, drawn out and
  piercing wail. All
  creatures within 60 ft who
  can hear her dying wail
  must succeed at a DC 22
  WILL Save or be cursed
  as by the Bestow Curse
  spell. The curse’s effect
  causes all successful
  natural weapon attacks
  from creatures with the
  Animal or Magical Beast
  types to inflict maximum
  damage.
  Roleplaying
  Brokenhearted Chie
  is what remains of the
  cat-girl Chie, all her fear,
  rage, hate and bile given
  form, congealed into a
  dark parody of life inside
  her rotting corpse.
  Brokenhearted Chie hunts
  with low cunning; a
  condition of her undead
  nature prevents her from
  directly slaughtering either Lord or Lady Miyoshi, so
  she strikes at their retainers, harasses those who stay
  at the inn where she briefly found happiness, and
  murders when she thinks she can get away with.
  However, she will not harm a member of the
  burakumin caste, and cannot bear to be near the Eta
  Village where her lost love still resides.
  Brokenhearted Chie is a nude and nearly
  skeletal figure, her once glossy black fur now rotting
  on her graying, sloughing flesh. Her face has become
  a snarling black panther’s, still lively and vital, resting
  atop a rotting frame. Brokenhearted Chie no longer
  walks- her ankles end in bloody stumps. Instead,
  three spiderlike legs protruding from her pussy carry
  her with unnatural, silent grace.
  
  18
  Daiichi Abe (CR 2)
  Medium CN Male Akaname burakumin Rogue 2
  XP 600
  Init +4 Senses lowlight vision, scent, Perception +2
  Languages Common, Kitsune
  Defense
  AC 17 Touch 14 Flatfooted 13 (+4 DEX, +3
  equipment)
  HP 2d8 (15 HP)
  FORT +0 REF +3 WILL +0
  Immune undead traits
  Offense
  Spd 30 ft
  Melee +2 mwk dagger (1d4+1 piercing or slashing,
  19-20/x2)
  Ranged +6 mwk light crossbow (1d8+1 piercing
  plus black adder venom, 19-20/x2, 80 ft range
  increment)
  Black Adder Venom
  Type injury Save FORT DC 11
  Onset Frequency 1/round for 6 rounds
  Effect 1d2 CON damage
  Cure 1 save
  Sneak Attack +1d6
  Statistics
  Str 11 Dex 17 Con - Int 13 Wis 15 Cha 10
  Base Atk +1 CMB +1 (+3 to grapple) CMD 15
  Feats Simple Weapons Proficiency, Light Armor
  Proficiency, Deft Hands, Rapid Reload
  Skills Acrobatics +9, Bluff +5, Climb +5, Disable
  Device +11, Escape Artist +9, Knowledge (local)
  +5, Sense Motive +6, Stealth +11, Sleight of Hand
  +11, Use Magic Device +4 (+2 racial bonus on
  Stealth checks)
  Gear mwk light crossbow and 20 bolts, mwk
  dagger, studded leather armor, 3x vials of black
  adder venom, scroll of Akaname’s Lantern
  (described in Spells and Gods of the Tatakama)
  Ecology
  Environment any urban
  Organization solitary or accompanied by a few
  Yakuza thugs
  Treasure standard (including gear listed above)
  Special Abilities
  Bones of Shit (SU)
  Daiichi Abe can dissolve or restore its
  skeleton at will as a move-equivalent action,
  transforming into a boneless mass of necrotic tissue.
  In this form, Abe is considered Prone, but gains a
  Climb speed equal to its land speed. Abe’s
  shapeless flesh can slide nimbly across even the
  smoothest surfaces. Daiichi Abe can fight in melee
  while prone without penalty. While prone, Abe
  cannot be tripped, and receives a +4 racial bonus to
  his Combat Maneuver Defense.
