TEXT: 1
  
  2
  A Fifth Edition adventure for 4 to 6 PCs of 5th level.
  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, introduction 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.
  Author 
          Mike Myler
  Interior Artists     Nathanael Batchelor
   
   
          Jacob Blackmon, Indi 
   
   
          Martin, Claudio Pozas, 
   
   
          Dean Spencer, Rian Trost, 
   
   
          Naiche Washburne
  Layout, Graphics 
  Mike Myler
  Cartography  
  Michael McCarthy, 
   
   
   
  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.
  Plot Breakdown.......................................................5 
  Act 1: Ritual in Zōkasuru’s....................6–10 
   
  MAP: Ritual Building..................................8 
   
  Kokutan-Niryoku........................................9 
  Act 2: Unfinished Journey..................11–14 
   
  Enounter Tables..................................12–14 
  Act 3: Blooded Current.................................14–23 
   
  City of Nesuto...........................................16 
   
  MAP: Nesuto..............................................17 
  Act 4: Primordial Feud........................23–29 
   
  MAP: Susamajī Cave................................27 
  Epilogue...............................................29–30 
  Mists of Akuma & New Attributes...31–33 
  NPC Codex............................................34–50 
  
  3
  Heat beats down from the blazing summer sun and the adventurers are hot on the trail of a 
  fugitive, ordered by the bengoshi Akia the Iron Shell to hunt down the charismatic cult leader 
  Shinjirarenai. Soon after routing the foul oni-touched mage however the mystery deepens, 
  forcing the PCs to chase across southern Soburin after cases of turtlewax cream until the true 
  powers at work are revealed and the party realizes they are but pawns in an ancient conflict, 
  pieces on a game board between two Imperial Siblings!
  This adventure begins in media res, the party 
  already in the middle of a mission on behalf 
  of a powerful government official (a bengoshi) 
  named Akia the Iron Shell. Her orders to them 
  were simple: find the upstart apostate 
  Shinjirarenai, kill him, sunder the cult following
  him, and recover the valuable goods he’s stolen.
  After defeating the oni-touched sorcerer and 
  his minions the PCs are approached by a soru 
  hengeyokai named Bōeki, a traveling merchant 
  that witnesses the daring battle. In the midst 
  of praising them the monkey folk offers a fine 
  price of 100 Imperial Pieces for the common 
  goods the party has recovered, convincing 
  them (if necessary) that surely their bengoshi 
  benefactor intended for them to sell the lesser 
  items (“why else would she have told them to 
  return with the valuable goods?”) and because 
  the perishables will spoil before ever reaching
  market. Even if they resist his persuasions, as 
  the adventurers rest Bōeki steals away part 
  of the shipment—specifically its six casks of 
  turtlewax cream. 
   
  Akia the Iron Shell is furious when the 
  party do not return with this seemingly benign 
  item, completely unconcerned with recovered 
  gold, jewelry, and ancestral relics that they 
  have brought back. The adventurers receive 
  only part of their promised reward and are 
  ordered to recover the turtlewax cream post 
  haste. They know from conversing with him 
  that Bōeki made for the city of Nesuto in Ikari 
  Prefecture and the PCs begin their pursuit, 
  their journey across intervening Yokuba 
  Prefecture’s wildernesses harried by oni, 
  mercenaries commanded by the dangerous 
  chain-wielder Phacer, and the ancient Mists of 
  Akuma. 
   
  Once the adventurers arrive in Nesuto 
  they receive a message from their bengoshi 
  master that lists local informants in his 
  network of spies but cursory investigation 
  reveals that several have been brutally 
  murdered! Tamahana the kyūyurei oni also 
  seeks the turtlewax cream and the duplicitous
  monster is paving her path to it in blood, 
  pursued by the Gensosō monk Kazato 
  Tetsunori (one of the Ikari Prefecture’s capital’s
  elite elemental-wielding defenders). Both 
  Bōeki and his buyer (the mujina hengeyokai 
  Yukawa Ikumu) have gone into hiding, and the 
  badger-woman has hired a group of warriors 
  to hunt down the murderer and obscure her. 
  As the party clashes against these new rivals 
  and the duplicitous bloodthirsty oni roaming
  through Nesuto, they close in on Yukawa 
  Ikumu and the vaunted turtlewax cream, only 
  for both to escape into the jungles while they 
  face off against their new nemeses in one 
  of the settlement’s popular honor duels.
   
