TEXT: 1
  
  2
  Mis  t s 
  Mis  t s 
  o f  A k u m a
  o f  A k u m a
  A Fifth Edition adventure for 4 to 6 PCs of 6th –7th level.
  Author 
   
   
  Mike Myler
  Cover Artist 
   
  Dean Spencer
  Interior Artists 
   
  Nathanael Batchelor, Jacob Blackmon, 
    
   
   
   
  Dean Spencer, Ryan Sumo
  Layout Artist  
   
  Mike Myler
  Graphic Artist  
   
  Mike Myler
  Cartographer  
   
  Mike Myler *
  Publisher   
   
  Storm Bunny Studios
  Special Thanks   
  Stephanie Connors
  *Some map icons from “Cityographer Modern Map Icons”, “Cityographer Medieval Map Icons”, “Cityographer Post-
  Apocalyptic City Map Icons”, and “Cityographer Futuristic City Map Icons” by artist Keith Curtis and “Dungeonographer 
  Dungeon Map Symbols/Icons” by artists Robert Altbauer & Keith Curtis.
  Open Content: Subject to designation as Product Identity (see below), the only portion of this Stormbunny Games 
  product designated as Open Game Content is the rules content (creature stat blocks and names of skills, etc., taken from 
  the SRD) as defined in the Open Game License version 1.0a Section 1(d). The front and back cover, back matter, introduc-
  tion and Credits page, as well all other parts of this product including all text not specifi cally designated as Open Game 
  Content is not Open Game Content. No portion of this work other than the material designated as Open Game Content 
  may be reproduced in any form without written permission.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 
  1.0a, Section 1(e), and are not Open Content: Stormbunny Studios, the Stormbunny Studios Logo, the Mike Myler logo, 
  Mists of Akuma, as well as all trademarks, registered trademarks, proper names (including the names of each character, 
  location, item or monster unique to this product), dialogue, plots, storylines, locations, characters, artworks, and trade 
  dress, but excluding any content that is Product Identity of Wizards of the Coast. (Elements that have previously been 
  designated as Open Game Content are not included in this declaration.)
  Reference in non-Open Game Content (thus not covered by the Open Game License) in this work to content owned by 
  others is not a challenge to their ownership and is used under Fair Use.
  Characters........................4–6
  Human NPCs...............4–5 
  Inhuman NPCs............5–6 
  Hebi NPCs.........................6
  Samon (Map)........................7 
  The City of Samon.........8–9 
  Player Handout 1.................9 
  Prologue..................................9
  Act 1: A Disenfranchised 
   
   
  Court..........10 
  Player Handout 2............................11
  Act 2: Finding the Fangs...12–16 
  Act 3: Chujiang Gardens
   
   
   Rendezvous...16–19 
  Mists of Akuma................................20 
  Act 4: Kiri Utamara's Fate.....21–24 
  Epilogue.............................................24 
  Hengeyokai Racial Traits.............25 
  True Hebi Template.......................26 
  New Attributes........................27–28
  Dignity.........................................27 
  Haitoku.........................................28
  Codex.........................................29–35
  Adeddo-Oni........................29–31
  Adeddo-Oni Template.....29 
  Adeddo-Oni Hunchling...29 
  Adeddo-Oni Mage............30 
  Adeddo-Oni Ninja..............30 
  Adeddo-Oni Samurai.......31 
  Factory Worker.........................31 
  Nüwa the Brute......................32 
  Wajdet the Charlatan.............32 
  Hengeyokai Ninja...................33 
  Hebikontorōra...........................34
  
  3
  The PCs are bid to join the court of Lord Eidaru Hakaisuru in the city of Samon, summoned there by a missive 
  from a Talon of the Hawk. The bengoshi will not be present to meet the adventurers but the letter (which car-
  ries great authority, including a death sentence should it be ignored) bids them to seek out the city’s master 
  for further instructions on a task deemed most dire. To flush out the saboteurs in the settlement the nearby 
  Fudōsoge Sniper known as 9th Arrow has ordered for deputies to be acquired from outside of its borders so 
  that they might better infiltrate the Fang, a group of workers that have gathered together to rebel against the 
  powers that be, starting trouble in Samon and disrupting the city’s important industry. 
  What the adventurers stumble upon is a far more dire threat to the region and indeed, all of Soburin.
  Half a millennia in the past the Gekido Clan were infiltrated and suborned by the deadliest variety of 
  hengeyokai: hebi. The snake folk were all but rooted out of the family’s servants by Lady Jikiri Gekido over 
  three hundred years ago, ending their influence over the prefecture, but a thirst for vengeance remained. In 
  an attempt to win back the honor lost to him after a disastrous duel against a Hakaisuru warrior, Umesaka 
  Utamara absconded from Chishi with a scroll containing the suspected names and locations of all the hebi 
  in Soburin, giving the document to the ceramian General Beauregard Castrith with hopes it would lead to 
  the serpentine shapechangers’ eradication. The Kengen Occupation attempted to capture a few hebi but 
  their lethality quickly led to the genocide that Umesaka hoped for, though his family’s honor was still brutally 
  wounded.
  Or so it seemed. 
  The snake folk that survived banded together into a powerful cult of secrecy that evaded the invaders 
  for over a century and a half, bolstering their numbers with lesser offspring mixed with the blood of humans. 
  Now that the prefectures are gripped by the chaos of the Mists of Akuma the hebi hengeyokai are exiting the 
  shadows to reign supreme among the shapeshifters of Soburin once more—starting with taking their ven-
  geance and destroying the Utamara line. Only two more remain, an old war hero named Marusaka and his 
  niece Kiri hiding in the capital of Hakaisuru (where no one would expect to find him) and though few know it, 
  the role the girl plays in the struggles of the hebi is far greater than any of her ancestors and more than one 
  kind of hengeyokai seek to acquire her for their own gain.
  Fangs of Revenge is set in Mists of Akuma but can easily be placed 
  into any eastern fantasy setting, although GMs will need to make 
  several adjustments if they transport it outside of Soburin. If you 
  are running this in Mists of Akuma, you have a unique opportunity 
  to showcase a number of key themes that are pivotal to the set-
  ting. These themes include: depravity and pragmatism (see the 
  Dignity and Haitoku attributes), the heresy of science, the intrigue 
  among the ruling caste and the peasantry, and a diverse array of 
  races aligned with or arrayed against one another. 
   
  This adventure does an excellent job of bringing many of 
  these themes into the fore and while it is certainly enough to be 
  a worthwhile addition to an individual campaign, it truly shines 
  when worked into the larger tapestry of Mists of Akuma. In ad-
  dition to a preview available on distributor sites where the cam-
  paign setting book is sold, there are five free PDFs you can find 
  via our website (www.mistsofakuma.com) for more information.
   
  Before starting this adventure, GMs should note that Fangs 
  of Revenge is not intended to be module where the adventurers 
  achieve complete success. In the Mists of Akuma victories are pyrrhic and are only won after truly 
  hard fought conflicts. The world around Soburin is decaying and doomed to fall, its peoples are 
  paranoid and ruthless, and for all the talk of nobility there is sadly very little to be found. Though 
  they do not play a crucial role in the module itself, the intrigues between the various clans are many, 
  varied, and endless, and PCs from different prefectures should act accordingly (though to 
  survive they will be forced to work together).
  
  4
  Human NPCs
  ●	 9th	Arrow	(Female	soburi	elite	soldier;	see	Fudōsoge	Sniper	in	the	Codex	chapter) 
  Role: Agitator and commander of the local Fudōsoge Snipers
  Disposition: Dismissive and secretive
  9th Arrow is the master commander of Hawkspire and was the initial impetus 
  for a bengoshi to organize an investigation into Samon. She suspects Besko 
  Earthknuckle of inciting rebellion with the Fangs and seeks justification to 
  kill her, belaying Lieutenant Toyoruma from blaming and executing Magdo  
  (something sure to inflame the fires of insurrection).
  ●	 Harold	 Itrikasu	 (Male	 ceramian	 inventor;	 Commoner	
  with	advantage	on	checks	related	to	technology) 
  Role: Local outcast with a secret
  Disposition: Polite but withholding and distant
  As a foreign-borne citizen (descended from ceramians), 
  Harold is still ostracized by the town despite living there his 
  entire life. For all that he is still a master hikōsen builder and valued by the local govern-
  ment, but if they were to find out he supports the Fang rebels that might change very 
  quickly (though his secret relationship with 9th Arrow might save him from execution).
  ●	 Kiri	Utamara	(Female	soburi	priestess;	Acolyte)	
  Role: Last of the Utamara line wanted by factions in Samon
  Disposition: Quiet and composed
  Kiri is a young yamabushi unknowingly bestowed with great 
  ancestral power as she is the very last Utamara to walk the lands of Soburin. 
  Several kinds of hengeyokai seek to capture her, using the power of her  
  essence to restore their kin, but the Fang rebels are hiding her at the behest  
  of her uncle Marusaka.
  ●	 Lieutenant	Nishihara	Toyoruma	(Male	soburi	soldier;	Knight) 
  Role: Unfulfilled local commander of the Hakaisuru army
  Disposition: Impatient and boorish
  Though he is publicly the highest-ranking military officer in 
  Samon, Nishihara is a thuggish idiot and warhawk that blames
  all of the town’s problems on the Gekido Clan. He wants to root through every house 
  to undo any rebellion, murdering the presumed leader of the Fangs, but his authority is 
  limited by 9th Arrow (much to his frustration).
  ●	 Lord	Eidaru	Hakaisuru	(Male	soburi	noble;	Cultist)
  Role: Lesser noble of the Hakaisuru Clan punished to govern 
  Samon and black smoke addict
  Disposition: Disinterested and overprivileged
  Eidaru is a lesser cousin of Lady Chujiang that dishonored  
  himself in her court in Shageki; he knows that there are rumors of hibe in the town 
  but doesn’t believe it, disregarding them as myths, “drummed up by black smoke 
  addicts” and he is far more concerned of a potential workers strike led by the group 
  of malcontents known as the Fangs.
  ●	 Marusaka	Utamara	(Male	soburi	war	hero;	Gladiator)	
  Role: Old warrior from Gekido hiding his niece in Samon
  Disposition: Defensive and paranoid
  A veteran of many battles, Marusaka saw the dangers threatening his kin too late and  
  hurriedly rushed his niece to hide in Samon in the Hakaisuru 
  Prefecture, home to his ancestral nemeses. He has called 
  upon an old friend for help and was put into contact with the 
  Fang rebels, who hide his last living relative as he tries to 
  secure secret passage out of the settlement on the railroad. 
  ●	 Miyako	Tazuki	(Male	soburi	businessman;	Commoner	with	
  advantage	on	Deception,	Insight,	and	Persuasion	checks) 
  Role: Local head for the Tazuki Rail Company
  Disposition: Marginalizing and suspicious
  At the behest of his consort Xishani, when the most powerful 
  
  5
  businessman in Samon was approached by Marusaka Utamara (seeking clandes-
  tine passage) he took the old warrior hostage. He has no idea that his lover is an oni 
  sewing chaos in the town, nor does he realize she tortures his captive daily trying to 
  find out where Kiri Utamara has been hidden.
  ●	 Seimaru	Fudo	(Female	soburi	businesswoman;	Commoner) 
  Role: Owner of the most popular tea house in Samon
  Disposition: Polite but guarded
  Seimaru is extremely proud of her family’s heritage and suffers no threats to their 
  millennia-old business, refusing to take sides in any conflicts in Samon. She has 
  several sons and nephews that enforce the neutrality of their hotel and tea house, 
  making certain it is a safe place for everyone in the settlement to visit regardless of 
  feuds or politics.
  ●	 Tabata	Jotaro	(Male	soburi	businessman;	Cultist) 
  Role: Disliked Overseer at Tazuki Manufacturing
  Disposition: Obsessive and serious
  The boss of Tazuki Manufacturing has few friends in Samon and receives even 
  less sympathy from the rest of the town. He has been approached by Hyan and 
  agreed to work with the kitsune because she promises to reveal who the true 
  leader of the Fangs is along with evidence enough to have the insurrectionist 
  arrested, even willing to kill him, so long as she receives Kiri Utamara in return.
  Inhuman NPCs
  ●	 Besko	Earthknuckle	(Female	enjin	laborer;	see	Factory	Worker	in	the	Codex)	
  Role: Ape folk factory worker and true leader of the Fang rebels hiding Kiri Utamara
  Disposition: Modest and protective
  Besko is convinced that something drastic needs to happen to make life equitable 
  for her fellow factory workers and to that end she has formed the Fangs, a group of 
  rebels devoted to making life equitable for the laborers in Samon. A mutual friend 
  put her in contact with Marusaka Utamara and being protective she agreed to hide 
  the girl while he seeks passage for them out of the town, seeking out allies to render 
  aid to the enjin’s plight. 
  ●	 Hōron	Zuruyi	(Female	nezumi	hengeyokai	thief;	
  see	Hengeyokai	Ninja	in	the	Codex)
  Role: Rat folk thief looking for Kiri Utamara
  Disposition: Opportunistic and sneaky
  Seers in Yokuba foresaw the events leading to Kiri Utamara 
  becoming the last of her familial line and the eavesdropping 
  Hōron quickly moved to acquire her for herself to sell to the highest bidder.
  ●	 Hyan	Kishi	(Female	kitsune	hengeyokai	ninja;	see	
  Hengeyokai	Ninja	in	the	Codex)	
  Role: Fox folk ninja looking for Kiri Utamara
  Disposition: Altruistic and mysterious
  This kitsune foresaw Kiri’s plight in a dream and seeks the
  the girl so that upon the last of the Utamara’s natural death  
  her soul can be absorbed into Soburin to empower the kitsune to their former glory—
  provided that Kiri never reproduces and dies of natural causes.
  ●	 Juyin	Tsabuto	(Male	usagi	hengeyokai	archer;	see	Hengeyokai	Ninja	in	the	Codex)	
  Role: Rabbit folk looking for Kiri Utamara
  Disposition: Aloof and flighty
  During a night of drinking in Mokuteki the thief Hōron Zuruyi 
  bragged about how capturing Kiri Utamara was going to  
  bring her great wealth—and why. With a bit of research the usagi realized she 
  might be right and seeks to capture the last of the Utamara line to pulp her,  
  making an alchemical potion that will increase the fertility of any other rabbit 
  hengeyokai that consume it.
  ●	 Magdo	(Male	mutant	laborer) 
  Role: Factory worker and false leader of the Fang rebels
  Disposition: Boorish and braggadocious
  Many people have started to look up to Magdo and though he isn’t sure 
  why, he doesn’t mind the attention and respect. Most of the town suspect 
  
  6
  he is the leader of the Fang but the mutants still hasn’t realized it; he is just loud 
  and stupid and hard to ignore, particularly when complaining about work.
  ●	 Yuro-Sa	Lilyfire	(Female	pyon	alchemist;	Cult	Sorcerer) 
  Role: Frog folk potion master and rumormonger looking for 
  Kiri Utamara
  Disposition: Haughty and talkative
  It wasn’t long before the hengeyokai searching for Kiri Uta-
  mara came to the attention of the owner of Samon’s premier 
  rumormill and the frog folk potion brewer has thrown in her 
  lot with Juyin Tsaboto. She is confident that some of the spe-
  cial girl’s body won’t be needed by the usagi and that any bit 
  of such a person would do much to empower her potions.
  Hebi NPCs
  Note: The GM should share the other portraits of NPCs with the adventurers, it is  
  recommended that serpentine characters are kept from the party’s notice until the reptilian presence in Samon 
  is discovered. At the GM's discretion, hebi thugs may use Hengeyokai Ninja statistics.
  ●	 Fu	Xi	(Genderfluid	hebi	hengeyokai	thug;	Cult	Fanatic) 
  Role: A lesser hebi looking for Kiri Utamara, the blunt tool of the true hebi Nüwa
  Disposition: Direct and intimidating
  Fu Xi is a snake folk henchman that takes a very thuggish approach to zir work, 
  trying to capture Kiri Utamara on behalf of zir master Nüwa by using intimidation 
  and stealth to find and coerce the Fangs (tactics that have led zir to pursue the 
  rebel group but not much else).
  ●	 Jittar-Yi	(Genderfluid	hebi	hengeyokai	thug;	Spy) 
  Role: A lesser hebi looking for Kiri Utamara, the subtle tool of 
  the true hebi Wajdet
  Disposition: Coy and curious
  Jittar-Yi is a snake folk that has insinuated zirself among the  
  workers of Kazuki Manufacturing, slowly infiltrating the rebel group the Fangs (enough 
  that ze knows the group is hiding Kiri Utamara, whom zir master Wajdet desperately 
  wants).
  ●	 Nüwa	(Genderfluid	true	hebi	hengeyokai	mastermind;	
  see	True	Hebi	in	the	Codex)	
  Role: A true hebi hiding outside of Samon looking for Kiri 
  Utamara
  Disposition: Angry and impatient
  Nüwa is a true hebi that wants to capture Kiri, posing as Yagi Kageyasu (a travel-
  ing gambler and gangster running games for the local labor force) using brutal 
  and savage tactics that have served zir well in the past two centuries of hiding 
  beneath the Kengen Occupation.
  ●	 Ohta	Keisaru	(Genderfluid	hebi	hengeyokai	saboteur;	
  Veteran	with	advantage	on	Deception	checks) 
  Role: Lesser hebi insinuated into Samon, searching for Kiri
  Disposition: Charismatic and well-mannered
  Ohta is a snake folk that has lived in the town for some time, disguised as a comely 
  weapons merchant well-known to and well-liked by the citizenry. “She” works for both 
  Fu Xi and Nüwa, but zir truest allegiances and loyalties are with zirself and no other.
  ●	 Wajdet	(Genderfluid	true	hebi	hengeyokai	mastermind;	see	True	Hebi	in	the	Codex) 
  Role: A true hebi lurking in Samon looking for Kiri Utamara
  Disposition: Careful and clever
  Wajdet is trying to capture Kiri from within the town, imper-
  sonating a young noble woman (Iwai Hazumi) to curry the fa-
  vor of the elite while zir servant Jittar-Yi infiltrates the Fangs.
  ●	 Xishani	(Female	oni	ne’er-do-well;	see	Hebikontorōra	in	the	Codex) 
  Role: An oni that has tricked a local businessman into having her as a consort
  Disposition: Deceptive and inquisitive
  Xishani is a reckless in pursuit of Kiri, hoping that the true hebi will make her 
  one of them. She is the most likely to give away serpentine folk's presence, 
  though her place in Samon is well-insulated by the powerful Miyako Tazuki.
  