  Corpophile (SU)
  Like all Akaname, Abe enjoys watching
  women shit. If Abe is able to watch a Humanoid,
  Monstrous Humanoid or Giant with a CHA score of
  at least 11+ urinate or defecate and than sample at
  least a small portion of the waste within one minute
  becomes more alive. For one hour after the fetish
  act, Daiichi Abe cannot be harmed by channeled
  positive energy, and is healed by such, as if it were a
  living creature.
  Evasion (EX)
  If Daiichi makes a successful REF Save
  against an effect that normally deals half damage on
  a successful save, he takes no damage. This ability
  only functions when Abe is wearing light or no
  armor, and does not apply if Abe is helpless.
  Fast Stealth (EX)
  Daiichi can move at full speed while using
  the Stealth skill at no penalty.
  Perverse Meal (SU)
  Though Abe has no need of true food or
  water, if he fails to satisfy his fetishistic  compulsion,
  it finds itself weakening and becoming distracted. If
  Abe that does not satisfy its lust by using its
  
  19
  Corpophile racial trait at least once every 24 hours,
  he suffers a -1 morale penalty on all attack rolls, skill
  checks and saving throws. These penalties vanish as
  soon as Abe satisfies his strange compulsion.
  Reviled (EX)
  Burakumin are unwelcome in polite society,
  and despised by even the lowest heimin. When
  making any Diplomacy, Perform or Intimidate check
  against any member of one of the other social
  classes of the Tatakama, the Burakumin must roll
  2D20 and take the worse of the two rolls.
  If both rolls are 1 or 2, the Burakumin has
  made some huge social blunder that earns the enmity
  of whoever he is addressing. The check’s target
  automatically has his or her attitude worsened two
  steps, and the Burakumin suffers a permanent -2
  penalty on all future CHA-based skill checks against
  that character.
  Trapsense (EX)
  Daiichi Abe receives a +1 bonus on REF
  Saves made to avoid traps and a +1 dodge bonus to
  AC against attacks made by traps.
  Roleplaying
   Daiichi Abe is a local Yakuza gambler and
  protector of the etas. When Chie died, and Eiji
  became inconsolable in his grief, Miwako the Shit
  Witch called in some great favors owed to retain
  Abe’s services. When the opportunity presents itself,
  Abe will murder Lord Miyoshi, killing him with some
  exotic poison and making it look like a natural death.
  Until the opportunity presents itself, Abe has been
  lounging around Hidetake Street. He spends lavishly
  at the Hotei Theater, and pays extra to watch the
  actresses shit. The jolly, perverse rogue is well
  known to the city magistrates as a braggart,
  pickpocket, back-alley brawler and thief, but his
  buffoonish demeanor and spectacular decadence is
  mostly an illusion. When Lord Miyoshi dies, nobody
  is going to believe that a shit-licking idiot like Abe
  would be the man whose hand drove in the dagger.
  Daiichi Abe is an Akaname man whose
  clammy, yellow flesh is tattooed in colorful Yakuza
  tattoos. His tattoos cover his entire chest, back and
  arms, and depict geisha shitting beneath cherry
  blossoms. By Akaname standards, he’s strong, with
  a lean, wiry build. He usually favors a stained, faded,
  tattered kimono and wooden sandals, but on a job
  he wears dark leathers and becomes a consummate
  professional.
  PreGenerated Player
  Characters
  The four pre-generated heroes fit the
  traditional gaming niches of Cleric, Fighter, Rogue
  and Wizard, but they all have a definite Black Tokyo
  spin: two are human, while the remaining pair are
  members of races unique to the Tatakama. With the
  exception of Jin Momotaro, all the characters are
  members of the Hiemin caste, which is not
  accounted for in their statistics. Jin is a member of
  the Samurai caste. Details of both caste are
  presented here. If you have Races of the Tatakama
  you can easily swap out caste. Likewise, none of the
  pre-gens have a listed starting talent; you can choose
  your starting talent (s) yourself, either from those
  described in Races of the Tatakama, or from any
  other source your game master allows.
