TEXT: 1
  Synopsis
  The characters are young samurai who are about to
  be tested before undergoing their gempukku ceremony,
  after which they will be awarded their daisho, signi-
  fying their status as adult samurai. The characters may
  already be familiar with one another before the adven-
  ture begins, or they may meet during the competition.
  Game Masters that desire a group already familiar with
  one another may want to use one of the following
  options:
  � The characters may all be from a large city, like
  Ryoko Owari or Toshi Ranbo, where they are students
  in the same dojo or a network of dojo. 
  � The characters' parents served together as magistrates
  in the past, or they have some similar past link that cau-
  ses their children to associate with one another. 
  � The characters may all be sponsored by the same lord
  or daimyo, who hopes to have a samurai from his court
  become the next Topaz Champion. 
  Upon arriving in Tsuma, the characters have a day
  or so to prepare for the competition and explore the
  city. During their preparations, they encounter several
  interesting individuals, including a ronin who claims to
  be a former Topaz Champion. As the contest begins, the
  characters witness a number of strange accidents that
  seem to indicate that the contest is cursed, or that the
  Crane hosting the event are incompetent. As the acci-
  dents become more severe, the characters become
  embroiled in an effort to discover what is truly plaguing
  the competition before someone is killed or dishonored
  during it.
  Arrival in Tsuma
  Although there are those who would dispute such a
  claim, the vast majority of samurai regard the Topaz
  Championship as the most prestigious gempukku cere-
  mony in the Empire. The ceremony is open to any who
  wish to attend, but the Great Clans tend to be very
  selective in determining who represents them at the
  Championship. To permit just anyone to enter the
  contest would risk embarrassment, and no Great Clan
  would risk such a thing in front of their Crane hosts.
  Minor Clan samurai and ronin candidates require a
  Great Clan sponsor to be admitted to the competition.
  The Topaz Championship has been held in the Kakita
  town of Tsuma for centuries, at one of the largest dojo
  for the Kakita Dueling Academy.
  Competitors typically arrive in Tsuma by land.
  There is a river that passes through the city, and it does
  connect to the coast eventually, but it is relatively shal-
  low and quite difficult to navigate. In previous years, the
  Imperial Barge would make the trek, but the river is
  rarely used by anyone other than the Crane. Two major
  roads cross the city, one east-west, leading toward the
  Dragon and Seppun holdings, and the other southwest-
  northeast, leading to Lion lands and Phoenix lands. Both
  roads are heavily patrolled by Doji magistrates, and
  anyone arriving for the contest will likely have met
  several patrols during their travels.
  Although Tsuma has grown much larger than most
  descriptions of it in literature and folklore, it is still a
  relatively small city, little more than a large village.
  There are no formal embassies maintained by other
  The Topaz Championship
  An Adventure for Legend of the 5 Rings Third Edition
  Inspired  by  Andrew  Heckt  &  Edward  Bolme.
  Updated  by  Shawn  Carman.
  Additional  Material  from  the  L5R  Third  Edition  Playtest  Teams,  including  Jim  Harris,  Christopher  LaHaise,  Charles
  Etheridge-NNunn,  Jason  Shafer,  and  others.
  PDF  formatting  and  layout  by  Mikael  Brodu  (aka  Otaku  Mike).
  The Topaz Championship is a long-standing tradition in Rokugan, and first appeared in the adventure Ceremony of
  the Samurai, in the first edition of the role-playing game. Written by Andrew Heckt and Edward Bolme, Ceremony
  of the Samurai did an outstanding job of introducing new players to the world of Rokugan, and is still among the
  most popular published adventures in the game's eight-year history. This updated version of the adventure takes into
  account all the system changes that have taken place over two editions, and updates the setting information.
  
  clans, since most only have business within the city
  once per year, so the characters probably stay in an inn.
  The inn, like the city, is extremely crowded during this
  time of year.
  Some contestants will have little interest in the city
  beyond the contest. Others, however, may wish to
  explore. The following are some locations within the
  city that may be of interest to player characters, and are
  used in the Optional Encounters located later in this
  adventure.
  The  House  of  the  Laughing  Carp: A notable tea
  house and inn, the House of the Laughing Carp would
  be an ideal lodging for the characters during their stay
  at Tsuma. The house is typically busy in the evenings,
  particularly so during the Championship, and sees a
  wide range of patrons. According to popular gossip, the
  House of the Laughing Carp was purchased and rena-
  med by a Yasuki merchant within the past five years,
  and has undergone significant improvements in that
  time. The House even has a small amount of Friendly
  Traveler sake available, the finest in the Empire,
  although the price is quite steep and likely out of reach
  of the characters.
  Poisoned  Water  Sake  House: This tastelessly named
  business is a small brewery and sake house, and goes
  unnoticed by most in the city during the normal course
  of the year. The house was once owned by the Scorpion,
  but was abandoned during the Scorpion coup decades
  ago. It is now owned by an anonymous merchant patron
  who communicates only through scrolls delivered every
  few months. The house is frequented by ronin during
  the off-season, but makes enough money during the
  Topaz Championship to operate throughout the year.
  The sake made there is sold in small, black clay bottles
  and is famed for its potency.
  Medinaat-aal-SSalaam: This unusual shop is a small
  building tucked away in a quiet corner of Tsuma. It is a
  Unicorn holding, operated by merchant vassals of the
  Ide family. The shop's name, almost unpronounceable
  to the average Rokugani, is that of a city in the distant
  north, beyond Rokugan's borders. Its Unicorn vassals
  sell a number of strange gaijin goods, although nothing
  that would violate the Imperial decree restricting such
  goods. 
  The  Kakita  Dueling  Academy: Easily the largest and
  most prominent building in Tsuma, the Kakita dojo is a
  compound of buildings linked under a shared roof and
  protected by a high wall that prevents onlookers from
  watching the training exercises. Outsiders are permitted
  inside only in the case of high-ranking guests, and
  during the Topaz Championship.
  The Topaz Championship
  The Topaz Championship is a three-day competition
  that tests young men and women in all the skills that a
  samurai is expected to know. It is a rigorous, exhausting
  whirlwind of activity that can overwhelm even the
  most stalwart soul. Points are awarded to those who
  receive the highest marks in each contest, and the com-
  petitor who achieves the most points is declared the
  Topaz Champion. While the Topaz Champion receives
  no set reward or accolade, the prestige associated with
  the position ensures that the competition is fierce, and
  Topaz Champions are typically offered a number of dif-
  ferent assignments, each coveted by young samurai.
  Individual competitions during the Championship
  take the form of a match, wherein two contestants com-
  pete directly with one another, or tests, in which elder
  samurai ask questions of the contestant. Each competi-
  tion completed successfully grants the contestant a sin-
  gle point. In the case of a match, only the victor recei-
  ves the point. A competitor must attain a total of five
  points to pass.
  At the beginning of any contest using the match for-
  mat, master of ceremonies Miya Shoin withdraws small
  ceramic tiles from an exquisitely crafted vase. Each tile
  2
  Who  Wins  These  Things,  Anyway?  
  Obviously, the player characters are not alone
  in their competition at the Topaz Championship.
  There are many potential competitors at the end of
  this adventure, but how do you determine who
  wins? However it is done, the best means of deter-
  mining who faces who is to duplicate Shoin's pro-
  cess and draw names. This adds an element of
  chance to the adventure and can result in player
  characters facing off against one another, which is
  always entertaining. Once the matches have been
  decided, you may proceed in a number of ways,
  with the most obvious choices as follows:
  � Arbitrarily choose the winner based on the
  match. If a Kakita Bushi faces a Kitsu Shugenja in
  an iaijutsu duel, you can be pretty certain the
  Crane will win. 