  7
  
  8
  Samon is a city with a feature unseen in most areas of Soburin: a working system of railroads. Between the 
  wealth of the Tazuki family and the support of the Fudōsoge Snipers (with their nearby training facility of Hawk-
  spire), Lady Chujiang was convinced that it would be acceptable to have such technology so long as it was 
  newly manufactured and utilized to serve her clan, carrying their agents swiftly from one end of the prefecture 
  to another. All of it has been a deception by the upstart nobles of the city, a way to both spit in the face of the 
  weakness exhibited by Emperor Hitoshi and a means to swiftly deploy a swathe of agents to dispatch their 
  hated rivals the Gekido in a wave of floating death atop hikosen rapidly carried across Soburin by rail.
   
  The great resentment the nobles of Samon hold for Emperor Hitoshi is not unwarranted—at the be-
  ginning of his rebellion 10 years ago the settlement was utterly decimated, its docks completely destroyed to 
  prevent the Kengen Occupation from easily supplying their forces in northern Soburin. Still under foreigner 
  control the entire city was rebuilt in the style and fashion of Ceramia, and what industry survived the end of 
  the conflict has been converted for use by the Tazuki Rail Company. There are other facets of technology to 
  be found (including firearms) but the kyūseishu poles that run along the length of track laid down by the Tazuki 
  Rail Company carry electricity enough to power lightning lanterns that encircle the city, offering some measure 
  of safety for those who can reach and climb them fast enough to avoid the Mists of Akuma when the corrupting 
  fog falls on Samon.
  The City of Samon
  The City of Samon
  Branching Fields
  This area of the city is home to the newly immi-
  grated laborers for the Tazuki Rail Company, many 
  of them inhumans. Ostensibly it is a nicer area of 
  the settlement but lately the presence of Hakaisuru 
  soldiers on patrol here have increased, only further 
  exacerbating the unrest gripping Samon and mak-
  ing it a hotbed for new recruits to the Fangs (which 
  in turn prompts Lieutenant Toyoruma to send more 
  troops to frequent its streets). 
  Chujiang’s Gardens
  Lady Chujiang Hakaisuru herself came to visit 
  Samon shortly after the end of Hitoshi’s Rebellion 
  to oversee the workings of the Tazuki Rail Company 
  before giving their efforts her blessing. In honor of 
  her visit the former master of the city, Lord Goto, 
  attempted to further curry her favor by building a 
  fine garden in her honor. She had him slain in its 
  center after publicly shaming him for his sympathy 
  to the Kengen Occupation, ensuring that the town’s 
  populace remember whom their masters are and 
  that they only dabble in heretical technology by her 
  good graces. 
  Fudo Tea House
  The Fudo Tea House has been in operation for 
  many centuries, established during the Ichizoku 
  Wars in Soburin’s distant past and run by its fam-
  ily. What was once a small eatery has become a 
  sprawling hotel, so treasured by the invading sol-
  diers and native soburi alike that it was one of the 
  few buildings to survive the decimation of Hitoshi’s 
  Rebellion. Its current keeper, Seimaru Fudo, does 
  not tolerate any kind of trouble however and she 
  works hard to keep her tea house from erupting in 
  violence or becoming the target of the military’s ire.
   
  Hakaisuru Court
   
  Unlike most noble courts the inner domain 
  of Lord Eidaru Hakaisuru is housed in a very mod-
  ern building constructed over the remnants of its once 
  stately traditional manor. There is the common squab-
  bling and feuding between lords to be found within the 
  basic functionaries of the Masuto government here 
  but most appalling is the brazen disdain those within 
  show for the Emperor, openly mocking Hitoshi Masuto 
  and vocally deriding his edicts.
  Hakaisuru Military Station
  Ostensibly the protectors of Samon, the troops and of-
  ficers serving under disgruntled Lieutenant Nishihara 
  Toyoruma work from the former site of the ceramian 
  military presence during the Kengen Occupation. It 
  would make for an excellent fortification were it not 
  for the dozens of prisoners held within cells inside, a 
  cyclical process that neither seems to turn up dissent-
  ers or discourage others from heeding their cause. 
  No prisoner has yet managed to leave without being 
  bid to do so—it is a veritable fortress and its hawkish 
  minder enforces strict discipline to ensure his troops 
  are always at the ready for battle.
  Hawkspire	
  This military outpost overlooking Samon appears to be 
  nothing more than a simple, tall structure from which 
  scouts can spot the Mists of Akuma coming, able to 
  ring a large bell to warn the town to seek shelter. In 
  actuality it plays an even more important role, acting 
  as a training area for the Fudōsoge Snipers under the 
  tutelage of 9th Arrow. Few of the town’s citizens know 
  the true role Hawkspire plays and those that do are 
  very quiet regarding the elite warriors of the prefec-
  ture, knowing all too well what rewards await those 
  with too loose of a tongue in Hakaisuru.
  Itrikasu’s Hikosen
  In addition to allowing Samon to keep the Tazuki Rail 
  Company, the master of Haikaisuru has given Harold 
  Itrikasu the right to fashion aircraft in the town (and 
  for those in the know, keeping a steady supply of  
  i
  
  9
  equipment and parts for the Fudōsoge Snipers in 
  Hawkspire). As the establishment owned by the ce-
  ramian with the highest station of respect in the settle-
  ment it is a locus for foreigner-borne travelers seeking 
  work, shelter, or help. 
  Keisaru’s Armaments
  Everyone in the settlement thinks well of the owner 
  of this armaments shop, selling armor, blades, fire-
  arms, tools, and all kinds of metalcraft to everyone in 
  Hakaisuru regardless of their allegiances. Its owner 
  is well-liked and known to be willing to look the other 
  way when someone presents her with proposals that 
  are not entirely legal, making ever more popular 
  Noble’s Square
  The beautiful manors and houses abutting Hakaisuru 
  Court are of course where the town’s nobles live, far 
  removed from the foreign and inhuman squalor of the 
  laborers in the Branching Fields. Each of the homes 
  is only a few decades old, newly built after Samon’s 
  destruction and constructed in the ceramian style—
  there are none of the sweeping arches or dedication 
  to symmetry found in traditional soburi architecture, 
  only the practical philosophy of the foreign invaders—
  making them difficult to burgle or infiltrate.
  Old Quarter
  Successful business owners in Samon that don’t live 
  above their stores have homes on the northwestern 
  edge of the town clustered around the local Hakaisuru 
  garrison. Their houses are modest but traditional, built 
  from the wreckage of the town’s destruction years ago 
  but lovingly maintained by patriotic soburi craftsmen, 
  bringing just a touch of artistry to the settlement’s for-
  eign pastiche. 
  Potions of Yuro
  Though a few amateur alchemists in Samon dabble 
  in potion brewing, only the Yuro-Sa the frog folk has 
  any true talent for it. The pyon keeps an impressive 
  garden blessed by yamabushi every month to keep 
  the climate around it in good accord, able to sustain a 
  wide variety of plants from all over Soburin. She has 
  insight beyond her years and the town looks to her as 
  a wise woman of sorts, offering herbal remedies and 
  advice to the rumormongering busybodies that gather 
  around her porch throughout the day.
  Riverside
  With the Tazuki Rail Company practically taking over 
  Samon, there is little demand for plying the river—
  when the Mists of Akuma appear it is far better to be 
  locked away inside of one of the Tazuki “iron horses” 
  than it is to be on the water. A few captains still ply the  
  waterway but they are few and far between, though 
  on the whole they are fairly well-informed about the 
  goings on in the town and are (as many sailors tend 
  to be) quite loose with their lips.
  Tazuki Manufacturing
  Two blocks of north Samon are dedicated to in-
  dustry, used by the Tazuki Rail Company to craft 
  tracks taken to the loading station on the edge of 
  town and shipped away to expand the stretch of the 
  line further east and west. The demands on produc-
  tion have only been increasing and Overseer Jotaro 
  runs a tight ship, constantly raising worker quotas; 
  though there is little love for him among his under-
  lings, the settlement’s nobles are always working 
  to curry his favor and late night visitors to Tazuku 
  Manufacturing are extremely common.
  Tazuki Rail Station
  Samon’s largest building is filled with four stories of 
  offices for the Tazuki Rail Company. Engines and 
  other parts for rail maintenance are tweaked and 
  constructed on the first two floors, bookkeeping and 
  records occupy the third, and the management of 
  the company dwell on the top floor alongside its 
  Chief of Operations, Miyako Tazuki. Only employ-
  ees of the company are allowed inside but rumors 
  have it that Mr. Tazuki has a female visitor that has 
  fast become a fixture in his office, though all inqui-
  ries by the Hakaisuru military or nobles regarding 
  the matter insist it is dissident talk spread by the 
  Fang.
  The adventure begins when the PCs are in a tea 
  house and receive a missive from one of the secre-
  tive bengoshi of the Hakaisuru Prefecture. GMs are 
  encouraged to include this at the end of a previous 
  adventure or even to summarize this event and the 
  subsequent travel to Samon. If playing with a new 
  group or players that are new to Mists of Akuma, 
  include a random encounter or two on their journey 
  to the city to accustom the PCs to the setting (pref-
  erably one that involves deception in some 
  way or, as foreshadowing for what’s to come, 
  something serpentine).
  
  10
  Read the following when the PCs reach Samon:
  Samon is a sight unlike many others in Soburin. 
  Though it has all the businesses and denizens 
  one would normally expect to find in a town of its 
  size, the architecture of its buildings isn’t native 
  to the continent and curious steam-powered con-
  traptions driven on rails surround the settlement. 
  Even so the smell of cooked food pervades the 
  air alongside the industrial tang of smoke belch-
  ing from factories to the north, beckoning to you 
  with the scents of civilization. The further into the 
  settlement you step the more commonly you see 
  billets and posters aggrandizing “worker coop-
  eration” alongside lists of the benefits one gains 
  from labor. Looking away from the propaganda 
  and up at the faces of this place’s citizens you 
  see judgment in their gazes, though what they 
  might be measuring remains in question.
  The Talon of the Hawk’s letter told the PCs to head 
  straight to Lord Eidaru’s court on the western edge 
  of the city but they should immediately notice the 
  class struggle gripping Samon as they head through 
  town. Shops and businesses that are catering to the 
  well-to-do have no traffic from laborers and likewise 
  in enough of a disparity that it is picked up on auto-
  matically by anyone with a passive Perception of 13 
  or higher.
  The Disappointments of Lord Eidaru
  Not only has Lord Eidaru been relegated to rule over 
  one of the least appealing places in the Hakaisuru 
  Prefecture, he is constantly overshadowed by the 
  doings of the Tazuki Rail Company and powerless 
  in the face of the nearby fudōsoge sniper training 
  facility of Hawkspire, not to mention the conspiring of 
  the nobles in his court. The incredulity and affrontery 
  of a possible worker’s rebellion has utterly incensed 
  Lord Eidaru, who only learned of it very recently (af-
  ter carefully reading the orders for the party in Player 
  Handout 2). When the party is introduced to Lord 
  Eidaru’s court, read the following:
  As you are being taken up one side of a grand 
  stairway that enwraps the large chambers of the 
  Hakaisuru Court by a man that introduces himself 
  as Majordomo Yunasuke, a gruff voice rings out 
  from above, “Be gone with you, I say!” Soon af-
  ter a coterie of nobles—resplendent in the latest 
  soburi fashions, their faces hot with frustration—
  stream down the steps opposite you. “Damnit I 
  mean you all! Be gone!” A few stragglers practi-
  cally sprint out of the room as you reach its en-
  trance, seeing Lord Eidaru Hakaisuru with an 
  expression of complete exasperation. At first he 
  glares at you but his majordomo rushes forward 
  and whispers in his ear, prompting the man to  
   
   take on a far more congenial countenance.  
   
   He opens a box beside his seat and begins  
   
   to pack a pipe with black tar, beckoning you 
  Act 1: A Disenfranchised Court
  Act 1: A Disenfranchised Court
  forward with the smoking implement and nod-
  ding for Yunasuke to depart. “I apologize for that 
  display, it was most unseemly. Welcome to the 
  Court of Hakaisuru in Samon.”
  It should quickly become clear to the PCs that Lord 
  Eidaru has become addicted to black smoke and he 
  is not a gracious enough host to share the drug. The 
  disinterested noble tells the PCs the following, but if 
  they are not engaging enough by asking questions 
  or flattering him he gradually falls asleep after re-
  vealing the first three facts.
  ● Though he loves Emperor Hitoshi Masuto, not all 
  of the town’s nobles have forgiven the decima-
  tion of Samon at the end of the Kengen Occupa-
  tion and Eidaru’s loyalty is stronger than theirs.
  ● The presence of the Tazuki Rail Company has 
  allowed the settlement to flourish and prosper, 
  and if the industry is able to spread it may pos-
  sibly lead to saving lives by making a reliable 
  means to rapidly evacuate towns or even cities.
  ● Recently there has been talk of a rebellion 
  among the workers that make the Tazuki Rail 
  Company and Samon function so well. Magdo 
  the mutant is thought to be leading this insurrec-
  tion but having him fired or exiled will surely only 
  worsen the situation.
  ● Animal trickery has been on the rise as of late. 
  None are sure whether it is because of hengeyo-
  kai, unruly kami spirits, or the doings of a magi-
  cian, but mischief of some kind is afoot.
  ● Just as he falls asleep, he says something about 
  “nine arrows” and “ceramian perverts” though 
  any PC with a passive Perception of 14 or higher 
  hears “ninth arrow” and “ceramian pervert” (sub-
  tle but crucial differences).
  The court’s majordomo, a loyal and subservient 
  functionary named Coda Yunasuke, steps into the 
  chamber and bids the party to collect their belong-
  ings. He assures them that Lord Eidaru has simply 
  worked too hard today and that his master is simply 
  in need of rest. Majordomo Coda gives the adven-
  turers the orders sent from Talon of the Hawk 13 
  (any PC with a passive Investigation score of 15 or 
  higher notice the scroll has been carefully resealed) 
  and then ushers them back out of the building and 
  onto the streets of Samon. 
   
  After this event the party can explore Samon 
  and run across the cast of characters in Fangs of 
  Revenge. While they may brush against the true de-
  ceptions embroiled under the town’s surface, at this 
  point in the adventure they should suspect any ten-
  sions or odd behavior from residents to be related to 
  the Fangs rebels (not hebi hengeyokai or Kiri Uta-
  mara).
  