  The Heimin Template
  The majority of the Tatakama’s inhabitants
  are considered heimin, or ‘half people’. Heimin
  make up the ranks of farmers, merchants, craftsmen,
  foot soldiers and other unremarkable souls that keep
  the Tatakama working smoothly. Considered shifty
  and potentially larcenous by the samurai caste,
  heimin are nonetheless essential. They produce
  everything the samurai need to live, and more than
  that, as artists and craftsmen, produce the things that
  samurai and their betters need to live well.
  Many members of the clergy, priests, clerics,
  monks and miko are considered heimin, as are
  actors and other entertainers. Heimin control many
  
  20
  of the Tatakama’s industries, and dominate its trade,
  allowing canny heimin to become incredibly wealthy.
  Heroic Options: Tanuki and Kitsune may often be
  thought of as heimin, especially if they own a
  business of their own, such as a rice stand, a tavern,
  or an inn. Some low ranking Kami are also
  considered Heimin, especially if they have a head for
  commerce or a knack for making useful or beautiful
  things. Clerics, Alchemists, Bards and Wizards often
  rise from the ranks of the heimin, taking advantage
  of the caste’s wealth and excellent education. A few
  bold heimin fighters and paladins are even promoted
  to the ranks of ji-samuari- heroic warriors that are
  considered samurai in spite of their low birth.
  Acquiring the Template: This cultural template is
  added during character creation.
  Ability Score Modifiers: +2 INT. Heimin are
  intelligent and hardworking, with a knack for
  commerce and craftwork.
  Family Craft (EX)
  The Heimin is a master of a craft practiced
  in her family for generations. Select a single Craft
  skill of choice. The character receives a +2 template
  bonus on checks with this skill, and may complete
  projects related to that craft in half the usual time.
  Head for Business (EX)
  Heimin are excellent bargainers, who have a
  head for business, and unlike the lofty samurai (who
  consider it dishonorable to even handle money or
  ever ask an item’s price), they have a keen
  understanding of the true nature of trade objects. As
  such, heimin pay much less than other castes for
  goods and services.
  When purchasing any of the mundane goods
  and services or livestock or trade goods(such as a
  lantern, or a tavern stay, the purchase of a horse or
  cattle, passage aboard a ship, ect) described in
  chapter 6 of the PFRPG, the heimin reduces the
  pricing scale by one step. Gold pieces devolve to
  silver pieces, and prices in SP are reduced to an
  equivalent amount of copper coins. This ability
  cannot reduce the price of any item below 1 CP.
  This price reduction also applies when the
  heimin purchases any simple weapon or light armor,
  or any shield (but not tower shields). This price
  reduction does not apply when purchasing magical
  items, masterwork quality items, or items made of
  special materials (such as adamantine or darkwood).
  Forbidden Arms and Armor (EX)
  Members of the Heimin class may never
  become proficient with Heavy Armor, nor with any
  Exotic Melee Weapon. If they have proficiency in
  any of these forbidden weapon and armor types as a
  result of their class or race, they lose such
  proficiencies when the template is applied.
  Mistrusted (EX)
  Heimin are not really trusted by their social
  betters. Heimin suffer a penalty on Bluff checks
  equal to their highest ranked Craft skill when
  interacting with members of the Samurai, Nobility or
  Imperial Family Castes.
  The Samuari Template
  Samurai are a caste of nobility. Hereditary
  warriors, samurai are also courtiers, who are
  expected to be conversant in poetry, flower
  arranging, calligraphy and other high arts. Samurai
  follow bushido, an exacting code of honor and duty
  that binds them to their feudal lord and his interests.
  Respected samurai are often appointed as village
  leaders, serving as a combination of major, judge
  and ceremonial leader. In addition to this, all samurai
  are expected to be competent warriors, ready to lay
  down their life in defense of their lord, and their
  honor.
  Heroic Options: Races known for heroism and
  honor often are considered samurai, especially noble
  Kami, Daughters of Kirin, Dwarves and Futakuchi.