  � Have the characters complete the matches,
  taking the role of different contestants throughout
  the competition. This can help new players gain
  insight into the clans' themes, and allow them to
  explore different mechanics. 
  � Roll the results randomly. This can produce
  some really weird results, so you should be prepa-
  red to incorporate them if you choose this option.
  
  has the chop of a single contestant on it, and Shoin
  draws two at a time to determine who will face each
  other during the matches. For a test, Shoin simply uses
  the tiles to determine in what order the contestants will
  be tested. 
  Day One
  The first day of the Topaz Championship is a whirl-
  wind of activity, including tests covering the following
  aspects of a samurai's training: sumai, heraldry, athle-
  tics, horsemanship, and a discussion on the elements of
  law, etiquette, and the code of bushido. Sumai is gene-
  rally considered among the Championship's most diffi-
  cult tests, as few sensei place as great an emphasis on
  that skill as they once did. 
  Sumai
  Format: Match
  Lead  Judge: Daidoji Kenru
  Primary  Roll: Agility/Jiujitsu (Wrestling)
  The sumai match is a bare-handed wrestling compe-
  tition. Each pair of competitors stands on a large straw
  mat to soften the impact of falls. Contestants may not
  use weapons of any sort, nor wear armor. In each match,
  the contestants engage in a Grapple. The first contestant
  who can maintain a Grapple for three rounds with their
  opponent held is the victor.
  Heraldry
  Format: Test
  Lead  Judge: Miya Tokeko
  Primary  Roll:  Intelligence/Lore (Heraldry)
  In this test, the contestants are brought before the
  judges individual and asked to identify a given mon or
  chop. Five are presented, each more difficult than the
  last. A contestant must successfully identify four of the
  five in order to pass the test. The difficulties are as fol-
  lows:
  TN Mon/Chop
  Example
  5
  Everyday
  The mon of a Great Clan
  10
  Prominent
  The mon of a Great Clan family
  15
  Uncommon
  The mon of a Minor Clan
  20
  Rare
  The mon of a vassal family serving a 
  Great Clan
  25
  Obscure
  The mon/chop of an individual 
  samurai (ex. Kaiu Umasu)
  Athletics
  Format: Match
  Lead  Judge: Kakita Tokimasa
  Primary  Roll: Various (see below)
  The athletics competition is a sort of obstacle course,
  where the contestants are supposed to demonstrate their
  sheer physical speed and coordination by completing
  the course as quickly as possible. The course consists of
  three major obstacles separated by lengthy runs. A sim-
  ple series of rolls is necessary to complete the course.
  Every Raise a competitor makes during the course
  grants him a point over his opponent. Every failed roll
  costs the competitor a point. At the end of the course,
  whoever has earned the most points has finished first.
  Once the winner is declared, these temporary points are
  all lost and the contest's winner gains one point toward
  his gempukku as described above.
  Course  Start: Stamina/Athletics roll, TN 10
  Obstacle  1: The first obstacle is a narrow wooden
  bridge crossing a wide, muddy-bottomed stream bed.
  Crossing the narrow bridge requires an Agility/Athletics
  roll, TN 10. Only one contestant may cross at a time,
  although they may be close behind one another. A
  contestant who fails the Athletics/Agility roll falls into
  the mud, and must make two Agility rolls, both TN 15,
  to escape. Falling into the mud costs a contestant two
  race points. Contestants who wish to force one another
  into the mud while on the bridge must make an
  Opposed Raw Agility roll. The winner has forced his
  opponent off the bridge, although this is a dishonorable
  act.
  Running: Stamina/Athletics roll, TN 15
  Obstacle  2: The second obstacle is a more severe ver-
  sion of the first. A large pit has been filled with mud,
  thickened with a variety of herbal compounds.
  Weighted ropes are suspended over the pit. Contestants
  must jump and grab a rope, then swing themselves to
  the other side. This requires two Agility/Athletics rolls,
  at TN 10 and 15 respectively. Anyone who falls in must
  make three successful Agility/Athletics rolls (TN 15) to
  get out, and loses three race points.
  This event has been sabotaged by the ronin Juriken
  (see Antagonists below). He has released several veno-
  mous snakes into the mud pit. The snakes are extremely
  agitated and attack anyone who falls within the pit. If
  the contestant has noticed the snakes (Raw Perception
  Roll, TN 10), then he may attempt to avoid the bite
  (Reflexes/Athletics, TN 15). Snake venom rules can be
  found in the Book of Fire in the Legend of the Five
  Rings Role-playing Game, Third Edition.
  Running: Stamina/Athletics roll, TN 15
  Obstacle  3: A large wooden wall blocks the path,
  reaching a full 15 feet into the air. The boards used in
  the wall's construction are offset slightly, and can serve
  as handholds so that the wall may be climbed. This
  requires an Agility/Athletics roll, TN 15.
  Final  Sprint: Stamina/Athletics roll, TN 20
  3
  
  Horsemanship
  Format: Match
  Lead  Judge: Doji Hokehime
  Primary  Roll: Various (see below)
  Much like the athletics competition, this contest is a
  match between two competitors completing a set
  course. Also like the athletics competition, the contes-
  tants earn points toward a victory here by making
  Raises. Every Raise gains a point, and every failed roll
  loses a point. When the course is complete, the contes-
  tant with the most points is victorious. These points are
  then lost and the victor gains one point toward his gem-
  pukku as described in the earlier match. The course
  consists of the following actions:
  Action
  Roll
  TN
  Ride the course
  to the first target
  Agility/Horsemanship
  5
  Strike the target
  from horseback
  Agility/Kenjutsu
  10
  Ride to the second
  target area
  Agility/Horsemanship
  5
  While riding, fire
  an arrow at target
  Reflexes/Kyujutsu
  15
  Return to the start
  Agility/Horsemanship
  10
  Law,  Etiquette,  &  Bushido
  Format: Test
  Lead  Judge: Kakita Gosha
  Primary  Rolls: Intelligence/Lore (Law or Bushido)
  and Intelligence/Etiquette
  This is a simple test wherein the contestants are
  questioned privately regarding matters of Imperial law,
  appropriate social conduct, and knowledge of a samu-
  rai's code of conduct. Most of these questions are simple,
  and can be answered with an appropriate Skill roll (see
  above) against a TN of 10. If a player knows the answer,
  then no roll may be necessary depending upon how you
  prefer to run this scene. Each contestant is asked a series
  of questions covering basic knowledge of Rokugani cus-
  tom, which may be taken from the following and phra-
  sed as a question:
  1. All land is owned by the Emperor, who permits
  his Clans to govern it in his name. (Law) 
  2. After death, a samurai's body must be cremated.
  In this way, his soul ascends to face judgment and his
  body can never be defiled by blasphemous black magic.
  (Law) 
  3. Samurai found guilty of serious crimes may be
  allowed by their lord to commit seppuku, a ritual sui-
  cide that cleanses their honor upon their death. Other
  crimes may result in the samurai being cast out as a
  ronin, or more severely, executed without honor. (Law) 
  4. A gift must be refused twice before it is accepted,
  or else you show that you believed the first offer was
  insincere. (Etiquette) 
  5. Matters of commerce are distasteful to a samurai,
  and should only be discussed if doing so is to the bene-
  fit of both one's family and clan. (Etiquette) 
  6. Bow to someone of equal social standing. Kneel to
  those of superior standing. If someone of equal standing
  has superior rank, then you must bow deeply to them.
  (Etiquette) 
  7. A samurai shows compassion and mercy to those
  beneath him, because only the weak must prove their
  power by dominating others. (Bushido) 
  8. A samurai bears the name of his ancestors, and
  must live a life of honor so that the name can be returned
  to them without blemishes upon his death. (Bushido) 
  9.  The katana is a samurai's soul, and his wakizashi is
  his honor. To allow shame to come to one's blades by
  unclean or dishonorable acts is to stain one's soul.