  11
  Though the 
  Kengen 
  Occupation 
  may have 
  come to an 
  end a decade
  ago, the 
  aftershock of 
  the foreigner's
  oppressive
  rule—divisions
  among soburi
  natives, fear of
  technology, and
  the paranoia of
  untrustworthy
  neighbors—
  are strong still, 
  coloring every
  day life with a 
  pall of 
  darkness
  nearly as 
  unsettling
  as the Mists
  of Akuma.
  
  12
  Act 2: Finding the Fangs
  Act 2: Finding the Fangs
  The adventurers have to find the Fangs before they are 
  able to infiltrate or track the rebels, but fortunately the 
  settlement is uniquely diverse in comparison to many of 
  its peers in Soburin thanks to the demands of its labor 
  force. Tazuki Rail Company has drawn a wealth of inhu-
  mans into the town to forge tracks in its factory complex 
  and extend the line across the Hakaisuru Prefecture, and 
  the collective memory of Hitoshi Masuto’s destruction of 
  Samon has made it a place suspicious of government 
  intrusion. These factors make it an easy environment for 
  foreign born and inhumans to commiserate with soburi 
  and one another without raising too many eyebrows, 
  though in practice the locals are still extremely tightly-
  knit and can be quite loyal to one another.
  FAVOR POINTS. For every task the PCs accomplish in 
  Samon that would endear them to the Fangs, they gain 
  1 favor point. When they have accrued 3 or more favor 
  points the rebel group assesses and approaches them 
  the following evening, even offering membership should 
  the adventurers have 5 favor points by then.
  Branching Fields. Befriending the locals in the Branch-
  ing Fields is tough as the PCs are seen as outsiders but 
  a cursory DC	12	Intelligence	(Investigation)	or	DC	13	
  Charisma	 (Persuasion)	 check while canvassing the 
  area reveals discontent about the frequency of military 
  patrols. Should the party successfully convince Lieuten-
  ant Toyoruma to loosen his grip on the neighborhood—
  accomplished with an exceptionally well-reasoned argu-
  ment and DC	16	Intelligence	check or a difficult DC	18	
  Charisma	(Persuasion)	check—the citizens here take 
  a liking to them but none claim to know the Fangs. This 
  is of course untrue and the PCs gain 1 favor point if they 
  manage to make the patrols less frequent.
   
  Houses in the Branching Fields are easy to break 
  into (not highly secured and often empty as their owners 
  are out on the track) but have very little of value within. 
  When the PCs search through a home in the area, roll 
  1d20; on a result of 17 or higher they find evidence with 
  scrolls referencing the “Lead Fang” but nothing more 
  than propaganda pamphlets (owned by someone too 
  far away to contact or interrogate). Adventurers that are 
  caught breaking into a home lose 1 favor point (mini-
  mum 0). 
  Fudo Tea House. As the town’s most popular estab-
  lishment the PCs are likely to travel to this drinkery in 
  search of information but they quickly learn that it is a 
  place where open talk of rebellion is most unwelcome. 
  Patrons asked about the Fangs stand up and move to 
  another seat, at which point Seimaru Fudo or one of 
  her offspring (bouncers, of which there are a total of 8; 
  use the statistics for Veterans) directly warn the party 
  that further talk of insurrection—regardless of how well-
  meaning it might be—will not be tolerated. Adventurers  
   
      that continue to do so are physically thrown  
   
       out and told not to return for at least a day.
  Hakaisuru Military Station. Lieutenant Nishiha-
  ra Toyoruma wants to upend Samon to root out 
  the Fangs and is blunt about his intent and de-
  sire to do so. Fortunately his hands are tied by 
  his superiors though whom that is he is unwilling 
  to reveal, something a DC	13	Dignity	(Culture)	
  check identifies is incredibly rude to press upon. 
  Lieutenant Toyoruma has reason to believe that 
  Magdo the mutant is the leader of the rebel group 
  but has been unable to prove it and just as unable 
  to act without evidence bearing the accusation 
  to be true. When the party tell him that they’ve 
  been hired to deal with the Fangs he is infuriated, 
  insisting it is a military matter, and without a suc-
  cessful DC	18	Charisma	(Persuasion)	check he 
  loudly expels them from the building (gaining the 
  PCs 1 favor point).
  Hawkspire. Upon casual inspection this seems 
  like a normal military outpost but PCs with a Pas-
  sive Perception of 17 or more spot Fudōsoge 
  Snipers up in the clouds far above. Adventurers 
  with a Passive Investigation score of 15 or higher 
  notice an amorous note inside the tower’s con-
  fines, written by a hand that very much resembles 
  the calligraphy of Harold Itrikasu. Either of these 
  ability checks can be succeeded by PCs actively 
  attempting them, but in these cases the DC in-
  creases by +2.
   
  9th Arrow is dressed as a regular soldier 
  and is extremely dismissive of the PCs, insisting 
  she knows nothing of the Talons of the Hawks’ 
  doings and that she merely performs her duty, 
  watching for the Mists of Akuma. She gains ad-
  vantage on Charisma checks to hide anything 
  other than her relationship with Harold Itrikasu 
  (which she won’t talk about other than to say he is 
  a valuable ally of the Hakaisuru Clan). However, 
  when shown the amorous note she suggests the 
  party do as they were ordered but has little else 
  to say—a DC 13 Wisdom (Insight) check tells the 
  PCs that she is its recipient and that her relation-
  ship is likely not one the military would condone, 
  but any threats of that nature are denied.
  Itrikasu’s Hikōsen. Harold Itrikasu is busy com-
  pleting work orders but if the PCs can convince 
  them to trust him with a DC 17 Charisma (Persua-
  sion) check he reveals that sympathizers of the 
  Fangs can reach them in the Chujiang Gardens 
  at midnight during the shift change at the end of 
  the week (at least 1d4+1 days away). Adventur-
  ers that haven’t yet visited Hawkspire note the 
  man’s odd handwriting if they have a Passive In-
  vestigation of 14 or higher. Though references to 
  the amorous note found there are denied, it can 
  allow for the party to re-attempt the DC 17 Charis-
  ma (Persuasion) check as an Intimidation check  
  
  13
  instead (with advantage). PCs that speak 
  kindly of the rebels gain 1 favor point as 
  Harold certainly knows several members 
  and as long as he truly believes the 
  adventurers mean no harm (an unlikely 
  scenario if he is Intimidated), he passes 
  along good words on their behalf.
  Keisaru’s Armaments and Potions
  of Yuro. Both merchants speak 
  freely about the Fangs but genuinely 
  do not know any of the rebels. Each 
  wants to however and offers to share 
  valuable information about Samon or 
  even gold—starting with 300 Imperial 
  Pieces, negotiated by 100 up to a 
  maximum of 600 Imperial Pieces 
  with consecutive DC 15 Charisma 
  (Persuasion) checks.
  Noble’s Square. While the elite 
  of Samon have no sympathies 
  for the Fangs, while there the PCs 
  might run into Miyako Tazuki. The rail 
  baron begins to seek out the party after word 
  of their arrival spreads around town and claims 
  that he is seeking a scion of his family that has been 
  kidnapped, requiring great discretion on the part of 
  the PCs. Her name is Kiri and 2,5000 Imperial Pieces 
  are offered for her safe return.
   
  Otherwise investigating the nobles turns up 
  that one has become something of a recluse (Iwai 
  Hazumi) but further pressing the issue reveals little 
  else of interest. When the PCs question Iwai, she 
  reveals that she is suspicious of Miyako Tazuki and 
  believes he is hiding something in the bottom of the 
  Tazuki Rail Company building—or so her servants 
  have whispered. She’ll say she knows nothing of the 
  Fangs (a lie; see Wajdet in the Index for “her” Decep-
  tion bonus) and that the increasing friction in the town 
  is why she has been socially absent (another lie, as 
  this is one of the true hebi hiding in Samon). 
  “Iwai” is careful to encounter the adventurers 
  only in the courtyard in front of zir estate; should they 
  get inside and come under zir notice or be seen by 
  zir servant (Jittar-Yi), the two evacuate to a vacant 
  home in the Branching Fields and Wajdet assumes 
  a new identity. Within the party find an abattoir filled 
  with death, the half-eaten corpse of the real Iwai Ha-
  zumi and the picked at bodies of her servants littered 
  throughout the building.
  Old Quarter and Riverside. There is no other part 
  of Samon so full of hatred for foreigners but despite 
  this, the locals in these areas can be won over by 
  showing that the PCs are true men and women of  
  Soburin— capable of holding their manners and 
  their liquor while enjoying a bit of gambling or sport.  
  Soburi or inhumans (other than mutants, psonorous, 
  and oni-touched) that spend 2d4 hours cavorting 
      (each hour costing 1d10 gold in rigged  
   
  games) may make a DC 12 Charisma  
   
     (Persuasion) check to win over the locals.  
   
      PCs that have the hated condition must  
   
     spend 4d4 hours (each hour costing 2d8  
   
      gold) and succeed a DC 15 Charisma  
                      (Persuasion) check.
  Doing so earns them the notice  
  of an up-and-coming gambler named 
  Yagi Kageyasu, the man behind most of 
  the games of chance in the town. This is 
  actually the true hebi Nüwa in disguise  
  and though meeting him earns the PCs  
   1 favor point, it also means they are  
   soon after stalked by zir ninja servant 
  Fu Xi. “Yagi” openly reveals that he’s  
       heard rumors that the true leader of the  
       Fangs is not Magdo, but that the laborer  
         Besko Earthknuckle has set the  
   
   
   mutant up to be perceived as the  
   
   
    rebel leader.
  Tazuki Manufacturing. There is 
  absolutely no open sympathy for 
  the Fangs to be found within the  
  Tazuki company’s factories but while  
  there the PCs meet Tabata Jotaro.  
  The local worker boss wants the rebels undone and 
  offers the party 500 Imperial Pieces of his own if 
  they can be of help, proposing that one or more of 
  the adventurers might be ingratiated into the labor 
  force to better earn the local’s trust. He also has or-
  ders from Miyako Tazuki to send talented individu-
  als to him for a secret mission—if pressed with a 
  DC 15 Charisma (Persuasion) or DC 12 Charisma 
  (Intimidation) check he can be convinced to reveal 
  that a member of the Tazuki family has been kid-
  napped, though he knows nothing more than to 
  keep that information private.
  Tazuki Rail Station. As soon as the PCs enter 
  into the building they receive a DC 12 Wisdom 
  (Insight) check to feel the tension that the Fangs 
  have brought to the town suffusing the very air of 
  the offices here. Any adventurer that has a result 
  of 18 or higher on this check realize that it has to 
  be more than that (sensing how uncomfortable the 
  employees are about Marusaka being locked up 
  in the basement). None are willing to reveal this of 
  course (knowing that it would cost them their job 
  or even their life) but when the party presses any-
  one within with questions, they are summoned to 
  Miyako Tazuki’s offices on the top floor instead. The 
  rail baron claims that he is searching for a scion of 
  his family that has been kidnapped, requiring great 
  discretion on the part of the PCs and claiming that it 
  is the cause for the discomfort among his staff. The 
  abducted girl is named Kiri and 2,5000 
  Imperial Pieces are offered for her safe 
  return.
  
  14
   
  Most importantly, the PCs may notice Xishani skirting out
  of the building as they reach Miyako’s office by making a 
  DC 16 Wisdom (Perception) check. Remarking upon this 
  to him only earns a chauvinist chuckle and wink in reply as 
  he assures them that while he would not have word of his 
  mistress pass beyond the walls of his office, she is 
  free to go where and when she pleases. Further 
  questioning him about Xishani gets the PCs 
  kicked out of the Tazuki Rail Company as 
  Miyako rescinds his offer, though the public 
  display earns the party 1 favor point.
  Getting Noticed
  If the PCs have failed to garner enough 
  favor points or any solid leads with their 
  investigations into the Fang, the rebels 
  hear about their search after 1d4 days and 
  begin to look into the snooping newcomers!
  Parties that investigate Keisaru’s 
  Armaments, Potions of Yuro, Tazuki 
  Manufacturing, the gambler Yagi Kageyasu, 
  or the noblewoman Iwai Hazumi also bring 
  themselves to the attention of one or 
  another of the hengeyokai looking for Kiri 
  Utumara. Hōron catches onto the doings of 
  the adventurers after they’ve investigated 
  at least three different locations, speaking 
  to them from the shadows with more 
  inquiries than information. 
  All of these NPCs are willing to 
  trade rumors however, and for every lead (or failed attempt at investigation) the PCs reveal, their counterparts 
  reveal one of their own (which clues each individual has gathered are at the discretion of the GM).
  InFIltrating the Fangs
  The Fangs know the dangerous position they are in 
  and as a result they are fiercely loyal and extremely 
  secretive about the insurrection they are planning in 
  Samon. Just finding a few of their members won’t get 
  the PCs very far and to truly uncover the deceits and 
  intrigue in the town, they will be asked by a member of 
  the rebel group to prove their mettle after acquiring 3 
  favor points. When the PCs have doubled their favor 
  points through one of the following ways (or something 
  of their own devising), they are considered members 
  of the Fangs and can meet Besko Earthknuckle. The 
  enjin remains quiet about Kiri Utamara only revealing 
  that she is safe, promising more information after the 
  next time the rebels meet (see Chujiang Gardens Ren-
  dezvous).
  Coerce and Recruit. The Fangs are in need of ever 
  more members to join their resistance, but they also 
  require those who know of them to keep quiet. PCs 
  can canvas the town looking for loose lips every 4 
  hours, making DC 14 Wisdom (Perception) checks 
  to overhear talk of the rebels to find some possible 
  adherents or dangerously talkative rumormongers.  
   
   
  Adventurers that make these checks in  
   
   
  gambling spots gain advantage on the  
   
   
  check (possible 1d4 times). 
   
  Once they’ve successfully located a pos-
  sible adherent, the PCs need to make a DC 13 
  Charisma (Persuasion) check or DC 16 Charis-
  ma (Intimidation) check to win them over to the 
  Fangs’ cause.
   
  After finding someone who talks too freely 
  of the rebel group, a DC 13 Charisma (Intimi-
  dation) or DC 18 Charisma (Persuasion) check 
  convinces them to shut up. 
   
  The PCs can also approach the shift man-
  agers at Tazuki Manufacturing—they can be 
  cajoled into paying less attention to the talk of 
  laborers with a DC 15 Charisma (Intimidation) 
  check or a bribe of 5d10 Imperial Pieces.
   
  For every 2 new rebels brought to the 
  Fangs, every 3 rumormongers convinced to 
  keep quiet, and cajoling all of the Tazuki shift 
  managers (there are a total of 4), the PCs gain 1 
  favor point.
  Sabotage. As important as it is for the Fangs to 
  increase their membership, their ultimate goal is 
  to disrupt the industry of Tazuki Manufacturing 
  to create leverage for better working conditions. 
  Should the PCs further that aspiration by accom-
  plishing any of the three following tasks, they 
  gain 1 favor point.
  