  Most samurai take at least a few levels in Cleric,
  Fighter, Paladin or Inquisitor… quite a few also have
  Aristocrat levels, especially courtly samurai who
  spend more time in the Imperial Palaces then they
  
  21
  do on the battlefield. Samurai
  spellcasters are often wizards, because
  only noble born heroes can afford the
  expense of keeping a finely penned
  spellbook and magical laboratory.
  Acquiring the Template: This cultural
  template is added during character
  creation.
  Ability Score Modifiers: +2 WIS.
  Samurai possess indomitable wills and a
  reserve of courage great enough to face
  death without flinching.
  Lawful: A Samurai caste character must
  be of any lawful alignment. If the
  character changes to another alignment,
  they usually are considered ronin-
  outcasts among their own kind, but still
  considered samurai. Especially infamous
  fallen samurai may be demoted, falling to
  the status of heimin or burakumin (though
  the last is rare except as punishment for
  the worst crimes or dishonor).
  Weapons and Armor
  Proficiency (EX)
  All characters of the samurai
  caste are proficient with light, medium and heavy
  armor, and with all simple and martial weapons, as
  well as the katana. They are not proficient with
  shields.
  Honorable Punishment (SU)
  Samurai are known for their honor and
  trustworthiness, if not for their mercy or compassion,
  and they have no tolerance for disobedience or
  dishonor. Three times per day, when making a melee
  attack against any character of the Ainu, Burakumin,
  Heimin or Ninja castes, the samurai may add an
  additional dice of damage to the attack. This
  additional damage is added in, and is not multiplied
  on a critical hit. The samurai must declare the use of
  this ability before rolling to strike.
  Resolve (SP)
  A samurai should be able to make any
  decision in seven breaths. Once per day, a samurai
  character may cast augury as a full round action
  with a flat 75% chance of success. Doing so
  requires no focus or material component; the
  samurai just mediates for a few breaths, weighing the
  consequences of his actions.
  Arrogant (EX)
  There is no warrior equal to a samurai- all
  samurai know this inescapable fact of the universe.
  These warriors see members of the lower castes
  merely as an opportunity to  test their blades, not a
  real threat. Samurai suffer a -2 template penalty on
  attack rolls against basically humanoid characters of
  the Ainu, Burakumin, Heiman or Ninja castes.
  
  22
  Low Skills (EX)
  Samurai are only expected to practice
  honorable skills that display superior grace and
  beauty. Samurai characters suffer a -2 template
  penalty on checks with the following skills,
  considered dishonorable by members of their caste,
  and thus, rarely practiced.
  Appraise, Craft (any except weapons or
  armorsmithing), Disable Device, Disguise, Heal,
  Knowledge (local), Perform (any except poetry),
  Profession (any except nobility or warrior
  professions), Stealth, Survival.
  Jin Momotaro,
  Peachborn Fighter
  (CR 1)
  Medium LG Male human samurai Fighter 1
  XP 400
  Init +4 Senses Perception +0
  Languages Common
  Defense
  AC 18 Touch 13 Flatfooted 15 (+3 DEX, +5
  equipment)
  HP 1d10+1 hp (12 HP)
  FORT +3 REF +4 WILL +0
  Offense
  Spd 30 ft (20 ft in armor)
  Melee +4 longsword (1d8+3 slashing, 19-20/x2)
  Ranged +4 longbow (1d8 piercing, 20/x3)
  Statistics
  Str 17 Dex 17 Con 13 Int 10 Wis 10 Cha 12
  Base Atk +1 CMB +5 CMD 19
  Feats Simple and Martial Weapons Proficiency,
  Light, Medium, Heavy Armor Proficiency, Cleave,
  Power Attack, Peachborn
  Skills Climb +8, Intimidate +5, Knowledge
  (dungeoneering) +4
  Gear long sword, longbow and 20 arrows, noble’s
  outfit, scale mail
  Special Abilities
  Peachborn (SU)
  Three times per day, Jin Momotaro may
  speak with animals as a first level sorcerer. In
  addition to speaking with animals, Jin may choose to
  converse with unattended, non-magical household
  objects of size Small or smaller. This ability functions
  identically to speak with animals.