  (Bushido) 
  10. A samurai's heart is filled with courage. He has
  no fear of death, for to die in the service of one's lord is
  the greatest fate a samurai can hope for. (Bushido) 
  Evening  Encounters
  The first day of competition at the Topaz
  Championship should proceed with minimal complica-
  tions. For the most part, the contestants and their sup-
  porters are pleased with all that is going on. The evening
  is an interesting time, with too many samurai in too
  small a city for things to be uneventful. Depending upon
  how you wish to proceed with the adventure, you may
  wish to use the following adventure hooks to enliven
  the down time between contest days.
  Most of these hooks directly involve contestants and
  the Championship, and their backgrounds. Their statis-
  tics and biographical information are found at the end of
  this adventure. For the most part, these ideas will be
  easiest to incorporate if the characters are of the same
  clan as the contestant in question, but most can easily be
  adapted.
  The  Price  of  Indulgence  (Agasha  Hanori)
  Challenge: Agasha Hanori's father-in-law, a power-
  ful Otomo, is coming to visit on the second day of the
  contest. He has not met Hanori and wants proof of
  Hanori being at least a good person, even if he isn't suc-
  ceeding at the contest.
  Focus: Hanori has spent most of his night drinking,
  managing to pass out just outside of his room. He looks
  rough and feels worse. Word has it the Otomo courtier
  had one of his daughters' suitors killed when he did not
  meet his lofty expectations.
  4
  
  Strike: Do the players try to sabotage Hanori's poor
  attempts at seeming like a gentleman with the hope of
  his dropping out of the contest, thereby eliminating one
  of their rivals? Or do they help him flatter the Otomo,
  potentially earning a valuable ally in the process?
  The  "Secret"  Duel  (Mirumoto  Otakan,  Kakita  Shino)
  Challenge: Mirumoto Otakan's reputation (or rather
  the reputation expected of him) has preceded him.
  Kakita Shino sees Otakan as a rival, wishing to prove the
  Kakita technique (and himself) to be greater than the
  Mirumoto. He wants to duel.
  Focus: Otakan wishes only to participate in the
  Championship and move on. A duel would be pointless
  and could jeopardize his standing in the tournament.
  Shino is unrelenting, however. He views the Mirumoto
  as everything he is not, a member of a prestigious family
  whose future is set for greatness. The Kakita continues
  to pressure Otakan into action with veiled insults and a
  mocking tone. At the same time, Otakan can hear his
  grandfather pushing him to act and feels his own pride
  turning to anger. Soon he accepts, on the condition that
  the duel is conducted in private.
  Strike: In spite of this, the duel becomes common
  knowledge among the tournament contestants. The
  duelists specifically ask the PCs to witness it. This is not
  a sanctioned duel. There may be severe ramifications for
  both participants, their families and their Clans.
  Although, the challenge is to first strike, both duelists
  are clearly being guided by their emotions. The PCs are
  in a unique position to intervene. If they wish, they may
  attempt to defuse the situation, or at least monitor it to
  ensure no real damage is done. If successful, they may
  gain a new ally or two. However, if either of the duelists
  is injured, they may find themselves implicated in the
  incident, gaining enemies just as easily.
  Eight  Gifts  (Hazu,  Tamori  Gojinka)
  Challenge: Each contestant celebrates the comple-
  tion of the first day of competition in his or her own
  way. For Hazu, this consists of alcohol and women.
  Focus: Unfortunately, alcohol leads to poor judg-
  ment. He has chosen Tamori Gojinka as the object of his
  affection. Unable to deter the persistent ronin's advan-
  ces, she offers him a challenge. She will only speak with
  him further if he can present her with a gift crafted by
  each Great Clan. Gojinka hopes that this will distract
  Hazu long enough for him to sober up.
  Strike: Hazu will be the first to tell you that, sober or
  not, he cannot resist a challenge, especially if it involves
  a woman. He begins seeking the requested gifts, begin-
  ning with the PCs. He has little to nothing to trade and
  is open to suggestions, and assistance. Hazu is not too
  proud to realize his limitations. His ronin status places
  him beneath the notice of most Clan samurai. His defor-
  med eye causes those who notice to be suspicious. If the
  PCs cannot aid him, he simply moves on.
  Flawed  Visions  (Kakita  Shino,  Usagi  Kamahime)  
  Challenge:  Pinned to Kamahime's door one morning
  is a letter of challenge from an old nemesis, but the
  name of the challenger is torn off. 
  Focus: Kamahime knows the challenger from chil-
  dhood; she can even remember his face, but not his
  name or clan. Being near-sighted, she starts stalking a
  PC until she realizes he is not her nemesis. She repeats
  this with various contestants and is likely to get herself
  killed by a stranger for the offense if she does not stop.
  Strike: The challenge was a jest by Kakita Shino,
  who wanted to spook Kamahime but did not know she
  was near-sighted. During her time of stalking and chal-
  lenging people, Shino has been harassing the organizers
  for a room with a better view.
  Farmers
  Challenge: During an evening tour of the village, a
  few brave farmers set up an unofficial contest for the
  players (and a handful of NPCs). The farmers invite the
  samurai to pound mochi to help make sweet rice cakes
  (mochi is sweet steamed rice, pounded with mallets into
  a sticky paste).
  Focus: Each contestant must make a Raw Strength
  Roll to help pound the mochi. The TN is 10, but whoe-
  ver has the highest score the farmers declare the win-
  ner. 
  Strike: The winner of the contest is given the most
  sweet rice cakes, but all can share in the activity, which
  brings some of the NPCs closer to the players they
  pound mochi with. 
  The  Crab
  Challenge: A rowdy crowd of Crab turn up on the
  first day to watch the contest and celebrate. They take
  over a local tavern, eating, drinking and playing games
  with their favorite contestants.
  Focus: In the evenings, they invite the strongest
  bushi (about four PCs & NPCs) to drink with them.
  Drinking and eating contests are their main sport, wat-
  ching as non-Crab have to force down food like one of
  their kin. 
  Strike: Leaving the table before the end of the night
  is offensive and likely to start a fistfight. The Crab won't
  let people go unless they feign passing out, or have
  superhuman tact. Contestants know they will be worse
  for wear if they get too drunk or keep going until day-
  light.
  5
  
  Angry  Mountains  (Agasha  Hanori)
  Challenge: Hanori's best friend and yojimbo, Shiba
  Hanoshi, is visiting and the two raise drunken havoc.
  During the evening they attempt to flirt with servants
  or samurai-ko, stumble clumsily around, and insult the
  partying Crab spectators.
  Focus:  The Crab do not take insults likely but are not
  allowed to duel Hanori. Instead, they wish to lure them
  out of the village and give them a sound beating. Crab
  contestants and friends of the Crab are invited to join in.
  Other players may overhear the plans or see a group of
  Crab stalking Hanori & Hanoshi.
  Strike: Do the players join in, attempting to hinder
  Hanori's progress or leave the Crab to their business? Do
  they stop the Crab with reason, force, misdirection or
  some other method? Let them know that whatever hap-
  pens to the reveling Phoenix is on their heads.
  Poisoned  Words  (Shiba  Takako)
  Challenge: Shiba Takako makes friends easily with
  her Scorpion charm and disarming innocence. In confi-
  dence, she asks a friendly PC to help her poison a
  Scorpion contestant's rice before a match. She offers
  them a similar favor at a later date as payment.
  Focus: Takako is rational and logical about this, kno-
  wing she is preparing to do a dishonorable action but
  believing she has justification. She explains that she
  seeks revenge for her father, who was poisoned in a
  similar tournament by one of the Scorpion's parents,
  causing him to pass out in a pivotal round. The poison
  she has is weak and will have the similar effect in one of
  the rounds of the championship.