  15
  The party might cause an incoming train 
  full of materials to derail. First they’ll need to learn 
  of it (possibly by snooping around in Tazuki Rail or 
  Tazuki Manufacturing or questioning the workers 
  there), and then they’ll need to get far enough up 
  the track to make the delay meaningful (at least a 
  day or more of travel in the wilderness of Soburin). 
  Using a handcart to travel the line is a good way to 
  speed up the journey but it is exhausting; one crea-
  ture can operate it, reaching an overland speed of 
  20 miles per hour, but makes a Constitution saving 
  throw (DC 12 + 1 per previous save since the crea-
  ture’s last long rest) each hour or gains 2 levels of 
  exhaustion. When two creatures are operating the 
  handcart they both make this check with advan-
  tage. Derailing the actual train from the outside is 
  virtually impossible without removing track (pulled 
  up with a DC 20 Strength check or destroyed; AC 
  16 and 30 hit points per inch) though in order to 
  cause catastrophe the missing track needs to be 
  obscured or hidden from the conductor’s sight with 
  a DC 15 Intelligence (Stealth) or Wisdom (Sur-
  vival) check. The adventurers might also hijack 
  a train and cause a crash from taking a turn too 
  fast provided the PCs can get on board (a DC 15 
  Dexterity check). Jumping off a speeding train is 
  treated as falling damage (every 10 mph it is trav-
  eling equal to 10 feet of falling distance) and can 
  be reduced in the same way.
  Another method of sabotage is to infiltrate 
  the Tazuki Rail building’s lower offices, replacing 
  the files about material orders inside with forger-
  ies (see Subterfuge below). The company’s staff is 
  keen to counterfeited reports however and on the 
  lookout for falsifications—fooling them requires a 
  DC 16 Intelligence (Forgery Kit) check. Even then, 
  any awarded favor points from this action take 1d4 
  days to accrue.
  The adventurers might cause havoc in the 
  Tazuki Manufacturing factories as well, but this 
  too is troublesome as the company’s owners have 
  been preparing with contingencies for this eventu-
  ality for some time and replacement parts for vir-
  tually all of their machines are only a few blocks 
  away. Simply destroying some of the contraptions 
  inside only causes a minor disruption but to be 
  noteworthy, the PCs need to bring all production to 
  a crashing halt, destroying at least half the facility 
  (something almost impossible to do without being 
  identified, making the adventurers into fugitives). 
  Subterfuge. The last method suggested by the 
  Fangs is to organize it so more workers are in 
  Samon than should be (pulling them from the far 
  sides of the tracks) and putting the least loyal far 
  away in preparation for the riotous push. Perform-
  ing any of the following tasks rewards 1 favor point.
   
  Manipulating records in the Tazuki Rail’s up-
  per offices requires sneaking inside of the building 
  with a DC 14 Dexterity (Stealth) check; if done at  
  night, this check is made with advantage. Once 
  inside the PCs need to make a DC 10 Dexterity 
  (Stealth) check each minute to avoid the notice of 
  the staff inside (which are always there working, par-
  ticularly in the basement). Finding the labor sheets 
  requires a DC 12 Intelligence (Investigation) check 
  though anyone with a passive Investigation score of 
  15 or higher automatically locates them. Many more 
  hands work these papers and they are easier to 
  forge than material orders, requiring a DC 13 Intel-
  ligence (Forgery Kit) check.
   
  Finally the PCs might try to win over Tabata 
  Jotaro, Overseer at Tazuki Manufacturing. This is 
  a dangerous proposition however as he is likely to 
  turn on the party, making them fugitives in Samon! A 
  successful DC 20 Charisma (Persuasion) check and 
  a 200 Imperial Pieces bribe are enough to win him 
  over and keep his mouth shut, but failure to bribe 
  him (or bribe him enough) or failure to convince him 
  both end with his turning over the party to Lieutenant 
  Toyoruma.
  Tracking the Fangs
  Following the rebels throughout the town isn’t likely to 
  be as rewarding in terms of the information the PCs 
  learn, but it should certainly be much easier than caus-
  ing havoc in Samon and trying to push Lieutenant 
  Nishihara Toyoruma’s violent agenda.
  Following Besko the enjin. Besko is extremely 
  clever about organizing the Fangs and goes to great 
  lengths to conceal her part in the coming insurrec-
  tion. PCs can make a DC 13 Wisdom (Insight) check 
  to identify rebels from laborers (of which they find a 
  maximum of 1d4 members, a maximum of one each 
  day). After a day of shadowing the enjin her fellows 
  begin ambushing and harrying the PCs (see Factory 
  Worker in the index), providing enough of a distrac-
  tion to allow Besko to escape notice and act beyond 
  the ken of the adventurers.
  Following a hengeyokai ninja. Should the PCs 
  decide to shadow one of the hengeyokai ninja (per-
  haps after being contacted by them once the party 
  has kicked up enough dust in Samon), they begin 
  a cyclical game of predator chasing prey chas-
  ing predator chasing prey. Any clues gained from 
  this exercise are at the discretion of the GM (see 
  the Hengeyokai Hunters in Samon sidebar), but it 
  should quickly prove to be a difficult endeavor after 
  a day or two.
  Following Magdo the mutant. As a red herring, 
  there’s nothing to come from following around Mag-
  do—he doesn’t know anything of value and spends 
  what coin he makes drinking, usually in Fudo Tea 
  House. Persistent adventurers do gain the notice of 
  the Fangs after 1d4 days of tailing the mutant, 
  though these individuals quickly flee when
  approached or questioned (at the GM’s 
  
  16
  Hengeyokai Hunters in Samon
  All the dust kicked up when the party investigates in the town make 
  the PCs bound to brush up against the hengeyokai interlopers at one 
  time or another and most are willing to trade secrets—so long as the 
  shapeshifters think they’re getting the best part of the bargain. The 
  GM should be extremely careful about which hengeyokai reveal what 
  information, only intimating that one or two might know that the Kiri 
  being sought after by Miyako Tazuki is actually an Utamara (if they 
  choose to reveal that information at all during Act 2).
  Hōron Zuruyi (Nezumi Ninja). Hōron thinks that the merchant Ohta 
  Keisaru is hiding something (which she is—ze is a hebi!) but the rat-
  folk isn’t sure what exactly, lacking any evidence for her suspicions.
  Hyan Kishi (Kitsune Ninja).	The fox folk ninja stalks Magdo, incor-
  rectly believing the hype that the mutant is the leader of the Fangs. 
  If nothing else she can confirm to the party that Magdo is almost cer-
  tainly not the leader of the rebels.
  Juyin Tsabuto (Usagi Archer).	Harold Itrikasu has earned the sus-
  picion of the rabbit folk marksman in Samon. Unfortunately he knows 
  very little other than that the technician meets with a guard from 
  Hawkspire on occassion, though if the PCs haven’t found out about 
  the Chujiang Gardens Rendezvous by the night before it happens 
  Juyin fills them in about the upcoming meetup between the rebels as 
  part of an alliance between him and the party.
  Fu Xi (Hebi Servant of Nüwa).	Nüwa’s servant stalks Besko Earthk-
  nuckle and does little more than cause trouble with the Fangs. At the 
  GM’s discretion, assaulting Fu Xi in-the-act can earn the PCs 1 favor 
  point with the rebels.
  Jittar-Yi (Hebi Servant of Wajdet). The hebi servant of Wajdet er-
  roneously thinks that Miyako Tazuki is holding Kiri Utamara, not her 
  uncle Marusaka. Ze managed to briefly sneak into the Tazuki Rail 
  Company’s basement and heard the sounds of a bound and gagged 
  person within but fled before zir presence was noticed by the staff. 
  There’s no way the hebi reveals this information willingly to the party, 
  but they might overhear it if they follow the shapeshifter or capture 
  and interrogate Jittar-Yi.
  discretion, one of these members 
  might reveal the Chujiang Gar-
  dens Rendezvous happening at 
  the end of the week.) 
  Following another worker. 
  Stalking the average laborer isn’t 
  likely to be a successful route to 
  learn more about the Fangs, but 
  by making a DC 18 Wisdom (In-
  sight) check the PCs manage to 
  pick out a Factory Worker (see the 
  index) sympathetic to the rebels 
  (ultimately leading the party to the 
  Chujiang Gardens Rendezvous.
  Following Xishani. Of all the 
  people the PCs might tail for in-
  formation, Xishani is far and away 
  the one with the most valuable 
  information 
  to 
  share—though 
  she is totally unwilling to talk 
  about her doings, her actions 
  speak volumes. The disguised 
  hebikontorōra only ever visits the 
  Tazuki Rail Company, Miyako Ta-
  zuki’s home in the Noble Quarter, 
  Iwai Hazumi’s estate in the same 
  neighborhood, and Yagi Kageya-
  su’s home in Riverside (or one 
  of the many gambling events he 
  hosts throughout the town). The 
  oni only reveals her true form if 
  she is completely cornered with 
  no route to escape, summoning 
  snakes to distract the party long 
  enough for her to flee (foreshad-
  owing of the serpentine violence 
  to come).
  Act 3: Chujiang Gardens Rendezvous
  Act 3: Chujiang Gardens Rendezvous
  One way or another, the party’s investigations in Samon bring them to the Chujiang Gardens in the middle of 
  the night, either as one of the organization’s members or by following a rebel known to be associated with the 
  movement. 
  Lightning lanterns strung along the rails abutting the Chujiang Gardens cast illumination over half of the 
  surprisingly verdant growth, a welcome but increasingly uncommon sight in Soburin as of late. Even with 
  the peaceful vision of curated life before you, the thick tension in the air dispels any reverie from your mind 
  and a sense of unease grows in your gut as you approach the collection of silhouettes in the courtyard at the 
  center of the Chujiang Gardens.
  The presence of the PCs has spurred the hebi to act, kidnapping three different rebels to drag away to charm, 
  deceive, and torture for information leading to Kiri Utamara’s location. Worse yet, the impatient Lieutenant 
  Toyoruma has learned of this meeting and comes to break it up, providing the perfect distraction for the hebi to 
  strike! What boils everything over into violence is Xishani (whom the adventurers might have realized by now is 
  an oni). The hebikontorōra hides amongst the workers and can be spotted with a DC 16 Wisdom (Perception)  
   
   
  check. Otherwise she wrecks havoc, summoning serpents throughout the gardens to provide a  
   
   
  distraction for Fu Xi, Jittar-Yi, and Ohta Keisaru to abduct their targets.
  
  17
   
  Read the following before combat begins:
  The figure in the center of the group is hooded 
  and covered from head to toe but their form is 
  lumpy and not at all smooth—just like a mutant. 
  They begin speaking, their voice muffled by the 
  hood, yet for all the fear and uncertainty here 
  their words ring true. “We stand on the precipice 
  of gaining the respect we deserve here in Samon, 
  and it all rests on the shoulders of a young girl 
  that must be protected at all costs. Steadfast 
  members of the Fangs are defending her as we 
  speak, but her uncle Murasaka has gone miss-
  ing now and it is imperative that we find him—the 
  very fate of our rebellion may be in his hands.”
  Suddenly one of the assembled laborers 
  cries out in pain as something flits up from the 
  ground and slams into his neck—a snake! More 
  serpents appear and suddenly Lieutenant Toyo-
  ruma’s voice booms out from nearby, “Rebels! 
  We know you are here! Come out peacefully and 
  without resistance and you will not be hurt! By 
  the order of Lord Eidaru Hakaisuru, you will sur-
  render!”
  Battle in the Chujiang Gardens
  This encounter in Fangs of Revenge is intended to 
  be a lengthy combat—the intricate layout of the Chu-
  jiang Gardens will slow down the party as will poten-
  tially differing allegiances, the impending guard, and 
  of course all the snakes—and it is not recommend-
  ed for GMs to start the fight near the end of a ses-
  sion. Any PCs that managed to spot Xishani among 
  the crowd are able to act in the surprise round, but 
  the hebi and hebikontorōra treat their initiatives as if 
  they rolled natural 20s. 
   
  Gardens. The intricate groundcover, bush-
  es, and trees of the Chujiang Gardens are difficult 
  terrain. Furthermore, prone creatures of Medium 
  size and standing creatures of Small size or smaller 
  gain concealment within the foliage (though they are 
  at disadvantage on attack rolls while gaining con-
  cealment in the greenery). 
   
  Lighting. All along the railroad tracks are 
  poles with lightning lanterns strung up on wires. 
  The top half of the map (the central courtyard and 
  above) is dimly lit and considered a lightly obscured 
  area. Aside from light cast by the PCs or lightning 
  lanterns carried by Lieutenant Toyoruma’s soldiers, 
  the bottom half of the map (the two large pagodas 
  and below) is in darkness and considered a heavily 
  obscured area.
   
  Xishani’s Snakes. The fight begins with a 
  hebikontorōra summoning snakes, though she has 
  received help from Nüwa (receiving an ancient hebi 
  blessing) and is able to conjure forth 12 Poisonous 
  Snakes throughout the gardens and 4 Giant Poison-
  ous Snakes on each corner. She flees immediately  
  Sleep Gas (200 gp). As an action, you can 
  throw this glass globe up to 30 feet, shatter-
  ing it on impact. Make a ranged attack against 
  a creature or object, treating the sleep gas as 
  an improvised weapon. On a natural attack roll 
  of 1, the sleep gas does not shatter. On a hit, 
  the target makes a DC 17 Constitution saving 
  throw or falls unconscious for 1 minute, until 
  the sleeper takes damage, or someone uses 
  an action to shake or slap the sleeper awake. 
  By aiming at a square instead of a creature, you 
  gain advantage on the attack roll. On a miss 
  when targeting a creature or when targeting a 
  square, any creatures in the square the sleep 
  gas shatters in gain advantage on their saving 
  throw to resist its effects. At the start of the next 
  round, the sleep gas disperses harmlessly.
  afterward, returning to the Tazuki Rail Company to 
  protect her biggest chip in this whole affair (making 
  sure Marusaka Utamara remains locked up in the 
  basement).
   
  Striking Serpents. Fu Xi, Jittar-Yi, and Ohta 
  Keisaru act in concert and in the surprise round as 
  soon as one of Xishani’s snakes attacks a Fangs 
  rebel. The hebi poison their targets, taking Fang 
  rebels from the bottom 3 squares of the courtyard 
  and dragging them to the left, right and bottom of the 
  map. Each carries two doses of sleep poison—they 
  use their first to gas their targets, knocking the Fang 
  rebels unconscious, then save the second for if the 
  PCs interfere or make chase. Once the hebi nearest 
  the railroad tracks gets to the streets surrounding the 
  combat area (Ohta Keisaru), ze flees onto a depart-
  ing train with zir captive.
   
  Lieutenant Toyoruma’s Soldiers. Lieuten-
  ant Toyoruma (use the statistics of a Veteran) and 
  his soldiers (use the statistics for Guards) generally 
  surround the perimeter and slowly close in, formed 
  into 8 groups of 3 marching in lines from the corners 
  and sides of the map, one led by Toyoruma himself 
  (randomly assign the trio that has the commander 
  with them). They attack anyone they recognize as an 
  enemy—including fugitives, which the PCs might be 
  depending on how the party acted in Act 2—as they 
  slowly advance into a tightly knit circle at the center 
  of the map.
  If	the	PCs	don’t	interfere	with	the	soldiers, 1d6 
  rebels are captured but they are neophytes with 
  little valuable information—except to confirm that 
  Magdo is definitely not the leader of the Fangs.
  If	the	PCs	interfere	with	the	guards the adven-
  turers become fugitives in Samon but gain a pow-
  erful ally in Besko Earthknuckle, fundamentally 
  changing the final encounter from a hasty
  raid into a defensive encounter (see the 
  Ninja Assault! sidebar in Act 4).
  
  18
  
  19
   
    Hengeyokai Interlopers. 
  Hōron the rat folk thief, Hyan the kit-
  sune ninja, and Juyin the usagi archer 
  are present for the rendezvous as well. 
  As the action starts the PCs make a 
  DC 14 Wisdom (Perception) check to 
  notice one, detecting a second with a 
  result of 16 or 17, and a third with a re-
  sult of 18 or higher. These shapeshift-
  ers only interfere if the PCs are about 
  to die and otherwise sneak around on 
  the perimeter of the Chujiang Gardens, 
  following the escaping hebi. 
  Ending the Combat
  As the rebels start to stream out of the 
  garden Lieutenant Toyoruma calls for 
  his men to use their firearms to shoot 
  anyone fleeing the scene, assuming 
  they’ll be firing on the escaping kidnap-
  pers and presumed rebel leader. One 
  soldier in each group has a matchlock 
  rifle that they are proficient at firing 
  (1d10 piercing, range 100/400; ammu-
  nition, heavy, loading, two-handed), 
  something they do with great vigor. All 
  of the soldiers confirm hits but when 
  the battle has completely cooled each 
  admits they mostly managed to shoot 
  the kidnapped rebels (removing the 
  abducted Fangs as potential sources 
  of information). However, PCs with 
  a passive Investigation of 15 or who 
  successfully make an active DC 13 
  Intelligence (Investigation) check find 
  bloody scales on the street—their first 
  definitive clue that something more is 
  going on in Samon than meets the eye.
   