  When conversing with sandals, they are
  always especially helpful. Sandals will always
  truthfully and completely answer any question Jin
  asks, often giving him even more information than he
  expected.
  Roleplaying
  Jin Momotaro was delivered from heaven in
  a giant peach, to an old, impudent ji-samurai who
  dreamed of glory but never gained it. Jin’s father
  raised him to be the great hero circumstance
  prevented him from being. Jin Momotaro is a
  wandering ronin, who protects the weak and
  samples all the delights the world has to offer. He
  came to Niishima because he heard tales of ghostly
  cats, of cruel lords who need putting in their place
  and of beautiful, furred girls in need of rescuing.
  Now, he might be in town too late to save Chie, but
  he can certainly avenge her.
  Jin Momotaro is a big, strapping man with
  an athlete’s toned physique. He wears his silvery hair
  long, and is quite attractive to both ladies and men.
  He wears intricately polished samuari’s armor
  enameled with images of peaches, which are his
  crest.
  
  23
  Ikkyu Sudo,
  Dodoma Rogue (CR 1)
  Medium CG Male Dodoma heimin Rogue 1
  XP 400
  Init +4 Senses Perception +9*
  Languages Common, Kitsune
  Defense
  AC 17 Touch 14 Flatfooted 13 (+4 DEX, +3
  equipment)
  HP 1d8 hp (9 HP)
  FORT +0 REF +6 WILL +1
  Weaknesses Unaverted Gaze (see text)
  Offense
  Spd 30 ft
  Melee +0 dagger (1d4 piercing or slashing, 19-20/
  x2)
  Ranged +4 light crossbow (1d8 piercing, 19-20/
  x2)
  Sneak Attack +1d6
  Statistics
  Str 10 Dex 19 Con 10 Int 15 Wis 12 Cha 13
  Base Atk +0 CMB +0 CMD 14
  Feats Simple Weapons Proficiency, Light Armor
  Proficiency, Combat Expertise
  Skills Acrobatics +8, Bluff +5, Climb +4, Disable
  Device +9, Escape Artist +8, Knowledge (local)
  +6, Perception +9*, Search +5*, Sleight of Hand
  +9, Stealth +8, Use Magic Device +5
  *bonus applies when lightly armored or unarmored
  Gear short sword, light crossbow and 10 bolts,
  studded leather armor
  Special Abilities
  Enhanced Senses (EX)
  When unarmored or lightly armored, Ikkyu
  cannot be flanked, and can respond to threats from
  the rear as easily as they do to frontal assaults,
  thanks to his skin of eyes. This ability is suppressed
  when Ikkyu wears heavier armor.
  Thieving Instinct (EX)
  Ikkyu is a master thief. If he merely passes
  within 5 ft of a secret or concealed door he is
  entitled to a Search check to notice it as if she were
  actively looking for it. A Dodoma must be
  unarmored or lightly armored to use this ability; it is
  suppressed when the demi-human is wearing heavier
  armor.
  Thieving Step (SU)
  Once per day, Ikkyu Sudo can step partially
  between worlds, becoming as unsubstantial as a
  ghost. As a move equivalent action, Ikkyo can
  become ethereal, and can pass through solid matter.
  Ikkyo Sudo can remain ethereal for one round.
  Unaverted Gaze (EX)
  If Ikkyo Sudo’s skin of eyes is exposed, the
  creature cannot avert his or her gaze from any
  supernatural gaze attacks, and the Dodoma
  automatically fails all saves to resist sight based
  attacks, such as a medusa’s lethal gaze.
  Trapsense (EX)
  Ikkyu Sudo receives a +1 bonus on REF
  Saves made to avoid traps and a +1 dodge bonus to
  AC against attacks made by traps.