  Strike: This is a dishonorable action, but there may
  be many reasons behind it. Takako is friendly with most
  Scorpion, so this could be a grudge, a sign to the
  Scorpion of her capabilities as one of them, or a test of
  the player from the Scorpion to see if they would help.
  It could even be a test of friendship from the insecure
  Takako, using water instead of poison. The truth is up to
  the GM, but the PC may see many reasons and repercus-
  sions to her actions, be they aiding Takako, enlisting
  help from other PCs or reporting her to an official. 
  Forgotten  Blade  (Akodo  Shotaka)
  Challenge: Late in the evening, when contestants
  should be preparing for the morning, Shotaka is missing.
  Two players are politely asked by higher-ranking Lion
  to find him and see what it wrong. Such requests are not
  easily refused.
  Focus:  Shotaka is in an alley in a remote part of the
  village, having a panic attack. Earlier in the evening, he
  was a guest at a tournament organizer's home. In his fas-
  cination with all that was going on, he foolishly left his
  katana there, at the door where he had checked it. Now
  the host has retired for the evening, and Shotaka has no
  blade.
  Strike: Assuming the characters wish to help
  Shotaka, there are few easy options. The panicky Lion
  strongly advocates trying to enter the guarded home
  and retrieve the blade without anyone noticing. Others
  may suggest waiting until morning and asking for the
  blade to be returned, which is the most reasonable
  course of action. Shotaka is not feeling reasonable. If he
  arrives at the contest the next morning with his blade in
  his obi, the host will give him a knowing look, and that
  will be the end of it. As Shotaka well knows, showing up
  without the blade will be both humiliating and dishono-
  rable.
  Day Two
  The second day of competition involves tests in wea-
  pon skill, poetry, courtier skills, go, archery, and hun-
  ting. It is certainly the most grueling day, as the weapon
  and hunting tests are lengthy and exhausting. The hun-
  ting competition is somewhat unique, as it requires
  contestants to work together in small teams to accom-
  plish their goal. In this way, it is actually also a test of
  the samurai's ability to work together.
  Weapons
  Format: Match
  Lead  Judge: Kakita Soichi
  Primary  Roll: Agility/Weapon Skill
  Other than the tournament that ends the
  Championship, the weapons test is the most anticipated,
  most prestigious individual contest. The contestants are
  allowed to choose any weapon they wish from a large
  number of specially prepared, non-lethal padded wea-
  pons. No dishonorable weapons are included, although
  to accommodate their Mantis guests the Crane have a
  variety of peasant weapons to choose from. Ranged
  weapons are not permitted in this contest. The blunted
  weapons in this competition have DR 0k1. Honorable
  competitors will keep low dice for damage, although
  some may grow overzealous in their efforts.
  Like the Athletics contest on the first day, this
  contest has been sabotaged by Juriken and his men.
  They have secretly replaced a number of blunted wea-
  pons with weapons that appear safe, but are actually
  more dangerous than they appear. Roll one die before
  each contest. On a 1 or 10, one of the contestants has
  selected a weapon that has been tampered with. These
  doctored weapons are DR 1k2, or their normal damage
  rating if that is lower. Repercussions from this are dis-
  cussed in Evening Encounters, below.
  6
  
  Poetry
  Format: Match
  Lead  Judge: Kakita Hirotada
  Primary  Roll: Awareness/Storytelling (Poetry)
  This contest is rather simple. Both contestants are
  given a topic about which they must compose a poem.
  Haiku is the normal format, the traditional 5-7-5 sylla-
  ble poem of Rokugan. Raises may be made to gain
  insight into the judges' personal preferences and incor-
  porate them into the poem. The contestant who beats
  their TN by the greatest degree is the victor, although
  successful Raises can skew the contest in one direction
  or the other.
  Go
  Format: Match
  Lead  Judge: Doji Maseru
  Primary  Roll: Awareness/Games (Go)
  Another traditional contest, the Go match proceeds
  exactly like any other. The two competitors make an
  Opposed Roll (or series of Opposed Rolls, depending
  upon how detailed you would like the matches to be).
  The contestant who wins the roll or rolls wins the
  match.
  Courtier
  Format: Match
  Lead  Judge: Kakita Mai
  Primary  Roll: Awareness/Courtier and Awareness
  /Etiquette
  The courtier contest is feared by many bushi that
  have neglected the social and academic aspects of their
  training. The judges bring two students before them and
  give them a subject to debate. There are few rules in this
  contest, and no time limit; the judges stop the debate
  when they believe one contestant has clearly demons-
  trated his superiority at the courtly arts. Many blood
  feuds have begun during this contest. Suitable debate
  topics may include the following:
  1. Where does a samurai's loyalty ultimately lie:
  with the Emperor or the Empire? 
  2. Which tenet of bushido is the most important? 
  3. What is the most important aspect of spirituality:
  the Tao, the Fortunes, or one's ancestors? 
  Hunting
  Format: Match (Team)
  Lead  Judge: Daidoji Akimasa
  Primary  Roll: Perception/Hunting (others required
  as necessary)
  Hunting is the most complex contest. Once, every
  contestant was required to enter the woods surrounding
  Tsuma and find a Tsu Fish nest somewhere in the area.
  Recent years have seen a decline in the number of Tsu
  Fish, because their eggs can produce a solution that can
  remove ink from parchment. Scholars and historians
  make extensive use of this solution to correct manus-
  cripts, and the Crane have only recently realized that
  this use of the eggs is causing a decline in the fish popula-
  tion. For more information on Tsu Fish, see the sidebar.
  The contestants are organized into groups of three to
  five, depending on the total number of contestants.
  Each team must successfully recover one egg. For the
  victory to be honorable, every team member must be
  involved in the search, although in theory one member
  could find it and return, earning the entire team a point.
  Every member of every team that successfully returns
  with an egg receives a point toward their gempukku.
  The members of the team that is first to return receive
  an additional point as well.
  Contestant teams have two hours to successfully
  retrieve the eggs. The Tsu Fish breeding area is a full
  7
  Tsu  Fish  
  Tsu Fish are unusual creatures native to the
  rivers of the northern Crane provinces. Their
  behavior is rather unusual, and has given rise to
  many popular rumors about their abilities that are
  blatantly untrue—although most are based at least
  partially in fact.
  During the dry season, the many small streams
  and lakes in the northern Crane provinces dry up,
  leaving a network of large puddles and trickling
  creeks that are of little use for agricultural purpo-
  ses. To prepare for this season, the Tsu Fish store
  up body fat so that they do not require much food.
  Dry season is the mating season, during which time
  the Tsu Fish leave the water and cross short distan-
  ces to reach other puddles and find suitable mates.
  Tsu Fish have unusually thick, strong ventral fins,
  with which they use to push themselves through
  the mud like snakes. Tsu Fish eggs are considered a
  delicacy as well as being a useful source for correc-
  tion fluid, and can be found in these puddles, but
  are increasingly rare.
  Popular rumors about the Tsu Fish are that
  they can actually walk and run on their fins like
  dogs. Supposedly, they climb trees to lay their eggs
  and can remain out of water for days at a time.
  Crane youth enjoy teasing one another with tales
  of Tsu Fish attacking humans in defense of their
  eggs. Such rumors are widely known among the
  Crane to be untrue, although they do occasionally
  tell them to outsiders to see how gullible they are.
  
  half-hour from Tsuma, so the team has only one hour to
  locate the egg if they hope to make the trip in time. A
  Stamina/Athletics roll (TN 15) is required to reach the
  area, and then many Perception/Hunting rolls to locate
  the eggs (TN 15, total of five successes needed; Raises
  may award additional successes at the GM's discretion).