  If the PCs aren’t aided by a 
  shapeshifter they’ve befriended or 
  failed to give chase themselves, the  
  various hebi can be tracked with DC 15 Wisdom (Survival) checks. Should these fail the next day the party 
  can canvas the people in the areas the abductors fled through and attempt DC 15 Charisma (Persuasion) 
  checks to the same effect.
  ● Jittar-Yi drags zir prisoner back to the Riverside home of gambler Yagi Kageyasu, the true hebi Nüwa.
  ● Fu Xi takes zir prisoner to Iwai Hezumi’s home in Noble’s Square to zir true hebi master Wajdet.
  ● Ohta Keisaru hauls zir prisoner onto the train departing from Hakaisuru.
  As mentioned above Hōron the thief, Hyan the ninja, and Juyin the archer pursue the hebi that the 
  PCs are not chasing after already. The information they gather from catching the dying conversations the 
  hebi have with the kidnapped rebels pieces together with what the PCs have learned to reveal that Marusaka 
  Utamara is hidden inside the Tazuki Rail Company’s basement and that he knows where Kiri Utamara is (held 
  beneath a trap door in a house on the western side of the Branching Fields). 
  Any saved abductees provide the same amount of information to the adventurers and if the party 
  hasn’t accrued enough favor points to earn Besko Earthknuckle’s trust, saving even one of her rebels from 
  capture puts them over the top. So long as they haven’t taken arms along with the guards meaning that the 
  adventurers gain access to Kiri Utamara early; see the Ninja Assault! Sidebar in Act 4). Should the PCs catch 
  up to any of the hebi the shapeshifters are in hybrid form and strike a killing blow on their captives 
  before fleeing (fighting to the death if cornered).
  
  20
  Mists of Akuma
  The corrupting fogs that have thrown Soburin once more into turmoil can roll in at any time, forcing 
  the PCs to move to high ground or get into a contained space where they can buffet the foul haze 
  away from themselves.
  Even before wholesale transformation exposure to the Mists of Akuma twists all it touches, leading to a special condi-
  tion called misted. A creature inside a square occupied by the Mists of Akuma makes a Dignity saving throw (DC 8 + 
  1 per previous save in the last minute) at the end of each turn or accrues 1 point of Haitoku. This does not reduce a 
  character’s Dignity score and can increase a creature’s Haitoku above 20.
  New Condition: Misted
  Misted is measured in eight levels. An effect can give a creature one or more levels of misted, as specified in the effect’s 
  description. Creatures always have a minimum number of levels of misted condition equal to their Haitoku modifier. 
   
  Kami, oni, and tsukumogami are immune to the misted condition.  
  Table: Misted Effects
  Level
  Effect
  1
  Mild auditory effect
  2
  Mild visual effect
  3
  Speed +10 feet during combat; Disadvantage on Dignity ability checks
  4
  Severe auditory effect
  5
  Severe visual effect
  6
  Visible physical mutation, providing +1 to two attributes, –1 to one attribute; 
  Disadvantage on Dignity saving throws and you gain the hated condition
  7
  Ignore the first 3 points of damage from each attack or spell
  8
  Death and transformation into adeddo-oni (page 29)
  Auditory and visual effects are not perpetual but they are frequent and obvious when they occur. Some example 
  effects are:
  Mild Auditory Effect. A disembodied voice repeats everything you say in a barely audible whisper.
  Mild Visual Effect. Your fists and feet smolder with red energy during your katas, in battle or out. 
  Severe Auditory Effect. Whenever you draw your weapon a clap of thunder echoes around you. 
  Severe Visual Effect. Whenever your ire is raised (even slightly), your image stretches and distorts to make you 
  appear look much larger and more demonic than you are.
  
  21
  Act 4: Kiri Utamara's Fate
  Act 4: Kiri Utamara's Fate
  There are several moving parts to Act 4 that can 
  make it a challenging section for GMs. It’s recom-
  mended that you begin a session with this final ma-
  jor part of Fangs of Revenge. In the event that Act 3 
  and all it entails leave the GM with extra time, utilize 
  Samon’s NPCs to stall the players a bit—there’s the 
  mysterious 9th Arrow and her relationship to Harold 
  Itrikasu, Lord Eidaru’s discontent (and black smoke 
  addiction), and of course if the PCs are fugitives a 
  little heat from the Hakaisuru Military may be in order.
  Saving Kiri Utamara
  Parties that have fully allied themselves with the 
  Fangs can easily acquire Kiri Utamara from one of 
  the rebels’ houses in the Branching Fields. PCs not 
  favored by the Fangs need to piece the informa-
  tion together with one or more hengeyokai allies but 
  have little trouble acquiring her from a house in the 
  Branching Fields — provided the hebi have not got-
  ten to her first! 
  When the adventurers arrive, roll 1d20 and 
  add 4 for every half hour that has passed since the 
  Chujiang Gardens Rendezvous. On a result of 9 or 
  higher the serpentine shapeshifters have already 
  found and taken her; even if the PCs aren’t friends 
  with the hengeyokai archer, ninja, or thief, at this point 
  they can see one of them stalking nearby, fleeing to-
  ward the Tazuki Rail Company building just after the 
  PCs realize that Kiri has already been removed from 
  the house.
  Should the PCs get there first, the rebels pro-
  tecting Kiri Utamara can easily be Intimidated, Per-
  suaded, or even Deceived (each with DC 10 ability 
  checks), and as only four Commoners and one Fac-
  tory Worker (see the Index), they offer little challenge 
  to the party.
  Rebellion Strikes!
  As the adventurers make their way toward the Tazuki 
  Rail Company, the enjin Besko Earthknuckle leads 
  her fellow workers in a riot that consumes the town 
  and its defenders! Waves of violence rapidly spread 
  from the rail stations and Tazuki businesses in Samon 
  and the PCs must make a choice—will they help the 
  workers and join in the destruction, aid the nobles 
  and fight alongside Lieutenant Toyoruma’s soldiers, 
  or ignore both in favor of staying on objective?
   
  Regardless of whom they ally themselves to, 
  the party finds it dangerous to travel through Samon 
  as the chaos engulfing the town makes the settle-
  ment’s streets into difficult terrain. An adventurer can 
  ignore this difficult terrain by heedlessly sprinting 
  forward but takes 1d4 points of damage each round 
  they do so (this damage cannot be avoided with the 
  use of reactions). 
  Another route the PCs might take is to travel 
  by rooftop, bypassing the riots entirely—climbing a  
  Hengeyokai Havoc!
  Don’t forgot the kitsune, nezumi, and usagi 
  hengeyokai that have been trying to find and 
  collect Kiri Utamara! Hyan and Hōron want her 
  alive but Juyin is more than happy to take the 
  girl’s corpse instead. How each approaches the 
  encounter in the Tazuki Rail Basement is at the 
  GM’s discretion, but unless they have become 
  allies of the PCs they try to abscond with Kiri 
  at the first possible moment (an action likely to 
  take the combat out of the building and into the 
  riotous streets).
  building only requires a DC 8 Strength (Athletics) 
  check and most are only 6 feet apart, but leaping 
  across the street is at least 20 feet across. Most are 
  only one or two story structures and at the GM’s dis-
  cretion these varying heights can increase the DC 
  of Strength (Athletics) checks and Dexterity (Acro-
  batics) checks needed to reach them.
   
  For every minute the PCs are delayed from 
  reaching the Tazuki Rail Company, the hebi in that 
  building’s basement get one step further in their 
  seven step ritual. As the riots continue and the ser-
  pentine shapechangers do their fel work, give the 
  adventurers a Wisdom (Perception) check (DC 12 
  - 1 per previous check) each minute to notice dark 
  streams of energy converging above the south-
  western part of Samon, growing more pronounced 
  with every passing moment.
   
  Allying with the Guards. Parties that took 
  up arms alongside Lieutenant Toyoruma’s sol-
  diers are marked by the Fangs as enemies and 
  actively assaulted by the rioters (see the Index). 
  Each round as the adventurers move toward the 
  Tazuki Rail Company, roll 1d20 (-4 per previously 
  encountered group of rebels) and on a result of 
  6 or more a gang of 4 Factory Workers (see the 
  Index) attack the PCs.
   
  Fighting alongside the Fangs. Adventur-
  ers that are known to the guards of Samon as 
  fugitives have to face off not only against the sol-
  diers they’ve already faced but also Fudōsoge 
  Snipers (see the Index). Each round as the PCs 
  move toward the Tazuki Rail Company, roll 1d20 
  (-4 per previously encountered enemies or en-
  emy) and on a result of 6 or more run into a gang 
  of 4 Guards (if the result was an even number) 
  or a Fudōsoge Sniper (if the result was an odd 
  number; see the Index).
   
  Saving the Utamaras. In addition to the 
  dark energy swirling above the Tazuki Rail Com-
  pany, during the fighting the PCs witness at least 
  one of the hengeyokai interlopers (Hōron, 
  Hyan, or Juyin) headed for the building 
  by leaping across the rooftops.
  
  22
  Finding Murasaka Utamara
  Between what the adventurers may have learned in Act 3, the hengeyokai interlopers heading to the Tazuki 
  Rail Company, and the energy swirling over the building, the PCs should have a very good idea that some-
  thing extremely important happening there (though to what extent depends on the success of their investiga-
  tions in the town). Should the party already have Kiri Utamara—either through luck or by a strong alliance with 
  Besko Earthknuckle—she is totally unwilling to do anything but join them as they free her uncle, telling the 
  PCs to head there before the insurrection breaks out or demanding as much once the violence is on.
   
  If the adventurers don’t have Kiri Utamara when they begin heading to the Tazuki Rail Station the 
  Fangs’ riots break out and the hebi begin their ritual. At the end of their magic rites the serpentine shapeshift-
  ers slaughter both Marusaka and Kiri, evolving into ascendant hebi and turning ethereal to escape (empower-
  ing Xishani, Ohta Keisaru, Fu Xi, and Jittar-Yi in the same fashion).
  Fight in the Tazuki Rail Basement 
  Any items or materials the railroad requires that need refinement beyond basic manufacturing go through 
  the basement of the Tazuki Rail Company, an area equipped with powerful tools that let their technicians 
  bore, cut, and modify parts with extreme precision. As of late it has also served a second purpose: holding  
   
   
   
   
   
   
   
  Marusaka Utamara against his will, something that bears  
   
   
   
   
   
   
   
  true regardless of how events played throughout Act 3  
   
   
   
   
   
   
   
   
  and the beginning of Act 4.
  
  23
   
  Most adventurers are going to resolve this 
  encounter in Fangs of Revenge as an assault on 
  the three hebi hengeyokai (Fu Xi, Jittar-Yi, and 
  Ohta Keisaru), Xishani the hebikontorōra, and the 
  two true hebi Nüwa and Wajdet. Xishani remains 
  out in the open stationed outside the locked room 
  (where the true hebi enact their ritual), while the 
  hebi hengeyokai are hidden in the Trash Room, 
  Worker Storage, and Rail Storage until they see 
  one of the PCs, at which point they launch an all 
  out assault. Depending on how stealthy the party 
  is, what distractions they utilize, and where exactly 
  they enter—smart Small-sized PCs might remem-
  ber with a DC 10 Intelligence check that there’s 
  a dumbwaiter that runs from the upper floors into 
  the basement, for instance—it may take a while for 
  the enemies to notice their intrusion but the instant 
  their presence is known, the Tazuki Rail Basement 
  erupts into chaos. 
  The serpentine shapeshifters do everything 
  in their power to keep the adventurers from reaching 
  Murasaka (and possibly Kiri Utamara). Fu Xi, Jittar-
  Yi, and Ohta Keisaru engage the party directly while 
  Xishani uses her enchanting gaze to pacify anyone 
  that approaches her. When the hebikontorōra or two 
  of the hebi hengeyoka are rendered unconscious or 
  dead, either Nüwa or Wajdet (whichever the NPCs 
  are most familiar with in their human guises of Yagi 
  Keyasu or Iwai Hezumi, respectively) quickly slith-
  ers under the closed door as a small garden snake 
  (advantage on zir Stealth check with a +7 bonus) 
  before sneaking behind the party to flank them. 
  MAP FEATURES
  These are the features of the Tazuki Rail Basement 
  map, explained in clockwise order. This bitter com-
  bat continues until the PCs surrender, the true hebi 
  are dead, or the ritual slaying of Marusaka and Kiri 
  Utamara is complete.
  Stairs Outside. These are the largest egress into 
  the Tazuki Rail Basement, used to move materials 
  and finished pieces into and out of the building. The 
  door to these stairs is locked, requiring a DC 18 
  Strength check or DC 16 Dexterity (Thieves’ Tools) 
  check to bypass (AC 16, 50 hp).
  Locked Room. This is the chamber where the true 
  hebi are performing their ritual—even if they do not 
  have Kiri Utamara, they have Murasaka and know 
  through divination that she is on her way to them. 
  Getting inside requires a DC 20 Strength check or 
  DC 18 Dexterity (Thieves’ Tools) check to bypass 
  the lock on the door (AC 18, 60 hp). Inside Murasa-
  ka (and Kiri if she has been captured) is bound and 
  gagged, suspended in the air by ropes and bleed-
  ing from dozens of light cuts along the face, arms, 
  and legs (completely unconscious). Creatures able 
  to change their shape into that of a snake are able 
  to slither through a hole in the bottom of the door.
  File Storage. These rooms have cabinets filled with 
  scrolls of records taken from the floors above to be  
  used for analysis or reference by the company’s man-
  agers when reviewing yearly statistics. Though there’s 
  nothing to hide behind and little of immediately recog-
  nizable value, PCs that succeed on a DC 18 Intel-
  ligence (Investigation) check can locate engine plans 
  in both areas that a machinist will pay 400 Imperial 
  Pieces for half of, or 1,000 Imperial Pieces if the sche-
  matics are complete.
  Coal Piles. Some alcoves, corners, and small rooms 
  in the Tazuki Rail Basement are filled with piles of finely 
  ground coal that can be used as a hiding place. Crea-
  tures of Medium size gain disadvantage on Stealth 
  checks made to hide in coal piles that don’t cover an 
  entire 5-foot square, but Small-sized or smaller crea-
  tures make the check normally. A creature that has 
  hidden in coal pile takes an additional 1d6 fire dam-
  age the next time they take fire damage before taking 
  a long rest, receiving a round of cleaning via presti-
  digitation, or are doused in water.
  Water Vats. These containers are filled with non pota-
  ble water for use with the forges. A Small-sized crea-
  ture can hide in one without holding their breath, but a 
  Medium-sized creature must hold their breath in order 
  to gain concealment and they are at disadvantage on 
  their Stealth check.
  Forges. Chutes just above these roaring fires cough 
  smoke up into the air over Samon (safely outside the 
  building) but the apparatuses used as anvils can be 
  kicked over as a melee weapon attack with a suc-
  cessful DC 14 Strength check, dealing 6d6 fire dam-
  age to one creature adjacent to the Forge.
  Tool Storage. This room has various hammers and 
  other forging implements inside of it. At the GM’s dis-
  cretion, some of these tools may make for good im-
  provised weapons.
  Water Tanks. Much like the water vats these can be 
  used as hiding places (though Medium-sized crea-
  tures make their Stealth checks normally).
  Rail Storage. Difficult to craft rails (usually of the 
  curved variety) are kept in the Rail Storage areas. Ex-
  ceptionally strong characters (with a Strength score of 
  18 or higher) can wield a rail as an improvised weap-
  on weapon 
  Rail. Melee Weapon Attack, reach 15 ft., all targets 
  in a 15-foot line. Hit: 10 (3d6 bludgeoning damage). 
  Medium-sized creature gain disadvantage on attack 
  rolls with a rail, Small-sized creature’s cannot wield 
  a rail, and Large-sized creatures suffer no penalties.
  Dumb Waiter. Clever Small-sized PCs (or possibly 
  NPCs!) can use this to enter the floor unnoticed in the 
  far back corner or to make a quick exit. Operating the 
  dumb waiter requires a DC 6 Strength check, though 
  if two or more creatures are pulling at the ropes it be-
  comes an opposed Strength check.
  Item Storage. The most valuable pieces of equipment 
  and custom orders are kept in this room—various bits 
  and bobs worth 10d20 gold (weighing four times as 
  many pounds) to a machinist (like Harold 
  Itrikasu) or half as much to a technology 
  merchant.
  