  Roleplaying
  Ikkyo Sudo is a dashing and quite
  handsome young Yakuza in the employ of Isumi
  Kato, mistress of the Hotei Theater. Their
  relationship is somehow more intimate than boss and
  street criminal, though. Perhaps they are former
  lovers, or mother and son or cousins or perhaps
  both the above. Whatever their relationship, Isumi
  will shelter him and might be convinced to give Sudo
  aid…especially if he helps eliminate the pesky Tengu
  loitering around her theater. If necessary, Isumi Kato
  will offer Ikkyu and his allies a place to hide, out in
  some old ruins by the brewery.
  Ikkyu Sudo is a young thief whose body is
  carpeted with thousands of blinking black eyes.
  Every inch of his skin that isn’t covered in eyes is
  decorated in intricate Yakuza tattoos, depicting
  
  24
  grasping octopus at war with sharks. He wears his
  hair short cropped, and fights cautiously, but with a
  swashbuckler’s natural flair.
  Aika Yakushi,
  Priestess of Inari
  (CR 1)
  Medium NG Female Kami (good) heimin Cleric of
  Inari 1
  XP 400 ft
  Init +0 Senses lowlight vision, Perception +3
  Languages Common, Celestial
  Defense
  AC 11 Touch 10 Flatfooted 11 (+1 equipment)
  HP 1d8 hp (9 HP)
  FORT +3 REF +0 WILL +5
  Offense
  Spd 30 ft Fly 50 ft (good)
  Melee -1 quarterstaff (1d6 -1 /1d6 -1 bludgeoning,
  double, reach, trip)
  Special Abilities Aura of Good, Channel Energy,
  Good and Liberation Domains
  Channel Energy 1d6 positive energy (WILL DC
  13 half), 5x/day
  Spells
  0 Level (3 slots)
  Prepared: Bloodless Birth*, Create Water,
  Stabilize
  1st Level (2 slots)
  Prepared: Bless, Cure Light Wounds
  Domain Spell Slot
  Either Protection from Evil or Remove Fear
  *starred spells are described fully in Spells and
  Gods of the Tatakama
  Statistics
  Str 8 Dex 10 Con 12 Int 15 Wis 17 Cha 17
  Base Atk +0 CMB -1 (+1 when grappling)
  CMD 11
  Feats Serpentine Mane
  Skills Diplomacy +7, Fly +4 Heal +6, Knowledge
  (history) +6, Knowledge (nobility) +5, Knowledge
  (religion) +6 (+4 racial bonus on Fly checks)
  Gear 2x scrolls of cure light wounds, quarterstaff,
  padded armor (heavy kimono)
  Special Abilities
  Liberation (SU)
  Aika Yakushi can move normally regardless
  of magical effects that impede movement, as
  affected by a freedom of movement spell for one
  round per day.
  Kami’s Perfection (SU)
  Aika is an absolute master of the healing
  arts. Whenever she makes a Heal check, she adds
  an additional D6 and adds the results to her D20
  skill check result.
  Serpentine Mane (SU)
  Aika’s bright hair has its own life and
  intelligence. Her prehensile hair grants her a +2
  bonus on your Combat Maneuver Bonus when
  grappling, and to her Combat Maneuver Defense, as
  well as Sleight of Hand and Escape Artist checks. If
  Aika’s hair is uncovered, she are always considered
  to have a ‘hand free’ for the purpose of what
  combat abilities you can bring to bear.
  If Aika’s hair is ever cut or burned, she loses
  the benefit of this feat until it regenerates back to full
  length, which requires 1d6+1 days.
  Touch of Good (SU)
  Aika Yakushi can touch a creature as a
  standard action, granting it a +1 sacred bonus on
  attack rolls, skill checks, ability checks and saving
  throws for one round. She may use this ability five
  times per day.