  During this contest, Juriken and his accomplices
  escalate their interference. Juriken is outraged that the
  Championship has not yet been canceled, and attacks
  one team of contestants. This may be the player charac-
  ters, or it may be another team. If it is another team, the
  PCs may be in the area and intervene, saving the team
  in question. If the characters face Juriken, the ronin
  escapes, although his accomplices likely die. If the PCs
  are not involved in the attack, then the entire team of
  contestants is killed, and a specter cast over the compe-
  tition.
  Evening  Encounters
  With the strange events that have taken place so far
  during the Championship, the mood in Tsuma is deci-
  dedly solemn. Although no one can say exactly what has
  happened, samurai realize that something is amiss, and
  the peasants can sense that the samurai are on edge, and
  thus remain indoors to avoid drawing their ire.
  At this point in the adventure, Juriken has either
  been defeated (likely by the player characters), or has
  killed a number of contestants and disappeared into the
  shadows. In either event, the Championship does not
  stop, although the death of any contestants creates an
  uncomfortable situation for the Crane. Juriken is not
  content with discomfort. He wants the Crane disgraced,
  and is willing to sacrifice himself to achieve it. If the
  characters have defeated him once, he will come to kill
  them during the night. If they have not yet encountered
  him, he selects them as his next victims, hoping to com-
  plete the Crane's disgrace with more deaths. If the cha-
  racters find themselves alone at any point, Juriken
  attacks. Assuming that they remain in the public eye, he
  waits and attacks them during the night wherever they
  are staying, using his skills to infiltrate their lodging.
  While the mood in Tsuma is somber, the contestants
  are still quite exuberant about their impending gem-
  pukku. Most adventure hooks found in the first Evening
  Encounters section can be used this evening if you wish
  to add additional encounters.
  Day Three: The Championship
  The third and final day of competition has but a sin-
  gle contest: the iaijutsu tournament. Typically, the point
  totals at this point are such that it is already known who
  will and who will not achieve their gempukku. The iai-
  jutsu tournament awards a significantly higher number
  of points than the other contests, however, and can
  radically alter the standings of the competitors. It is rare
  that the tournament winner is not declared the Topaz
  Champion.
  The iaijutsu tournament is the only aspect of the
  Championship that is open for anyone to view, and typi-
  cally it is extremely crowded. The entire city empties to
  attend and catch a glimpse of greatness. For samurai, it
  reminds them of their youth. For peasants, it is a wel-
  come break in their rather monotonous lives. Given
  what limited information is available to the spectators,
  the obvious favorites are Kakita Shino, Mirumoto
  Otakan, and even Hazu, although Bayushi Denbi has
  quite a bit of support as well. If the characters' noctur-
  nal exploits are common knowledge, they may have
  strong support (or no support at all, depending on their
  actions) as well.
  The  Topaz  Championship
  Format: Match
  Lead  Judge: Kakita Benkei
  Primary  Roll: Reflexes/Iaijutsu
  The iaijutsu tournament is the most anticipated and
  prestigious event in the Championship. Traditionally,
  shugenja contestants who have already accumulated
  enough points to achieve their gempukku are permitted
  to abstain from the tournament if they so choose. There
  is no loss of honor for this; after all, shugenja are priests,
  not warriors. Most usually choose to compete, which is
  also perfectly acceptable to all parties involved. It is
  understandably rare for a shugenja to win the tourna-
  ment.
  Iaijutsu duels are to first strike, and use blunted wea-
  pons with DR 0k1. Use the standard dueling rules found
  in the Legend of the Five Rings Role-playing Game,
  Third Edition for this contest. Contestants are paired off
  in single elimination matches, with the victors procee-
  ding to the next level until only two remain. If exactly
  three contestants remain after a round, only the two
  with the highest number of points toward their gem-
  pukku advance to the final.
  Every victory in the iaijutsu tournament is worth
  two points toward a contestant's gempukku. While most
  will already have accumulated enough points by the
  time they reach the tournament, the total number of
  points achieved determines who is declared the Topaz
  Champion.
  Epilogue
  After the iaijutsu tournament is concluded, the clo-
  sing ceremonies are held within the hour. The contes-
  tant with the highest number of points accumulated,
  8
  
  usually the iaijutsu tournament winner, is declared the
  new Topaz Champion, a title held for one year until the
  next Championship. All those who successfully accu-
  mulated five points are granted their gempukku and
  become samurai. There are officials on hand from every
  clan represented in the tournament to oversee this
  ritual.
  If the characters were responsible for exposing the
  actions of the ronin Juriken, they are lauded by the
  Crane as well as their own clans, even though they
  likely have no inkling as to Juriken's true motivations.
  This could be an excellent way to promote the charac-
  ters to Emerald Magistrates, or even grant them a pro-
  minent position as extra-clan magistrates within the
  Crane provinces (the Crane likely wish to keep an eye
  on them until they know for certain that Juriken's dis-
  honorable past remains a secret).
  Contestants
  The contestants in the Topaz Championship are
  among the finest young bushi in the Empire; at least,
  that is the intention. In truth, some are there on their
  own merit, while others received the invitation as a
  result of political standing. Shugenja are relatively
  uncommon, but a few show up each year. Three are in
  attendance this year, plus however many are present as
  player characters.
  Hiruma  Do  (Crab)
  Advantages: Crab Hands, Large 
  Disadvantages: Antisocial (2 Points), Compulsion
  (Drinking: 2 Points) 
  Kata: Striking as Wind
  Skills: Athletics 1, Hunting 3, Kenjutsu 1, Kyujutsu 2,
  Lore: Shadowlands 2, Stealth (Sneaking) 3 
  Hiruma Do considers himself more experienced
  than most youths, having gone into the Shadowlands
  once to prove himself. While looking for a "trophy" for
  his gempukku, Do was attacked by Shadowlands beasts,
  and his cowardly allies left him for dead. His Hiruma
  training showed him the way home, but he has never
  shaken off the effects of the horrible things he saw in
  the Shadowlands. He has grown too willing to return, to
  prove his worth as a scout, but his family have sent him
  to the Topaz Championship to take his mind off what he
  has seen.
  Doji  Wakao  (Crane)
  Advantages: Inheritance (Mother's Akodo Blade),
  Quick 
  Disadvantages: Fascination (Art), Forsaken, Sworn
  Enemy (Bayushi Denbe: 2 Points)
  Kata: Striking as Earth
  Skills: Etiquette 1, Iaijutsu 3, Investigation (Notice) 1,
  Kenjutsu 2, Kyujutsu 2, Lore: Heraldry 1, Lore: Law 1 
  The eldest son of the noble Doji Gozen is known in
  some circles as the Crane Clan Fool. Despite his high
  status within the clan, Wakao struggles to overcome his
  father's reputation as a boor. His mother is said to have
  been a Lion general who married a Crane in secret, his
  only tie to her being the blade he wields. Wakao is
  engaged to Kakita Akemi, the daughter of the Crane
  9
  Air: 2 
  Earth: 2 
  Stamina 3 
  Fire: 3 
  Water: 2 
  Perception 3
  Void: 2 
  School/Rank:
  Hiruma Scout 1 
  Glory: 1.0
  Status: 1.0 
  Honor: 3.5 
  Air: 2 
  Reflexes 3
  Earth: 2 
  Fire: 3 
  Water: 2 
  Perception 3
  Void: 2 
  School/Rank:
  Doji Magistrate 1 
  Glory: 1.0
  Status: 1.0 
  Honor: 3.5 
  The  Doji  Majistrate  School  
  The Doji Magistrate School is updated to Third
  Edition in the upcoming sourcebook, The Four
  Winds: The Toturi Dynasty from Gold to Lotus
  Edition. The first rank of the school is listed here
  so that the GM has access to Wakao's technique. 