  24
  Stairs Up. These lead up to the first floor of the Tazuki 
  Rail Company’s offices interior.
  Parts Storage. There’s nothing of great value in this 
  room, mostly just pieces of metal needed for the finer 
  workings of a train—more cogs than anything else. It 
  is possible to hide amongst the various pieces but any 
  creature attempting to do so is at disadvantage on their 
  Stealth check.
  Cutting Table. This wide metal table has an enormous 
  and extremely sharp fixed blade on it. Two creatures 
  working together can use this to deal a mortal blow: one 
  drags a restrained target onto the cutting table and the 
  other slams down the blade, dealing 35 (10d6) slashing 
  damage.
  Hydraulic Press. Much like the cutting table, this 
  large contraption can be used by two creatures work-
  ing together to smash another to death: one drags a 
  restrained target onto the cutting table and the other 
  slams down the lever for the press, which doesn’t com-
  pletely compress until the beginning of the lever-pulling 
  creature’s next turn, dealing 70 (20d6) bludgeoning 
  damage.
  Junk Rooms. Any items unfit for use but still containing 
  valuable material are placed here for recycling. Like the 
  Parts Storage room it is possible to hide here, but any 
  creature attempting to do so is at disadvantage on their 
  Stealth check.
  Worker Storage. This chamber has lockers arrayed 
  along the walls for laborers to store their things, none of 
  which are of any value.
  Ninja  Assault!
  If the PCs manage to get Kiri Utamara and reach 
  the Tazuki Rail Company before the hebi, the roles 
  of each change in the encounter—the serpentine 
  shapeshifters seek to take what the party has and 
  must assault a building the adventurers are forti-
  fied inside of. How exactly the hebi go about their 
  attack is at the GM’s discretion, but the buzzword 
  for their tactics should be distraction. The forges 
  are kicked over and nearby water vats emptied, 
  coal is dragged in lines of impromptu fuses that set 
  the walls and ceiling ablaze, smoke bombs might 
  make an appearance (from the Mists of Akuma core 
  book), and attempts are made to lure the PCs away 
  from one another to pick them off in isolation. For 
  the particularly cruel GM, the NPCs might even try 
  to gruesomely kill an adventurer on the cutting table 
  or the hydraulic press!
  Break Area. Mats and cots are arrayed around 
  this room for workers to sleep on in the event 
  of exhaustion. If the hebi are here the workers 
  off-shift have been scared away but if not, 2d4 
  smiths are unconscious and dozing away inside.
  Trash Room. The piles of refuse within this 
  small chamber are not pleasant but can prove to 
  be an effective place to hide, provided the hider 
  can hold their breath or deal with the fumes (a 
  DC 12 Constitution saving throw or sickened for 
  1d4 rounds).
  When the battle in the Tazuki Rail Basement comes to a close the riots in Samon do as well. Unless the 
  PCs made a dedicated effort to help one or another side in the conflict, Besko Earthknuckle and the Fangs 
  destroy the Tazuki Manufacturing Factories and render all of the train stations unusable, though the guards 
  took down enough of the rebels that any more destruction is unlikely. The enjin and her posse retreat to the 
  Tazuki Rail Company and hole up inside, fortifying the first floor entrances and aghast at the developments 
  in the basement when they realize the adventurers have slaughtered a coterie of the fabled hebi hengeyokai.
   
  With definitive evidence of treachery by serpentine interlopers in hand, the party has a unique op-
  portunity to negotiate peace between 9th Arrow, Besko Earthknuckle, Lieutenant Toyoruma, Lord Eidaru 
  Hakaisuru, and Miyako Tazuki. Well-reasoned arguments for how to make Samon more sustainable or a DC 
  14 Charisma (Persuasion) check convince Lord Eidaru Hakaisuru and Miyako Tazuki to bend, in turn forcing 
  Tabata Jotaro to lower production quotas, increase wages, and improve worker conditions in the town. The 
  Fangs agree not to demonstrate in violence again provided that these promises are kept, and though Lieu-
  tenant Toyoruma doesn’t like it, 9th Arrow agrees that it is a satisfactorily peaceful provision. 
  Additionally, even if the PCs have become fugitives in Samon, the Talon of the Hawk that originally 
  hired them appears when the violence comes to a close. True to her word, she rewards the adventurers with 
  600 Imperial Pieces each and exonerates them of any crimes they committed on her behalf. PCs that have 
  already gotten onto the wrong side of Lieutenant Toyoruma find that his hatred for him increases tenfold and 
  he may become a villain that acts agains them at a later date.
   
  Soburin’s far-flung cult of hebi are collectively aghast that the PCs have disrupted their ascension 
  back to ancestral power, marking the adventurers for death. Until the end of their days the party are hunted 
  by serpentine shapeshifters, hired assassins, and charlatans trying to lead them into deadly ambushes. To 
  convince the cult of hebi to back off the PCs will have to kill at least 1 more true hebi for every member of the  
   
   
   party, though when and where they are afforded the opportunity to do so is at the GM’s  
   
   
   discretion.
  Epilogue
  Epilogue
  
  25
  Your hengeyokai character is a uniquely magical creature, half-human and half-animal. 
  Ability Score Increase. Your Dexterity increases by 2 and your Charisma increases by 1.
  Age. A hengeyokai reaches maturity in their early teens and lives slightly longer than a century.
  Alignment. Hengeyokai vary more in motivation and temperament than any other race; they have no ten-
  dency toward any specific alignment.
  Size. Hengeyokai are 4 to 5 feet tall, weighing between 90 and 120 pounds. Your size is Medium.
  Speed. Your base walking speed is 30 feet.
  Natural Disguise. You can cast disguise self without the need for any components but you can only change 
  into a specific human. You may use this ability a number of times equal to your proficiency bonus before 
  requiring a long rest.
  Nature Form. You can transform into the creature of your subrace as polymorph without the need for com-
  ponents. Unlike the spell you keep your mental scores, the ability has no duration, your hit points remain 
  unchanged, your gear does not meld into your form, and you can still talk but not cast spells. You may use 
  this ability a number of times equal to your proficiency bonus before requiring a long rest. 
  Subrace. Hengeyokai are extremely diverse, embodying the traits and behaviors from one of seven different 
  animals.
  Hengeyokai Racial Traits
  Hengeyokai Racial Traits
  Hebi (Snake)
  Hebi hengeyokai are the yin to the kitsune’s yang, representing the dangerous beauty of survival of the fit-
  test when natural forces take over (making them natural predators). They are on the whole a genderfluid 
  species, though that is simply a facet of their ancestral history as powerful shapeshifters. The treachery of 
  Umesaka Utamara nearly saw true hebi eradicated from Soburin but some survived the genocide by hiding 
  among humanity, and those that have been borne by human mothers are less powerful than their kin (though 
  dangerous all the same).
  Bite. You can make a bite attack that deals 1d4 piercing damage. When you critically hit a creature with your 
  bite attack, that creature make a Constitution saving throw (DC 8 + your Constitution modifier + your profi-
  ciency bonus) or gains the poisoned condition for 1 minute or until that damage is healed.
  Kontorōra Transformation. When exposure to the Mists of Akuma would transform you into adeddo-oni, 
  you are changed into a hebikontorōra instead.
  Poisonous. You gain advantage on saving throws against poison, and resistance to poison damage. When 
  a creature hits you with a bite attack, that creature makes a Constitution saving throw (DC 8 + your Constitu-
  tion modifier + your proficiency bonus) or gains the poisoned condition for 1 minute.
  Kitsune (Fox)
  The vast majority of your kin were herded into the holy cities of the Sukochi Prefecture.
  Ability Score Increase. Your Intelligence increases by 1.
  Bite. You can make a bite attack that deals 1d4 piercing damage.
  Scent. You gain advantage on scent-based Perception and Survival checks.
  Mystical Tails. You gain one tail for every ten years of life. You are unable to carry a weapon or shield with 
  your tail, nor can you manipulate fine objects. You can cause one tail to wither and fall off to treat a 
  death save as a natural 20 (you must choose to use this ability before the death save is made). 
  For every tail withered this way, you suffer one level of exhaustion for one week.
  Nezumi (Rat)
  The nezumi of years past were resettled in the Yokuba Prefecture (see the Mists of 
  Akuma core rulebook).
  Bite. You can make a bite attack that deals 1d4 piercing damage.
  Crawl. You can move at half your speed each turn while prone without provoking 
  opportunity attacks from your movement and you do not have disadvantage on attack 
  rolls while prone.
  Usagi (Hare)
  Rumors that usagi fur brought good fortune saw most of these hengeyokai killed for 
  their pelts.
  Acrobatic. You gain advantage on Acrobatics checks and double the 
  distance of any jumps you make.
  Faster. Your base speed increases by 10 feet.
  
  26
  True Hebi 
  Template
  Hebi hengeyokai can be-
  come true hebi by performing 
  a blasphemous sacrifice of 
  a child of any race in a ritual 
  that takes 1 hour and 100 gold 
  in components. Ze keeps zir 
  statistics, as follows:
  Alignment.	 True hebi are 
  never of good alignment.
  Armor Class. True hebi gain 
  a natural armor of 2.
  Immunities and Resistanc-
  es. True hebi gain immunity 
  to poison damage, immunity 
  to the poison condition, and 
  resistance to fire damage.
  Vulnerability. True hebi gain 
  vulnerability to cold damage.
  Senses. True hebi gain dark-
  vision 120 feet.
  Improved Ability Scores. 
  The true hebi increases zir 
  Strength by 2, Dexterity by 3, 
  Wisdom by 3, and Charisma 
  by 2. These ability score in-
  creases cannot increase an 
  ability score past 20.
  Improved Bite. A true hebi’s 
  bite attack increases to 1d8 
  piercing damage and ze does 
  not require a critical hit to use 
  zir poison.
  Improved Nature Form. A 
  true hebi is able to change 
  into a snake of any size.
  Improved Disguise. A true 
  hebi does not have any limita-
  tions to its disguise self ability.
  Challenge Rating. True hebi 
  increases zir CR by 2 (if nec- 
  essary, recalculate proficiency bonus).
  New Action: Hypnotic Gaze. As a bonus action, the true hebi can gaze at a creature it can see within 100 
  feet. The target makes a Charisma saving throw (DC 8 + the true hebi’s proficiency bonus + the true hebi’s 
  Charisma modifier) or gains the charmed condition for 1 minute so long as the true hebi continues to stare 
  at it with zir bonus action or reaction. When damaged by any other creature than the true hebi the charmed 
  creature immediately removes the condition, and when attacked by the true hebi the charmed creature re-
  ceives a saving throw made at disadvantage to remove the condition. After successfully 
  saving against this effect a creature cannot be charmed by the true hebi for 1 hour.
  New Action: Snake Charmer. As an action, the true hebi can take over the control 
  of any hebi, hebikontorōra, or snake as per the spell dominate monster. The target  
  creature receives a Wisdom saving throw (DC 8 + the true hebi’s proficiency bonus + the 
  true hebi’s Wisdom modifier) to resist this effect.
  
  27
  In the lands of Soburin few people are truly honorable—most of those who claim to be hide their 
  duplicitous ways behind hearsay, rumor, and the appearance of nobility. When playing in a game 
  set in Mists of Akuma, two new ability scores come into play that are emblematic of the struggle 
  against the overwhelming nature of the world that grinds down all the living souls within it: Dignity 
  and Haitoku. These abilities function just like any other ability score, with the exceptions detailed 
  below.
   
  Characters begin with a Dignity score of 10 and Haitoku score of 10. Some backgrounds 
  may decrease or increase a character’s Dignity and Haitoku, and at the GM’s discretion a PC 
  may choose to have a starting Haitoku score of up to 15. Unlike normal, these attributes are not  
  limited to a score between 1 and 20, and are directly related to one another. After character cre-
  ation, most increases to Dignity reduce a character’s Haitoku by the same amount, and most in-
  creases to Haitoku reduce a character’s Dignity by the same amount (though the GM is not bound 
  to this rule and may reward either attribute as they see fit). A character with a feat that has Dignity 
  or Haitoku as a prerequisite does not lose the feat even if their attribute drops below the prereq-
  uisite.
   
  When a Dignity or Haitoku check or saving throw is needed for a monster that does not 
  have these attributes, substitute Charisma for Dignity and Wisdom for Haitoku.
  NEW attributes: Dignity and Haitoku
  NEW attributes: Dignity and Haitoku
  Dignity
  Dignity isn’t an actual measure of a character’s 
  devotion to a set of principles or how virtuous 
  they might be—it is an indicator of how well 
  they carry their dutiful nature (if they have one) 
  and how honorable others perceive them to be. 
  The reputation of a character with a high Dignity  
  carries weight and garners them recognition, 
  both generally and with bengoshi or among  
  other characters with high Dignity.
   
  Dignity can be raised through normal  
  ability score increases without lowering a 
  character’s Haitoku. Otherwise, the GM can 
  choose to increase Dignity (lowering Hai-
  toku) based on how a character acts (al-
  though they are not required to do so ev-
  ery time Dignity increases). At the end of 
  a gaming session if a character was seen  
  defending the law, protecting against wan-
  ton malice, or has otherwise distinguished 
  themselves (such as finishing a mission for a  
  bengoshi), the GM can increase the character’s 
  Dignity (assuming of course that at least one  
  witness survived to spread the word).
  Dignity Checks. Dignity checks can be used 
  much like Charisma, when how honorable 
  a character is plays an impact on a social  
  situation.
   
  The GM might also call for a Dignity 
  check in the following instances: 
  • A character is unsure on how to act honor-
  ably and must respond quickly.
  • A character is surrendering but attempting to 
  retain the respect of their allies and enemies.
  • A character wants to know another char-
  acter’s Dignity score (DC 10 – character’s  
  Dignity modifier).
  • A character wishes to utilize the appropriate 
  etiquette in a social situation that is complex 
  or tense.
  • A character wants to influence another  
  character through their social standing.
  • A character wants to acquire travel papers 
  from a torii gate when they would not  
  normally be able to.
  Dignity Saving Throws. Dignity saving throws 
  are used against Haitoku-driven abilities and 
  when a character is attempting not to dishonor 
  themselves. The GM might also call for a  
  Dignity saving throw in the following instances: 
  • A character is about to breach etiquette.
  • A character replies to an enemy’s insults or 
  provocations in turn, dishonoring them-
  selves.
  • A character is about to be fooled by an  
  enemy’s ploy to breach their honor.
  
  28
  Haitoku
  Haitoku means “fall from virtue” and represents a character’s gradual embrace of the dark  
  methods, immoral ethics, and fel powers that have encroached upon and consumed Soburin 
  (and everyone within). Characters with a high Haitoku score do whatever is necessary to achieve 
  their goals—endangering children and the infirm, sacrificing the lives of others, committing a  
  settlement to bloody reprisal from a rival town, or even dooming a region by disrupting a  
  powerful relic for their own gain—and it taints their soul. This severe disposition can be  
  recognized by others who share a willingness to be cutthroat, and some truly embody their  
  depravity to unlock powerful abilities beyond the ken of mortal men.
   
  Haitoku can be raised through normal ability score increases without lowering a  
  character’s Dignity. Otherwise the GM can choose to increase Haitoku (lowering Dignity) based 
  on how a character acts (although they are not required to do so every time Haitoku increases). 
  At the end of a gaming session if a character was seen breaking the law, engaging in wanton  
  violence, or has otherwise committed an immoral act, the GM can increase the character’s  
  Haitoku.
   
  Finally, a character always has a number of levels of the misted condition (page 20) equal to 
  their Haitoku modifier.
  Haitoku Checks. Haitoku checks can be used much like Wisdom, when how despicable a  
  character is plays an impact on a social situation. Generally if the Intimidate skill is applicable, Hai-
  toku may be used with it.
   
  The GM might also call for a Haitoku check in the following instances: 
  • A character is unsure of whether they are going to endanger others with their direct actions.
  • A character wants to know another character’s Haitoku score (DC 20 – character’s Haitoku modi-
  fier).
  • A character wishes to unlock the secrets of a powerful item, activating it with the implacable and 
  unending perseverance of their spirit.
  • A character wants to influence another character by revealing how depraved they are willing to 
  be and that no consequence or measure can stop them.
  Haitoku Saving Throws. Haitoku saving throws are used against Dignity-driven abilities or when 
  a character pushes their body and mind beyond their limitations. 
   
  The GM might also call for a Haitoku saving throw in the following instances:
  • A character can resist death by dipping into their deepest  
  reserves of unyielding resolve. As a reaction, a character can  
  attempt a Haitoku saving throw (DC equal to the damage from the 
  last attack). On a successful save, the character regains 1 hit point 
  and a level of the exhausted condition. They may activate this abil-
  ity even while unconscious (and before they make a Death Save). A 
  character may resist death a number of times equal to their Haitoku 
  modifier (minimum 1). Uses of this ability recharge after a long rest 
  and when they do the character gains a point of Haitoku.
  • A character encounters a truly unnatural horror that would 
  shatter the mind of a less resolute being. When an effect 
  would cause insanity (such as the symbol spell or to resist  
  madness) a character may make a Haitoku saving throw in place of 
  a Wisdom or Charisma saving throw. They may make this Haitoku 
  saving throw with advantage by gaining a level of the exhausted 
  condition.
  • A character breathes the Mists of Akuma.
  