  Roleplaying
  Aika is a traveling priestess of Inari who was
  compelled to wander into Niishima Village by
  strange dreams. Inari cares almost as deeply for cat-
  girls as she does for her own fox-women, and the
  sadness pervading the village was such that she sent
  one of her priestesses to investigate. As a temple
  
  25
  maiden of Inari, Aika
  can easily find help and
  aid from the ramshackle
  shrine to Inari found in
  the Eta Village, and its
  obvious that young
  Getsu has a deep crush
  on the priestess. Like all
  believers in Inari, she is
  viewed with suspicion
  by Lord and Lady
  Miyoshi, and by
  extension, the town’s
  magistrates. .
  Aika Yakushi is
  a petite girl who floats a
  few inches off the
  muddy ground at all
  times. Her hair is the
  fiery golden red of a
  summer sunset, and
  floats and curls around
  her head like live
  snakes. She dresses in a
  pristine red and white
  temple miko’s robes,
  and carries a prayer
  staff topped with silver
  rings. Golden wings like
  a songbird’s protrude
  from her shoulders,
  fluttering nervously and
  allowing her to fly.
  Saki Yamabuchi,
  Wandering Wizard
  (CR 1)
  Medium LN Female human heimin Wizard 1
  XP 400
  Init +1 Senses scent, Perception +1
  Languages Common, Celestial, Elven, Kitsune
  Defense
  AC 13 Touch 13 Flatfooted 12 (+1 DEX, +2
  luck)
  HP 1d6 hp (7 HP)
  FORT +0 REF +1 WILL +3
  Offense
  Spd 30 ft
  Melee +0 dagger (1d4 piercing, 19-20/x2)
  
  26
  Ranged +1 starknife (1d4 piercing, 20/x3, 20 ft
  range increment)
  Spells Prepared
  Zero Level
  Daze (DC 15)
  Ghost Sound (DC 14)
  Impudent Little Tongue*
  First Level
  Charm Person (DC 16)
  Night’s Lust*
  Spellbook
  Zero Level all PFRPG zero level spells, Impudent
  Little Tongue* and Lustglimmer*
  First Level Color Spray, Comprehend Languages,
  Charm Person, Magic Missile, Night’s Lust*, Sleep
  * starred spells described fully in Spells and Gods
  of the Tatakama
  Familiar
  Obake the Cat (AC14, HP 3, tends to wander off,
  senses something’s odd about the Niiskima Inn)
  Statistics
  Str 10 Dex 13 Con 10 Int 19 Wis 13 Cha 15
  Base Atk +0 CMB +0 CMD 11
  Feats Simple Weapons Proficiency, Scribe Scroll,
  Spell Focus (enchantment), Super Kawii
  Skills Appraise +8, Bluff +3, Craft (shunga printing)
  +8, Diplomacy +5, Intimidate +3, Knowledge
  (arcana) +8, Knowledge (the planes) +8, Spellcraft
  +8, Stealth +4
  Gear dagger, spellbook, scroll of Sleep
  Special Abilities
  Dazing Touch (SU)
  Saki can cause a living creature to become
  dazed with a melee touch attack. Creatures with
  more HD than her Wizard level are unaffected. Saki
  can use this ability up to seven times per day.
  Enchanting Smile (SU)
  Saki receives a +2 enhancement bonus on B
  luff, Diplomacy and Intimidate skill checks.
  Hannyo (SU)
  Saki’s mother was a shapeshifting cat-witch,
  who seduced a printer, and produced a half-world
  daughter. Her unearthly heritage is marked by her
  slender build and the small, cat like ears that adorn
  her, as well as in her choice of a bakeneko as a
  familiar. By choosing the Hannyo alternate racial
  trait, she loses the human Skilled racial trait, but
  gains the scent special quality.
  Super Kawaii (SU)
  Saki is too adorable to kill, and even the
  most vicious oni would rather have her to play with
  rather than to kill outright. When unarmored or
  lightly armored and wearing at least moderately
  revealing clothes, Saki may add your CHA modifier
  (+2) as a luck bonus to her Armor Class.