  Benefit: +1 Perception
  Honor: 2.5
  Skills: Etiquette, Iaijutsu, Investigation (Inter-
  rogation), Kenjutsu, Kyujutsu, Lore: Heraldry,
  Lore: Law
  Outfit: Katana, wakizashi, jitte, bow and 20 arrows
  (any type), any one weapon, light armor; badge of
  office, kimono and sandals, steed, traveling pack;
  10 koku.
  Techniques
  Rank  1: Eternal Vigilance
  The magistrate's first lesson is that one's eyes
  must always be open, ever prepared for an ambush.
  Your TN to Be Hit is always increased by an
  amount equal to twice your Perception.
  
  running the tournament, and he knows that a Scorpion
  in the contest wants to win her affection. Wakao is quiet
  but has a strong presence. Wakao stays apart from the
  other contestants, unless he can enlist their help in
  revealing the Scorpion who wants to steal his fiancée.
  Kakita  Shino  (Crane)
  Advantages: Benten's Blessing, Kakita Blade 
  Disadvantages: Overconfident, Proud 
  Kata: Striking As Wind
  Skills: Battle 2, Courtier 2, Etiquette 2, Iaijutsu 3,
  Kenjutsu (Katana) 1, Kyujutsu 1, Sincerity 2 
  An arrogant youth, and rightly so as he is an expert
  duelist. He does his best to embody the stereotypically
  arrogant Crane, but he comes from a poor family and
  was sponsored by a wise noble. For Shino, this is more
  than just a game; becoming the Topaz Champion would
  give him the connections his family needs.
  Mirumoto  Otakan  (Dragon)
  Advantages: Clear Thinker, Sacred Weapon (Twin
  Sister Blades) 
  Disadvantages: Driven (Dueling), Haunted (1 Point) 
  Kata:  Striking as Earth
  Skills: Athletics 2, Defense 3, Kenjutsu (Katana) 3,
  Kyujutsu 1, Lore: Shugenja 2, Meditation 2, Theology 2 
  Mirumoto Otakan represents the legacy of a great
  duelist and must do whatever is necessary to uphold
  that heritage. His ancestor will never let him forget it.
  Since his aptitude with the blade became apparent, his
  family has come to expect great things of him. Many
  expect him to perfect the style developed by his grand-
  father. Only Otakan hears his most vocal supporter: the
  spirit of his grandfather, an ever-present voice driving
  him to his destiny. Otakan feels overburdened, uncer-
  tain that he can accomplish what his ancestor demands
  of him. But there is nothing more important than family
  to Otakan, so he shall do what he must.
  Tamori  Gojinka  (Dragon)  
  Advantages: Blessing of the Elements (Earth:
  4 Points) 
  Disadvantages: Antisocial (2 Points), Elemental
  Imbalance (Fire: 6 Points)
  Kata: None
  Skills: Athletics 2, Calligraphy 2, Defense 3,
  Divination 2, Kenjutsu (Katana) 3, Medicine 3,
  Meditation 2, Theology 2 
  Spells: Sense, Commune, Summon, Counterspell,
  Fires From the Forge, Jade Strike, Speed Growth, Biting
  Steel, Katana of Fire, By the Light of Lady Moon
  A samurai brings honor and glory to her clan and
  family. Tamori Gojinka believes this with all her heart.
  However, she knows she cannot. Though a skilled shu-
  genja, she has found that her communion with the kami
  can have unexpected consequences. It is as if the kami
  fight for her attention. Gojinka fears what might happen
  if she were to lose control of her spellcasting. She has
  resigned herself to remaining quiet and unnoticed, so
  that she is not called upon to use her spiritual abilities,
  concentrating instead on physical training.
  Akodo  Shotaka  (Lion)
  Advantages: Death Trance, Strength of the Earth
  (4 Points)
  Disadvantages:
  Brash, Can't Lie, Fascination
  (History), Idealistic
  Kata: Striking As Water
  Skills: Athletics 2, Battle (Mass Combat) 1, Defense
  1, Heavy Weapons 1, Jiujutsu 2, Kenjutsu 2, Kyujutsu 1,
  Lore: History 1, Meditation 1 
  Shotaka is a promising young student from the
  Akodo dojo at Shiro sano Ken Hayai, the Castle of the
  Swift Sword. He mixes the Ikoma's fascination for his-
  tory with the Matsu's quickness to act. His sensei
  10
  Air: 2 
  Reflexes 3
  Earth: 2 
  Fire: 3 
  Water: 2 
  Void: 3 
  School/Rank:
  Kakita Bushi 1 
  Glory: 1.0
  Status: 1.0 
  Honor: 3.5 
  Air: 2 
  Earth: 2 
  Fire: 3 
  Water: 2 
  Void: 3 
  School/Rank:
  Mirumoto Bushi 1 
  Glory: 1.0
  Status: 1.0 
  Honor: 2.5 
  Air: 2 
  Earth: 3 
  Willpower 4
  Fire: 2 
  Water: 2 
  Void: 2 
  School/Rank:
  Tamori Shugenja 1 
  Glory: 1.0
  Status: 1.0 
  Honor: 2.5 
  Air: 2 
  Earth: 2 
  Stamina 3 
  Fire: 2 
  Agility 3 
  Water: 3 
  Void: 2 
  School/Rank:
  Akodo Bushi 1 
  Glory: 1.0
  Status: 1.0 
  Honor: 2.5 
  
  believe that if he can learn to balance the two sides of
  his personality, he will become a great leader and hero.
  Time will tell if they are correct.
  Kitsu  Konoko  (Lion)  
  Advantages: Friendly Kami (Fire) 
  Disadvantages: Phobia (Insects: 1 Point) 
  Kata: None
  Skills: Calligraphy 2, Heavy Weapons 2, Investi-
  gation 3, Lore: Ancestors (Lion Clan) 2, Lore: History 1,
  Meditation 1, Tea Ceremony 2, Theology (Shintao) 1
  Spells: Sense, Commune, Summon, Counterspell,
  Castle of Water, Heart of Nature, Reversal of Fortunes,
  Tempest of Air, Tetsubo of Earth, Wind-Borne
  Slumbers
  As a child, Konoko wanted to be a bushi. Her
  parents, horrified at the notion, sent her to train as a
  shugenja. Konoko was patient and learned as she was
  told, but studies bushido and communicates with long-
  dead warriors. Her peaceful nature was sorely tested in
  the past year when several of her family were slain in
  the fighting at the City of the Rich Frog. Any Unicorn
  who face Konoko in the Championship find her a most
  determined opponent.
  Yoritomo  Yuriko  (Mantis)  
  Advantages: Absolute Direction, Dangerous Beauty 
  Disadvantages: Idealistic, Phobia (Enclosed Spaces:
  1 Point)
  Kata: Striking As Water
  Skills:  Athletics (Swimming) 3, Battle 1, Commerce 1,
  Craft: Sailing 1, Defense 2, Kenjutsu 2, Peasant Weapons
  (Kama) 3 
  Quiet and solemn, Yuriko does not enjoy socializing.
  She is a favorite of many renowned scholars as she
  spends most of her time with them instead of the
  contestants. She is willing to make friends, but people
  must meet her lofty standards before she considers them
  equals.