  29
  Adeddo -Oni
  The Mists of Akuma change people (page 20), transforming them into abominations with ma-
  levolent dead hearts that beat with a thirst for blood. Some scholars believe that the jabbering 
  of adeddo-oni is more than the nonsensical chatter it sounds like and that despite their apparent 
  mindlessness, the undead possess some level of intelligence. Military commanders agree with 
  this assessment, convinced that the preternatural battlefield acumen shown by hordes of the 
  creatures is a sign of a commanding presence among the adeddo-oni (and ancient legends tell 
  of truly brilliant specimens though these have not been seen for centuries).
  Adeddo-Oni  Template
  Giants, monstrosities, and any creature type 
  other than beast or undead can become aded-
  do-oni. An adeddo-oni keeps its statistics, ex-
  cept as follows.
  Alignment. Adeddo-oni are chaotic evil.
  Type. The adeddo-oni’s type changes to un-
  dead (oni).
  Armor Class. Adeddo-oni gain a natural armor 
  of 2.
  Speed. Adeddo-oni increase all of their move-
  ment speeds by 30 feet and quadruple all jump 
  distances.
  Intelligence. Almost all adeddo-oni lose most 
  of their memories and sense of self. An adeddo-
  oni’s Intelligence score changes to 4 and it gains 
  proficiency in Intelligence saving throws.
  Resistances. Adeddo-oni gain resistance to 
  cold damage.
  Damage Immunities. Adeddo-oni gain immu-
  nity to necrotic, poison, and psychic damage.
  Condition Immunities. Adeddo-oni gain im-
  munity to the charmed, exhaustion, frightened, 
  and poisoned conditions.
  Senses. Adeddo-oni gain darkvision 120 ft. and 
  can see through mists and fog without difficulty. 
  Vulnerabilities. Adeddo-oni are vulnerable to 
  radiant damage and while in sunlight they are 
  at disadvantage on all ability checks, attack rolls, 
  and saving throws.
  Languages. Adeddo-oni speak and understand 
  Adeddo (a simple and instinctual language).
  Magical Attacks. Adeddo-oni weapon attacks 
  are magical and they gain a +1 bonus on melee 
  attack rolls and melee damage rolls made with 
  natural weapons and unarmed strikes.
  Regeneration. Adeddo-oni regain a number of 
  hit points at the start of their turn equal to their 
  CR if they have at least 1 hit point and are not 
  in sunlight.
  Challenge Rating. Adeddo-oni increase their 
  CR by 2 (if necessary, recalculate proficiency  
  bonus).
  Adeddo-Oni  Hunchling
  Small undead (oni), chaotic evil
  Armor Class 14 (natural) 
  Hit Points 7 (2d6)
  Speed 50 ft. (quadruple all jump distances)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (–1)
  14 (+2)
  10 (+0)
  4 (–3)
  8 (–1)
  8 (–1)
  Saving Throws Int –1
  Skills Stealth +6
  Damage Vulnerabilities radiant
  Damage Resistances cold
  Damage Immunities necrotic, poison, psychic
  Condition Immunities charmed, exhaustion, 
  frightened, poisoned
  Senses darkvision 120 ft., 
  passive Perception 9 (sees
  through fog or mist)
  Languages Adeddo
  Challenge 2 (450+50 XP)
  Nimble Escape. The 
  adeddo-oni hunchling can 
  take the Disengage or Hide 
  action as a bonus action on 
  each of its turns.
  Regeneration. The adeddo-oni 
  hunchling regains 2 hit points 
  at the start of its turn if it has at 
  least 1 hit point and is not in 
  sunlight.
  ACTIONS
  Hammer. Melee Weapon 
  Attack: +2 to hit, reach 5 ft., 
  one target. 
  Hit: 3 (1d6) magical 
  bludgeoning damage.
  
  30
  Adeddo-Oni  Ninja
  Medium undead (oni), chaotic evil
  Armor Class 16 (leather, natural)
  Hit Points 27 (6d8)
  Speed 60 ft. (quadruple all jump distances)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  15 (+2)
  10 (+0)
  4 (–3)
  14 (+2)
  16 (+3)
  Saving Throws Int –1
  Skills Deception +5, Perception +6, Stealth +4
  Damage Vulnerabilities radiant
  Damage Resistances cold
  Damage Immunities necrotic, poison, psychic
  Condition Immunities charmed, exhaustion, 
  frightened, poisoned
  Senses darkvision 120 ft., passive Perception 16 
  (sees through fog or mist)
  Languages Adeddo
  Challenge 3 (700 XP)
  Cunning Action. On each of its turns, 
  the adeddo-oni ninja can take the 
  Dash, Disengage, or Hide actions 
  as a bonus action.
  Regeneration. The adeddo-oni ninja 
  regains 3 hit points at the start 
  of its turn if it has at least 1 hit 
  point and is not in sunlight.
  Sneak Attack (1/Turn). The 
  adeddo-oni ninja deals an 
  extra 7 (2d6) damage when 
  it hits a target with a 
  weapon attack and has 
  advantage on the attack 
  roll, or when the target 
  is within 5 feet of an 
  ally of the adeddo-oni 
  ninja that isn’t 
  incapacitated and 
  the adeddo-oni 
  ninja doesn’t have 
  disadvantage on 
  the attack roll.
  ACTIONS
  Multiattack. 
  The adeddo-
  oni ninja 
  makes 
  two melee attacks.
  Ninja-To. Melee Weapon 
  Attack: +5 to hit, 
  reach 5 ft., one target. 
  Hit: 6 (1d6+3) magical 
  slashing damage.
  Adeddo-Oni  Mage
  Medium undead (oni), chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 40 (9d8)
  Speed 60 ft. (quadruple all jump distances)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (–1)
  14 (+2)
  11 (+0)
  4 (–3)
  12 (+1)
  17 (+3)
  Saving Throws Int +0, Wis +4
  Skills Arcana +0, History +0
  Damage Vulnerabilities radiant
  Damage Resistances cold
  Damage Immunities necrotic, poison, psychic
  Condition Immunities charmed, exhaustion, 
  frightened, poisoned
  Senses darkvision 120 ft., passive Perception 11 
  (sees through fog or mist)
  Languages Adeddo
  Challenge 8 (3,900 XP)
  Regeneration. The adeddo-oni mage regains 5 
  hit points at the start of its turn if it has at least 
  1 hit point and is not in sunlight.
  Spellcasting. The adeddo-oni mage is a 9th-
  level spellcaster. Its spellcasting ability is  
  Charisma (spell save DC 14, +6 to hit with spell 
  attacks). The adeddo-oni mage has the follow-
  ing sorcerer spells prepared:
  Cantrips: fire bolt, frostbite, mage hand, pres-
  tidigitation
  1st level (4 slots): mage armor, magic missile, 
  shield, sleep
  2nd level (3 slots): misty step, suggestion
  3rd level (3 slots): counterspell, fireball, fly
  4th level (3 slots): greater invisibility, ice storm
  5th level (2 slots): cone of cold
  ACTIONS
  Dagger. Melee or Ranged 
  Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 4 (1d4+2) 
  magical piercing damage.
  Adeddo-oni samurai and adeddo-oni 
  mages are the lackeys of potent and  
   powerful necromancers or other work-
  -ers of dark magic. When placed under 
  the control of one of these masterful 
  spellcasters, the creatures can develop a sim-
  ple intellect that make them far better servants. 
  They have been known to set up ambushes, trap 
  unsuspecting adventurers, kidnap specific indi-
  viduals, and even help prepare fel rituals that 
  are far more complicated than they should be 
  able to comprehend.
  
  31
  Adeddo-Oni  Samurai
  Medium undead (oni), chaotic evil
  Armor Class 20 (natural, o-yoroi)
  Hit Points 52 (8d8+16)
  Speed 50 ft. (quadruple all jump distances)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  11 (+0)
  14 (+2)
  4 (–3)
  11 (+0)
  15 (+2)
  Saving Throws Int +0
  Damage Vulnerabilities radiant
  Damage Resistances cold
  Damage Immunities necrotic, poison, psychic
  Condition Immunities charmed, exhaustion, 
  frightened, poisoned
  Senses darkvision 120 ft., passive Perception 10 
  (sees through fog or mist)
  Languages Adeddo
  Challenge 5 (1,800 XP)
  Regeneration. The adeddo-oni samurai regains 
  5 hit points at the start of its turn if it has at least 
  1 hit point and is not in sunlight.
  ACTIONS
  Multiattack. The adeddo-oni samurai makes 
  two melee attacks.
  Katana. Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target. Hit: 9 (1d12+3) magical  
  slashing damage if wielded in two hands, 7 
  (1d8+3)  magical slashing damage if wielded  
  in one hand.
  Heavy Crossbow. Ranged Weapon Attack: +4 to 
  hit, range (100/400), one target. Hit: 6 (1d10+1) 
  magical piercing damage.
  REACTIONS
  Parry. The adeddo-oni samurai adds 2 to its AC 
  against one melee attack 
  that would hit it. To do so, 
  the adeddo-oni samurai 
  must see the attacker 
  and be wielding a melee 
  weapon.
  Factory  Worker
  Medium humanoid, neutral
  Armor	Class 14 (studded leather)
  Hit	Points	34 (4d8+16)
  Speed	30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 13 (+1)
  18 (+4)
  12 (+1)
  13 (+1)
  11 (+0)
  Saving	Throws	Str +4, Dex +3
  Skills	Athletics +4, Perception +3
  Senses	passive Perception 13
  Languages	Soburi
  Challenge	1 (200 XP)
  Heavy Laborer. Some factory workers are enjin or 
  mutants. These creatures increase their CR by 1, 
  gain a +2 bonus to damage when making melee 
  and ranged weapon attacks (do not modify dam-
  age dice), and gain some racial traits. At the GM’s 
  discretion, other inhuman races from the Mists of 
  Akuma core rulebook might also be factory work-
  ers (such as necroji or steametics).
  Enjin: Climb speed 15 ft., advantage on checks 
  made to jump, double jump distance, advantage 
  against exhaustion, vulnerability to cold dam-
  age.
  Mutant: Speed 35 feet, darkvision 60 ft., heal 
  double during a short rest, hated condition.
  Manufacturing Expertise. Factory workers deal 
  double damage against objects and steametics. In 
  the hands of any other creature, a power tool or 
  rivet gun does half damage and is an improvised 
  weapon.
  Toughened. Factory workers gain advantage on 
  Constitution saving throws and natural armor that 
  increases their AC by 1.
   
   
   
  ACTIONS
  Multiattack. 
  The 
  factory 
  worker makes two power 
  tool attacks or two rivet  gun 
  attacks.
  Power Tool. Melee Weapon 
  Attack: +4 to hit, reach 5 ft.,  
   one target. Hit: 5 (1d6+2)  
     piercing or slashing 
     damage.
  Rivet Gun.	Ranged Weapon 
  Attack: +3 to hit, range 20/100, 
  one target. Hit: 5 (1d8+1) 
  bludgeoning damage.
  
  32
  
  33
  Nüwa  the  Brute
  Medium humanoid (true hebi hengeyokai), neutral evil
  Armor	Class 15 (natural)
  Hit	Points	104 (16d8+32)
  Speed	35 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  16 (+3)
  14 (+2) 13 (+1) 17 (+3)
  10 (+0)
  Saving	Throws	Int +4, Cha +3
  Skills	Arcana +4, Athletics +6, Perception +6
  Damage	Vulnerabilities	cold
  Damage	Resistances	fire
  Damage	Immunities	poison
  Condition	Immunities poison
  Senses	darkvision 120 ft., passive Perception 16
  Languages	Draconic, Soburi
  Challenge	7 (2,900 XP)
  Hypnotic Gaze. As a bonus action, Nüwa can gaze at a 
  creature ze can see within 100 feet. The target makes a DC 
  11 Charisma saving throw or gains the charmed condition 
  for 1 minute so long as Nüwa continues to stare at it with 
  zir bonus action or reaction. When damaged by any other 
  creature than Nüwa the charmed creature immediately 
  removes the condition, and when attacked by Nüwa the 
  charmed creature receives a saving throw made at disad-
  vantage to remove the condition. After successfully saving 
  against this effect a creature cannot be charmed by Nüwa 
  for 1 hour.
  Improved Nature Form. Nüwa can transform into a snake 
  of any size as polymorph without the need for components. 
  Unlike the spell Nüwa keeps zir mental scores, the ability 
  has no duration, zir hit points remain unchanged, zir gear 
  does not meld into zir form, and ze can still talk but not cast 
  spells. Nüwa may use this ability 3 times before requiring 
  a long rest.
  Kontorōra Transformation. When exposure to the Mists 
  of Akuma would transform Nüwa into adeddo-oni, ze is 
  changed into a hebikontorōra instead.
  Natural Disguise. Nüwa can cast disguise self without the 
  need for any components 3 times before requiring a long 
  rest.
  Poisonous. When a creature hits Nüwa with a bite attack, 
  that creature makes a DC 13 Constitution saving throw or 
  gains the poisoned condition for 1 minute or until that dam-
  age is healed.
  Snake Charmer. As an action, Nüwa can take over the 
  control of any hebi, hebikontorōra, or snake as per the spell 
  dominate monster. The target creature receives a DC 14 
  Wisdom saving throw to resist this effect.
  Spellcasting. Nüwa is a 7th-level spellcaster that uses 
  Wisdom as zir spellcasting ability (spell save DC 14; +6 to 
  hit with spell attacks). Nüwa has the following spells pre-
  pared from the warlock’s spell list:
  Cantrips: eldritch blast, poison spray, true strike
  1st-level (3 slots): charm person, hellish rebuke
  2nd-level (2 slots): misty step, ray of enfeeblement
  3rd-level (2 slots): counterspell, vampiric touch
  ACTIONS
  Multiattack. Nüwa makes two bite attacks.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one tar-
  get. Hit: 7 (1d8+3) piercing damage. When Nüwa hits a 
  creature with zir bite attack, that creature make a DC 13 
  Constitution saving throw or gains the poisoned condition 
  for 1 minute or until that damage is healed.
  Wajdet  the  Charlatan
  Medium humanoid (true hebi hengeyokai), chaotic evil
  Armor	Class 17 (natural)
  Hit	Points	91 (14d8+28)
  Speed	30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  20 (+5)
  14 (+2) 17 (+3) 12 (+1)
  15 (+2)
  Saving	Throws	Wis +4, Cha +5
  Skills	Deception +5, Insight +4, Stealth +7
  Damage	Vulnerabilities	cold
  Damage	Resistances	fire
  Damage	Immunities	poison
  Condition	Immunities poison
  Senses	darkvision 120 ft., passive Perception 11
  Languages	Draconic, Soburi
  Challenge	7 (2,900 XP)
  Hypnotic Gaze. As a bonus action, Wajdet can gaze at a 
  creature ze can see within 100 feet. The target makes a 
  DC 13 Charisma saving throw or gains the charmed con-
  dition for 1 minute so long as Wajdet continues to stare at 
  it with zir bonus action or reaction. When damaged by any 
  other creature than Wajdet the charmed creature immedi-
  ately removes the condition, and when attacked by Waj-
  det the charmed creature receives a saving throw made at 
  disadvantage to remove the condition. After successfully 
  saving against this effect a creature cannot be charmed 
  by Wajdet for 1 hour.
  Improved Nature Form. Wajdet can transform into 
  a snake of any size as polymorph without the need for 
  components. Unlike the spell Wajdet keeps zir mental 
  scores, the ability has no duration, zir hit points remain 
  unchanged, zir gear does not meld into zir form, and ze 
  can still talk but not cast spells. Wajdet may use this ability 
  3 times before requiring a long rest.
  Kontorōra Transformation. When exposure to the Mists 
  of Akuma would transform Wajdet into adeddo-oni, ze is 
  changed into a hebikontorōra instead.
  Natural Disguise. Wajdet can cast disguise self without the 
  need for any components 3 times before requiring a long rest.
  Poisonous. When a creature hits Wajdet with a bite at-
  tack, that creature makes a DC 13 Constitution saving 
  throw or gains the poisoned condition for 1 minute or until 
  that damage is healed.
  Snake Charmer. As an action, Wajdet can take over the 
  control of any hebi, hebikontorōra, or snake as per the 
  spell dominate monster. The target creature receives a 
  DC 13 Wisdom saving throw to resist this effect.
  Sneak Attack (1/Turn). Wajdet deals an extra 21 (6d6) 
  damage when it hits a target with a weapon attack and 
  has advantage on the attack roll, when the target is within 
  5 feet of an ally of Wajdet that isn’t incapacitated, or Waj-
  det has charmed it with hypnotic gaze and Wajdet doesn’t 
  have disadvantage on the attack roll.
  ACTIONS
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one tar-
  get. Hit: 9 (1d8+5) piercing damage. When you Wajdet 
  hits a creature with zir bite attack, that creature make a 
  DC 13 Constitution saving throw or gains the poisoned 
  condition for 1 minute or until that damage is healed.
  REACTION
  Reflexive Dodge. When Wajdet is aware of zir 
  attacker, ze may spend zir reaction to reduce 
  the damage of an attack or spell by half.
  