  Roleplaying
  As a half-cat herself, Saki Yamabuchi was
  drawn to Niishima village by her familiar’s dreams.
  When she slept, she dreamed the same enigmatic
  things Obake, her black cat familiar did, and by the
  time she arrived in Niishima, she knew most of the
  story. Intensely curious, and far nicer than she likes
  to admit, she came to Niishima to do what she can
  to help Eiji overcome his grief, and maybe humble
  Lord and Lady Miyoshi. After what she saw in her
  dreams, she already dislikes Ren Mota, who gladly
  sold off the injured cat-girl for a few gold and a
  promise of favors to be delivered later.
  Saki Yamabuchi can usually pass for human,
  if not for the small, brown and tan cat’s ears that rise
  from the top of her head, peeking out from beneath
  her long, straight hair. Saki is damn cute, and she
  knows it, only ever wearing a blood red kimono and
  fine pink obi. She never seems to wear underclothes
  beneath her kimono either. Saki is accompanied
  everywhere by her cat Obake, a curious old tom
  with glossy black fur who is missing one eye; Saki
  has given the cat a patch of sorts made from the
  same pink cloth as her obi.
  
  27
  Standard Enemies
  In and Around
  Niishima Village
  The following enemies from Bestiary I can
  be found lurking around Niishima village. Page
  references, not to mention locations, short plot
  hooks and advice to reskin these creatures for a
  pseudo-Japanese campaign follow.
  6d6 Goblins; CR 1/3; Bestiary I pg 156
  A tribe of red skinned goblins with swollen
  cocks, as impressive in their own way as any Tanki’s
  testicles, have claimed the
  rusting NHK television
  tower as their lair. They are
  a bother to travelers, but
  little threat to any man
  carrying a sword. (Use
  standard goblins but give
  ‘em Phallic Spear
  Technique as a racial
  bonus feat.) A persistent
  local rumor holds that the
  red-skinned, mighty
  cocked diamyo is himself
  half-goblin; Lord Miyoshi
  executes anyone he even
  suspects of perpetuating
  this rumor.
  2d4 Giant Centipedes;
  CR 1/2; Bestiary I pg 43
  Found near the well
  where Chie’s body was
  buried, these unnaturally
  large and fierce creatures
  are mere harbingers of the
  supernatural evil that lurks
  elsewhere in the village
  2d4 Tengu; CR 1/2;
  Bestiary I pg 263
  A few Tengu thieves
  can always be found
  plaguing the patrons of the
  Hotei Theater and the neighboring Pale House.
  Some of the Geisha of the Pale House are willing
  accomplices and even lovers to the crow folk,
  sharing information on particularly fat heists in
  exchange for a share of the gold and the sexual
  attentions of a Tengu lover.
  1d4 Rust Monsters; CR 3; Bestiary I pg 238
  A small nest of rust monsters has staked out
  a lair in the ruined bullet train outside the Eta village.
  They rarely bother anyone, though they occasionally
  eat through a cart’s axel and cause no end of trouble
  to local merchants and porters.
  
  28
  1 Choker; CR 2; Bestiary I pg 45
  Chie came to this world after a chain of
  tragic events that begun when she escaped from her
  master’s noose. Such karma attracted a vile, purple
  skinned oni called a Choker to the village. It lurks in
  the dusty, chaotic storage areas of Goto Printing and
  attacks women walking alone after moonrise.
  1 Otyugh; CR 4; Bestiary I pg 223
  A single otyugh, a somewhat tamed oni of
  shit and algae, lives at the center of the midden that
  the Eta Village is built around. If the players truly
  anger Miwako the Shit Witch, she will summon this
  behemoth and command it like as expertly as if she
  were a knight and the otyugh was her steed.
  
  29
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  System Reference Document. Copyright 2000, Wizards of the
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams,
  based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo
  Publishing, LLC; Author: Jason Bulmahn, based on material by
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  Field
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  Chris A. Field
  
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