  Agasha  Hanori  (Phoenix)  
  Advantages: Benten's Blessing, Innate Ability:
  Tempest of Air, Quick 
  Disadvantages: Bitter Betrothal (Otomo Courtier),
  Greedy, Lechery (1 Point)
  Kata: None
  Skills: Calligraphy 2, Courtier 2, Hunting 2, Lore:
  Imperial Courts 2, Meditation 1, Performance 2,
  Spellcraft (Elemental Knowledge: Air) 2, Knives 1,
  Theology 2 
  Spells: Sense, Commune, Summon, Counterspell,
  Cloak of Night, Quiescence of Air, Tempest of Air,
  Biting Steel, Fury of Osano-Wo, Earth's Stagnation 
  Agasha Hanori is a promising young shugenja and a
  darling of the courts. He has won over many people in
  the Imperial City with his eagerness to please and happy
  disposition - but he has not impressed his fiancée,
  Otomo Umako. She knows Hanori's weaknesses for
  sake, women and the high life, and volunteered him to
  compete for the Championship so he could prove him-
  self a worthy husband. Hanori intends to gamble, drink
  and socialize with the youths of many clans, possibly
  competing somewhere in between those activities.
  Shiba  Takako  (Phoenix)
  Advantages: Crafty, Precise Memory 
  Disadvantages: Driven (prove self to both clans),
  Gullible
  Kata: None
  Skills: Defense 3, Etiquette 1, Kenjutsu 1, Kyujutsu 2,
  Meditation (Void Recovery) 2, Poison 1, Spears 2,
  Theology 1 
  The daughter of a Phoenix bushi and a Bayushi
  yojimbo, Takako was raised by her father as a Phoenix
  after her mother's death at the hands of the Onisu called
  11
  Air: 3 
  Earth: 2 
  Fire: 2 
  Water: 3 
  Void: 2 
  School/Rank:
  Kitsu Shugenja 1 
  Glory: 1.0
  Status: 1.0 
  Honor: 3.5 
  Air: 2 
  Earth: 2 
  Willpower 3 
  Fire: 2 
  Agility 3 
  Water: 3 
  Void: 2 
  School/Rank:
  Yoritomo Bushi 1 
  Glory: 1.0
  Status: 1.0 
  Honor: 2.5 
  Air: 3 
  Earth: 2 
  Fire: 2 
  Intelligence 3 
  Water: 2 
  Void: 2 
  School/Rank:
  Isawa Shugenja 1
  (air affinity)
  Glory: 1.0
  Status: 1.0 
  Honor: 3.5 
  Air: 3 
  Earth: 2 
  Fire: 3 
  Water: 2 
  Void: 2 
  School/Rank:
  Shiba Bushi 1 
  Glory: 1.0
  Status: 1.0 
  Honor: 3.5 
  
  Fushin. Despite the difference in the clans, she was raised
  to acknowledge both their merits and wears her mother's
  mask as a reminder of her heritage. She seems naïve,
  young and impressionable, but knows far more than she
  lets on. Her stake in the Topaz Championship is to prove
  herself to both clans and see who wants her more.
  Bayushi  Denbe  (Scorpion)  
  Advantages: Crafty, Dangerous Beauty, Voice 
  Disadvantages: Driven (Get Kakita Akemi back),
  Lost Love (Kakita Akemi), Meddler 
  Kata: Striking As Fire
  Skills: Courtier (Political Maneuvering) 2, Defense 3,
  Etiquette (Sincerity) 2, Iaijutsu 2, Investigation 2,
  Kenjutsu (Katana) 2, Kyujutsu 1, Ninja Weapons 1 
  Denbe is kind when he needs to be, but can change
  his attitude at a moment's notice. Initially he acts a little
  shy to befriend other contestants, but considers it just
  good tactics to turn them against one another. His child-
  hood sweetheart is Kakita Akemi, the daughter of the
  tournament's organizer. She has been betrothed to ano-
  ther Crane, but Denbe will do whatever he can to
  impress Akemi and win her back.
  Moto  Xuren  (Unicorn)  
  Advantages: Bishamon's Blessing, Strength of the
  Earth (4 Points)
  Disadvantages: Fascination (old texts), Insensitive,
  Wrath of the Kami (Fire) 
  Kata: Striking As Fire
  Skills: Athletics (Running) 2, Battle 1, Defense 2,
  Horsemanship 2, Jiujutsu 1, Kenjutsu (Scimitar) 2,
  Spears 1 
  Xuren is the eldest of his siblings and his family's
  best hope of gaining power in the Moto family. He is not
  sure of his skills - his younger brother, Xao-Khun, out-
  matches him - but their father wants Xuren to succeed.
  Xuren is more capable than he thinks, but the constant
  pressure from his family doesn't help.
  Usagi  Kamahime  (Hare)  
  Advantages: Daredevil, Quick
  Disadvantages: Brash, Haunted (1 Point), Meddler 
  Kata: Striking As Fire
  Skills: Athletics (Running) 2, Defense 2, Jiujutsu 1,
  Kenjutsu 3, Lore: Kolat 1, Spellcraft (Maho) 2 
  A spring of energy and swordplay, Kamahime can-
  not stop moving. Even between contests or when
  relaxing, her leg shakes nervously. She has been seen
  arguing with thin air. Kamahime is haunted by her cri-
  tical father who considers her a disappointment, rather
  than noticing her skill with weaponry and acrobatics.
  She cannot resist joining in arguments and giving her
  opinion on every topic.
  Hazu  (Ronin)
  Advantages: Quick
  Disadvantages: Bad Fortune (Evil Eye), Forsaken
  Kata: None
  Skills: Athletics 1, Iaijutsu 2, Defense 1, Hunting 1,
  Investigation 1, Kenjutsu (Katana) 2, Kyujutsu 1, Lore:
  Shadowlands 1 
  Hazu's entire existence is one of tragic isolation.
  Born ronin, little better than a bandit, he also bears the
  scars of his lineage. His father died defending the heart
  of the Empire and his family during the fall of Otosan
  Uchi and the destruction of the Yotsu Dojo. Hazu survived,
  rushed from the corrupted city in his mother's arms. 
  But there were stories, whispers and rumors. Many
  believed the child had been touched by the Shadowlands.
  12
  Air: 2 
  Reflexes 3 
  Earth: 2 
  Fire: 3 
  Water: 2 
  Void: 2 
  School/Rank:
  Bayushi Bushi 1 
  Glory: 1.0
  Status: 1.0 
  Honor: 1.5 
  Air: 2 
  Reflexes 3 
  Earth: 2 
  Fire: 2
  Agility 3 
  Water: 2
  Strength 4
  Void: 2 
  School/Rank:
  Moto Bushi 1 
  Glory: 1.0
  Status: 1.0 
  Honor: 2.5 
  Air: 3 
  Reflexes 4 
  Earth: 2 
  Fire: 2
  Agility 3
  Water: 2 
  Void: 2 
  School/Rank:
  Usagi Bushi 1 
  Glory: 1.0
  Status: 1.0 
  Honor: 2.0 
  Air: 2 
  Reflexes 3 
  Earth: 2 
  Fire: 2
  Agility 3 
  Water: 2 
  Void: 2 
  School/Rank:
  Ronin Duelist 1 
  Glory: 1.0
  Status: N/A 
  Honor: 2.5 
  
  Still, his mother was always there, to watch over him
  and guide him. Then the Rain of Blood came. He watched
  it wash over his mother, watched the madness over-
  come her as she struck down those who tried to rescue
  her. Then, she left and he was alone. 
  Hazu has nothing: no home, no family, and few pos-
  sessions. He does, however, have his sword. It's all he
  needs.
  In Attendance
  As the Empire's most prestigious gempukku cere-
  mony, the Topaz Championship is attended by many
  important people. Typically many Crane show up, as
  might be expected, but representatives come from other
  Great Clans as well. In particular, the contest is of inte-
  rest to those who have served or continue to serve as
  sensei. This year, the following important individuals
  are in attendance.