  34
  Hengeyokai  Ninja
  Medium humanoid, neutral evil (Fu Xi, Hōron, Jittar-Yi), neutral (Juyin), neutral good (Hyan)
  Armor	Class 15 (haramaki)
  Hit	Points	65 (10d8+20)
  Speed	40 ft.
  STR
  DEX
  CON
  	INT
  	WIS
  CHA
  15 (+2)
  20 (+5) 14 (+2) 13 (+1) 15 (+2) 13 (+1)
  Saving	Throws	Dex +7, Wis +3
  Skills	Acrobatics +7, Deception +3, Perception +4, Stealth +7
  Senses	passive Perception 14
  Languages	Soburi
  Challenge	4 (1,100 XP)
  Cunning Action. On each of its turns, the hengeyokai ninja can use a bonus action to take the Dash, Disen-
  gage, or Hide action.
  Evasion. If the hengeyokai ninja is subjected to an effect that allows it to make a Dexterity saving throw to 
  take only half damage, the hengeyokai ninja instead takes no damage if it succeeds on the saving throw, and 
  only half damage if it fails.
  Hengeyokai Type. There are a dozen hengeyokai subraces but this adventure only utilizes hebi, kitsune, 
  nezumi, and usagi. Depending on the NPC you are using with this statblock, add the following abilities ex-
  plained below.
  Natural Disguise. The hengeyokai ninja can cast disguise self without the need for any components but can 
  only change into a specific human. They may use this ability 2 times before requiring a long rest.
  Nature Form. The hengeyokai can transform into the creature of their subrace as polymorph without the need for 
  components (Fu Xi—Snake, Hyan—Fox, Hōron—Rat, Jittar-Yi—Snake, Juyin—Rabbit). Unlike the spell they keep 
  their mental scores, the ability has no duration, their hit points remain unchanged, their gear does not meld into their 
  form, and they can still talk but not cast spells. They may use this ability 2 times before requiring a long rest. 
  Sneak Attack (1/Turn). The hengeyokai ninja deals an extra 7 (2d6) damage when it hits a target with a 
  weapon attack and has advantage on the attack roll or when the target is within 5 feet of an ally of the hengeyo-
  kai ninja that isn’t incapacitated and the hengeyokai ninja doesn’t have disadvantage on the attack roll.
  ACTIONS
  Multiattack. The hengeyokai ninja makes 2 unarmed strikes or one shuriken attack.
  Unarmed Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) bludgeoning damage.
  Shuriken. Ranged Weapon Attack: +7|+7 to hit, range 20/50, one target. Hit: 6 slashing damage.
  REACTIONS
  Reflexive Dodge. When the hengeyokai ninja is aware of their attacker, they may spend their reaction to 
  reduce the damage of an attack or spell by half.
  HENGEYOKAI TYPE
  Hebi	(Fu Xi and Jittar-Yi)
  Bite. The hengeyokai ninja can make a bite at-
  tack that deals 1d4+5 piercing damage. On a 
  critical hit the target makes a DC 12 Constitution 
  saving throw or gains the poisoned condition for 
  1 minute or until that damage is healed.
  Kontorōra Transformation. When exposure to 
  the Mists of Akuma would transform the heng-
  eyokai ninja into adeddo-oni, they are changed 
  into a hebikontorōra instead.
  Poisonous. The hengeyokai ninja gains advan-
  tage on saving throws against poison and has re-
  sistance to poison damage. When a creature hits 
  the hengeyokai ninja with a bite attack, that crea-
  ture makes a DC 12 Constitution saving throw or 
  gains the poisoned condition for 1 minute.
  Kitsune (Hyan)
  Bite. The hengeyokai ninja can make a bite  
  attack that deals 1d4+5 piercing damage.
  Scent. The hengeyokai ninja gains 
  advantage on scent-based Perception 
  and Survival checks.
  Mystical Tails. The hengeyokay ninja gains four tails. 
  They can cause one tail to wither and fall off to treat a 
  death save as a natural 20 (they must choose to use this 
  ability before the death save is made). For every tail with-
  ered this way, the hengeyokai ninja suffers one level of 
  exhaustion for one week.
  Nezumi (Hōron)
  Bite. The hengeyokai ninja can make a bite attack that 
  deals 1d4+5 piercing damage.
  Crawl. The hengeyokai ninja can move at half its speed 
  each turn while prone without provoking opportunity at-
  tacks from their movement and they do not have disad-
  vantage on attack rolls while prone.
  Usagi (Juyin)
  Acrobatic. The hengeyokai ninja gains advantage on Ac-
  robatics checks and doubles the distance of any jumps 
  they make.
  Faster. The hengeyokai ninja’s base speed increases by 
  10 feet.
  Bow. Juyin carries a bow instead of shuriken and makes 
  2 bow attacks each turn instead of unarmed strikes.
  Longbow. Ranged Weapon Attack: +7 to hit, range 
  150/600, one target. Hit: 8 (1d8+5) piercing damage.
  
  35
  Hebikontorora
  Medium monstrosity (oni), neutral evil
  Armor Class 16 (natural)
  Hit Points 68 (8d8+32)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  17 (+3)
  18 (+4)
  13 (+1)
  16 (+3)
  14 (+2)
  Saving Throws Int +4, Cha +5
  Skills Acrobatics +6, Deception +5, Perception +6, Sleight of Hand +6, Stealth +6
  Damage Vulnerabilities cold
  Damage Immunities poison
  Condition Immunities charmed, frightened, poisoned
  Senses darkvision 60 ft., passive Perception 16
  Languages Aklo, Soburi
  Challenge 6 (2,300 XP)
  Armed Serpent. As a bonus action, the hebikontorōra can transform its arms into serpents or back.
  Change Shape. As an action, the hebikontorōra polymorphs into a humanoid that has a challenge 
  rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any 
  equipment it is wearing or carrying is absorbed or borne by the new form (the hebikontorōra’s 
  choice). In a new form, the hebikontorōra retains its alignment, hit points, Hit Dice, ability to 
  speak, proficiencies, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its  
  statistics and capabilities are otherwise replaced by those of the new form, except any class  
  features or legendary actions of that form.
  Enchanting Gaze. As a bonus action, the hebikontorōra can gaze at a creature it can see within 
  100 feet. The target makes a DC 14 Charisma saving throw or gains the charmed condition for 3 
  rounds. At the end of each of its turns, the charmed creature can make a saving throw to remove 
  the condition. After successfully saving against this effect a creature cannot be charmed by the 
  hebikontorōra for 24 hours.
  Poison Sense. The hebikontorōra is always under the effects of a detect poison and disease spell, 
  save that it only detects poison and only in objects or creatures the hebikontorōra can see.
  Snakespeaker (1/Day). Hebikontorōra are always accompanied by serpents. By spending a  
  bonus action calling them with its mind, the hebikontorōra may summon 2d6 Poisonous Snakes or 
  1d4 Giant Poisonous Snakes that appear within 50 feet at the end of the round.
  ACTIONS
  Multiattack. The hebikontorōra makes two unarmed strike and snake arm attacks in any combina-
  tion.
  Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing 
  damage.
  Snake Arm. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 4 (1d8+2) piercing  
  damage plus 7 (2d6) poison damage. Creatures that take this poison damage make a DC 15  
  Constitution saving throw or gain the poisoned condition until the poison damage is healed.
  Hebikontorōra were once only a threat in the jungles and forests of the southern prefectures but 
  after the Kengen Occupation the cold-blooded predators have been seen as far north as Kirai. 
  Able to seamlessly blend in with society, these oni use their natural beauty, cunning, and mystical 
  powers to work themselves into positions of power (even swaying the minds of clan lords). None 
  are certain how these horrors originate but there are countless legends—some say that the  
  corpses of forlorn lovers that take their own lives shed their skin to become hebikontorōra, or that 
  they are what becomes of reptiles that die in the Mists of Akuma. Where they come from is usually  
  of little consequence however as they slaughter whomever suspects them of duplicity before 
  their true nature can be revealed, fleeing to a new settlement to wreak havoc once more.
  i
  
  36
  OGL
  OGL
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Re-
  served.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark 
  owners who have contributed Open Game Content; (b) “Derivative 
  Material” means copyrighted material including derivative works and 
  translations (including into other computer languages), potation, mod-
  ifi cation, correction, addition, extension, upgrade, improvement, com-
  pilation, abridgment or other form in which an existing work may be 
  recast, transformed or adapted; (c) “Distribute” means to reproduce, li-
  cense, rent, lease, sell, broadcast, publicly display, transmit or otherwise 
  distribute; (d) “Open Game Content” means the game mechanic and 
  includes the methods, procedures, processes and routines to the extent 
  such content does not embody the Product Identity and is an enhance-
  ment over the prior art and any additional content clearly identified as 
  Open Game Content by the Contributor, and means any work covered 
  by this License, including translations and derivative works under copy-
  right law, but specifi cally excludes Product Identity. (e) “Product Identi-
  ty” means product and product line names, logos and identifying marks 
  including trade dress; artifacts, creatures, characters, stories, storylines, 
  plots, thematic elements, dialogue, incidents, language, artwork, sym-
  bols, designs, depictions, likenesses, formats, poses, concepts, themes 
  and graphic, photographic and other visual or audio representations; 
  names and descriptions of characters, spells, enchantments, personali-
  ties, teams, personas, likenesses and special abilities; places, locations, 
  environments, creatures, equipment, magical or supernatural abilities or 
  effects, logos, symbols, or graphic designs; and any other trademark or 
  registered trademark clearly identified as Product identity by the owner 
  of the Product Identity, and which specifically excludes the Open Game 
  Content; (f) “Trademark” means the logos, names, mark, sign, motto, 
  designs that are used by a Contributor to identify itself or its products 
  or the associated products contributed to the Open Game License by 
  the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, 
  copy, edit, format, modify, translate and otherwise create Derivative 
  Material of Open Game Content. (h) “You” or “Your” means the licensee 
  in terms of this agreement.
  2. The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only be 
  Used under and in terms of this License. You must affix such a notice to 
  any Open Game Content that you Use. No terms may be added to or 
  subtracted from this License except as  described by the License itself. 
  No other terms or conditions may be applied to any Open Game Con-
  tent distributed using this License. 
  3. Offer and Acceptance: By Using the Open Game Content You indicate 
  Your acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this 
  License, the Contributors grant You a perpetual, worldwide, royalty-free, 
  non-exclusive license with the exact terms of this License to Use, the 
  Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing 
  original material as Open Game Content, You represent that Your Con-
  tributions are Your original creation and/or You have sufficient rights to 
  grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NO-
  TICE portion of this License to include the exact text of the COPYRIGHT 
  NOTICE of any Open Game Content You are copying, modifying or dis-
  tributing, and You must add the title, the copyright date, and the copy-
  right holder’s name to the COPYRIGHT NOTICE of any original Open 
  Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identi-
  ty, including as an indication as to compatibility, except as expressly 
  licensed in another, independent Agreement with the owner of each 
  element of that Product Identity. You agree not to indicate compat-
  ibility or co-adaptability with any Trademark or Registered Trade-
  mark in conjunction with a work containing Open Game Content ex-
  cept as expressly licensed in another, independent Agreement with 
  the owner of such Trademark or Registered Trademark. The use of  
   
       any Product Identity in Open Game Content does not  
   
        constitute a challenge to the ownership of that Product  
   
          Identity. The owner of any
  Product Identity used in Open Game Content shall retain 
  all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You 
  must clearly indicate which portions of the work that you 
  are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents 
  may publish updated versions of this License. You may use 
  any authorized version of this License to copy, modify and 
  distribute any Open Game Content originally distributed 
  under any version of this License.
  10. Copy of this License: You MUST include a copy of this 
  License with every copy of the Open Game Content You 
  distribute.
  11. Use of Contributor Credits: You may not market or ad-
  vertise the Open Game Content using the name of any 
  Contributor unless You have written permission from the 
  Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply 
  with any of the terms of this License with respect to some 
  or all of the Open Game Content due to statute, judicial 
  order, or governmental regulation then You may not Use 
  any Open Game Material so affected.
  13. Termination: This License will terminate automatically if 
  You fail to comply with all terms herein and fail to cure such 
  breach within 30 days of becoming aware of the breach. 
  All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to 
  be unenforceable, such provision shall be reformed only to 
  the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the 
  Coast, Inc.
  System Reference Document. © 2000, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip 
  Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  System Reference Document 5.0 Copyright 2016, Wizards 
  of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, 
  Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, 
  Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve 
  Townshend, based on original material by E. Gary Gygax 
  and Dave Arneson.
  The Hypertext d20 SRD. © 2004, Jans W Carton.
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo 
  Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, 
  Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. 
  Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve 
  Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik 
  Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. 
  Wesley Schneider, Owen K.C. Stephens, James L. Sutter, 
  Russ Taylor, and Greg A. Vaughan, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo 
  Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, 
  Adam Daigle, James Jacobs, Michael Kenway, Rob McCrea-
  ry, Patrick Renie, Chris Sims, F. Wesley Schneider, James 
  L. Sutter, and Russ Taylor, based on material by Jonathan 
  Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo 
  Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Sa-
  vannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, 
  Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Ja-
  son Nelson, Tom Phillips, Stephen Radney- MacFarland, 
  Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ 
  Taylor.
  Veranthea Codex © 2015 Mike Myler, published under li-
  cense by Rogue Genius Games; Author Mike Myler, with 
  Michael Allen, Luis Loza, Michael McCarthy, Brian Wiborg 
  Mønster, Julian Neale, and Colin Stricklin
  Hypercorps 2099 (5E) Copyright 2016 Mike Myler, pub-
  lished under license by Legendary Games; Authors Mike 
  Myler, Savannah Broadway, Rich Howard, Luis Loza, Mi-
  chael McCarthy.
  5th Edition SRD at 5eSRD.com. © 2015 John Reyst.
  Mists of Akuma: Fangs of Revenge. © Mike Myler,  
  published under license by Storm Bunny Studios.
  
  37
  
  38
  
  39
  
  40
  
  41
  
  42
  A city of burgeoning technology beset 
  upon by intrigue and insurrection....
  A city of burgeoning technology beset 
  upon by intrigue and insurrection....
  Samon has been a thorn in Emperor Hitoshi's 
  side since suffering in the rebellion against 
  the Kengen OCcupation, its wounds still 
  fresh on the minds of its citizens. It is not  
  beneath the notice of Hakaisuru Bengoshi 
  however, and the adventurers are ordered 
  by one such off icial to make certain that  
  the Tazuki Rail company's doings are not  
  curtailed by its increasingly aggressive  
  laborers and their shadowy union, 
  the Fangs.
  Little do they know that the 
  bite of the fangs carries a 
  far deadlier poison than 
          any worker's ire!
  Samon has been a thorn in Emperor Hitoshi's 
  side since suffering in the rebellion against 
  the Kengen OCcupation, its wounds still 
  fresh on the minds of its citizens. It is not  
  beneath the notice of Hakaisuru Bengoshi 
  however, and the adventurers are ordered 
  by one such off icial to make certain that  
  the Tazuki Rail company's doings are not  
  curtailed by its increasingly aggressive  
  laborers and their shadowy union, 
  the Fangs.
  Little do they know that the 
  bite of the fangs carries a 
  far deadlier poison than 
          any worker's ire!
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Storm Bunny/Mists of Akuma - Fangs of Revenge.pdf