  Kakita  Noritoshi  (Crane)
  [Kakita Bushi 5 / Kenshinzen 3]
  As the Kakita family daimyo and master sensei of the
  Kakita Dueling Academy, the Topaz Championship falls
  directly under Kakita Noritoshi's authority. Although
  Noritoshi is somewhat antisocial, his legendary skill as a
  duelist and sensei ensures that the Championship's host
  is treated with nothing short of respect and awe.
  Miya  Shoin,  Imperial  Herald  (Imperial  Family)
  [Miya Herald 5]
  The Imperial Herald is the Emperor's personal mes-
  senger, and responsible for the Emperor's decrees rea-
  ching even the most distant of his subjects. While
  young, Shoin is devoted to his duties and widely respec-
  ted throughout the Empire. As is customary, Shoin ser-
  ves as the Master of Ceremonies for the Topaz
  Championship, judging with absolute impartiality.
  Akodo  Shigetoshi  (Lion)
  [Akodo Bushi 5 / Akodo War College 1]
  The Akodo provinces are a short distance from
  Crane lands, and the Akodo family daimyo typically
  attends to oversee the Lion's entrants in the competi-
  tion. Shigetoshi is a reclusive daimyo, virtually unk-
  nown outside the Lion Clan. His presence at the contest
  attracts attention, but he is largely unconcerned with
  anything beyond the Lion contestants' performance.
  Isawa  Sachi  (Phoenix)
  [Isawa Shugenja (Earth) 7]
  The Elemental Master of Earth is among the
  Phoenix Clan's most celebrated sensei. Sachi teaches
  many skills beyond those associated with his School,
  and finds the competition of tremendous interest. He
  gladly talks to guests and competitors, but politely refu-
  ses to speak to any representative from the Mantis Clan.
  Mirumoto  Rosanjin  (Dragon)
  [Mirumoto Bushi 5]
  Before he was a general and the Mirumoto family
  daimyo, Mirumoto Rosanjin was a sensei at Iron
  Mountain Dojo, the most illustrious Mirumoto family
  dojo. Rosanjin is renowned for his outgoing nature and
  his pleasant disposition, and is the most approachable
  guest attending the competition.
  Antagonists
  While the characters certainly compete against the
  other contestants, perhaps even in a hostile manner,
  they also come up against Juriken and his cohorts.
  Although his ronin companions should be equally mat-
  ched with the characters, Juriken himself is an extre-
  mely dangerous adversary and should be engaged with
  caution. Facing him at any sort of disadvantage may
  well result in one or more PC deaths.
  Juriken,  Disavowed  Harrier
  Advantages: Heart of Vengeance (Crane), Quick
  Disadvantages: Black Sheep, Driven (Humiliate Crane)
  Kata: Striking as Fire, Striking as Wind
  Skills: Athletics 3, Battle 1, Deceit 3, Defense 3,
  Hunting 3, Iaijutsu 2, Kenjutsu (Katana) 3, Knives 2,
  Kyujutsu 2, Poison 2, Stealth (Ambush, Sneaking) 3,
  Traps 3, Underworld 2
  Daidoji Juriken was a student at Shiro Giji, the hidden
  dojo where the Daidoji Harriers are trained. His skill
  was so impressive that his sensei broke a long-standing
  tradition and allowed him to compete at the Topaz
  Championship. Juriken concealed the questionable
  nature of his training, competed, and won, becoming
  the Topaz Champion four years ago. Juriken went on to
  serve the Daidoji well, but two years after his appoint-
  ment, he was captured during a mission. He was imme-
  diately disavowed by the Crane and cast out, accused of
  working on his own against the Scorpion. Juriken would
  have been executed, but he escaped. He has harbored a
  13
  Air: 2 
  Reflexes 3 
  Earth: 2 
  Fire: 3
  Water: 2 
  Void: 3 
  School/Rank:
  Daidoji Harrier 1
  / Ronin Bushi 1
  Glory: -1.5 (Infamous)
  Status: N/A 
  Honor: 1.2 
  
  terrible resentment of the Crane ever since, aghast that
  they discarded him so readily. Now he plans to sabotage
  the Topaz Championship to give the Crane the disgrace
  they so neatly avoided by casting him out.
  Kota,  Jin,  and  Taka,  Ronin  Accomplices
  Advantages: Bland, Quick Healer
  Disadvantages: Cruel, Greedy
  Kata:  None
  Skills: Athletics 1, Defense 2, Jiujutsu 2, Kenjutsu
  (Katana) 2, Kyujutsu 1, Stealth 2, Underworld 1
  Although never affiliated with the Crane Clan, these
  three ruffians have had difficult lives and are eager to
  make someone, anyone, suffer for it. Juriken's skill and
  passion has been enough to ignite their own need for
  vengeance, and they will do anything to help him
  achieve it. If close to death, however, their conviction
  wavers, and they may attempt to bargain for their lives.
  14
  Air: 2 
  Earth: 2 
  Fire: 2
  Agility 3 
  Water: 2
  Strength 3
  Void: 3 
  School/Rank:
  Ronin Bushi 1 
  Glory: N/A
  Status: N/A 
  Honor: 0.5 
  Synopsis
  1
  Arrival  in  Tsuma
  1
  The  House  of  the  Laughing  Carp
  2
  Poisoned  Water  Sake  House
  2
  Medinaat-aal-SSalaam
  2
  The  Kakita  Dueling  Academy
  2
  The  Topaz  Championship
  2
  Day  One
  3
  Sumai
  3
  Heraldry
  3
  Athletics
  3
  Horsemaship
  4
  Law,  Etiquette  &  Bushido
  4
  Evening  Encounters
  4
  The Price of Indulgence (Agasha Hanori)
  4
  The “Secret” Duel (Mirumoto Otakan, Kakita Shino)5
  Right Gifts (Hazu, Tamori Gojinka)
  5
  Flawed Visions (Kakita Shino, Usagi Kamahime) 5
  Farmers
  5
  The Crab
  5
  Angry Mountains (Agasha Hanori)
  6
  Poisoned Words (Shiba Takako)
  6
  Forgotten Blade (Akodo Shotaka)
  6
  Day  Two
  6
  Weapons
  6
  Poetry
  7
  Go
  7
  Courtier
  7
  Hunting
  7
  Evening  Encounters
  8
  Day  Three:  The  Championship
  8
  The  Topaz  Championship
  8
  Epilogue
  8
  Contestants
  9
  Hiruma  Do  (Crab)
  9
  Doji  Wakao  (Crane)
  9
  Kakita  Shino  (Crane)
  10
  Mirumoto  Otakan  (Dragon)
  10
  Tamori  Gojinka  (Dragon)
  10
  Akodo  Shotaka  (Lion)
  10
  Kitsu  Konoko  (Lion)
  11
  Yoritomo  Yuriko  (Mantis)
  11
  Agasha  Hanori  (Phoenix)
  11
  Shiba  Takako  (Phoenix)
  11
  Bayushi  Denbe  (Scorpion)
  12
  Moto  Xuren  (Unicorn)
  12
  Usagi  Kamahime  (Hare)
  12
  Hazu  (Ronin)
  12
  In  Attendance
  13
  Kakita  Noritoshi  (Crane)
  13
  Miya  Shoin,  Imperial  Herald  (Imperial  Family)
  13
  Akodo  Shigetoshi  (Lion)
  13
  Isawa  Sachi  (Phoenix)
  13
  Mirumoto  Rosanjin  (Dragon)
  13
  Antagonists
  13
  Juriken,  Disavowed  Harrier
  13
  Kota,  Jin  &  Taka,  Ronin  Accomplices
  14
  Sidebars
  Who  Wins  These  Things  Anyway?
  2
  Tsu  Fish
  7
  The  Doji  Majistrate  School
  9
  Contents
  
SOURCE: textdata/thevault/Legend of the Five Rings (d20) [multi]/3rd Edition/L5R 3e - Adv - The Topaz Championship.pdf