  The adventurers plunge into the 
  Zunkhasa Rainforest hot on the trail of mujina 
  hengeyokai and the turtlewax cream, though 
  along the way a mysterious old man begins 
  following them at a distance—far too spry for 
  his age. The mysterious arrival soon outpaces 
  them and upon reaching the end of Yukawa’s 
  tracks, the party finds another enigmatic fellow
  in heated debate outside of a cave deep in 
  the jungle. In moments the true identities of 
  each are revealed—they are none other than 
  Shūshō Ikari and Kanja Korusu, two of the 
  ancient Imperial Siblings that first conquered 
  Soburin millennia ago! An epic battle ensues 
  and the PCs learn that Kanja has been pulling 
  their strings all along, ordered by the turtle 
  master to acquire the turtlewax cream inside 
  the cavern while he occupies Shūshō. To 
  succeed the adventurers must defeat foo 
  lions summoned by his primordial rival and 
  best traps prepared inside of the sacred 
  space, but once they’ve done so the battle 
  outside fades and they receive a once in a 
  lifetime opportunity to wield the powers of 
  the Gensosō monks of Nagabuki—and the 
  Imperial Pieces that Akia the Iron Shell owes 
  them for a job well done.
  
  4
  Feud Primordial 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 setting. 
  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 addition to a 
  preview available on distributor sites where the campaign 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 Feud 
  Primordial 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).
  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 everyday life with 
    a pall of darkness nearly as unsettling as 
       the Mists of Akuma.
  Map of Soburin
  The map of the continent 
  on page 51 (and every 
  map for the setting) lacks 
  specific distances—they are 
  as large or as small as the GM 
  requires. When struggling 
  to conceptualize the world, 
  do as usual with the setting: 
  default to Japan.
  
  5
  
  6
  ACT 1: Ritual in zokasuru
  ACT 1: Ritual in zokasuru
  Read the following to begin the adventure:
  It is the hottest summer in over a century and the sun beats down hard, making every footstep 
  kick up puffs of grit and dust that scatter onto the grasses around the dirt path stretching behind 
  you. In the distance, through the waves of heat, you can see your destination: the small village 
  of Zōkasuru. The isolated settlement is rumored to be the last place the apostate sorcerer Shinji-
  rarenai was seen and with a little bit of luck, he can be found here or nearby, quickly routed, and 
  your journey can head north to a prefecture that isn’t as unforgivably hot.
  This adventure begins with the party’s arrival in Zōkasuru during the hottest summer in recent 
  memory, where a chance encounter with a relic of some power has spurred the oni-touched 
  sorcerer Shinjirarenai into gathering a small and devoted following of fearful citizens. The cult 
  would have gone unnoticed for a while longer, but has ignorantly stolen something of great 
  value to a hidden Imperial Sibling, prompting Akia the Iron Shell bengoshi to hire the adventurers 
  to track him down. 
  i
  Facing Shinjirarenai
  A little more than an hour of walking through 
  the woods (which might include an encounter 
  with the Mists of Akuma if the GM so wishes 
  it) brings the adventurers to the abandoned 
  mansion. Read the following as the party 
  approaches:
  A worn down mansion appears in the 
  distance, the faded and untended carvings 
  on its edges standing out against the trees 
  of the forest. Its roof stands twenty hands 
  high and is littered with broken shingles, 
  the wooden beams on the building’s 
  corners rotted. Even at a distance a shrill 
  but compelling voice can be heard inside, 
  blaspheming ancestral spirits and the order 
  imposed by Emperor Hitoshi Masuto—the 
  ravings of a blasphemer.
  The first several rooms of the house have had 
  their walls hastily torn down and to make way 
  for a stage in the northeastern corner, upon 
  which Shinjirarenai (page 36) has prepared 
  the magic circle for a fell ritual. His familiar 
  (a ryōmen; page 38) sits attentive near the 
  podium in the front but it has disadvantage on 
  Wisdom (Perception) checks to see through 
  the fogged windows and notice someone 
  lurking outside. The shikome Yōjinbō (page 
  37) keeps within 10 feet of the sorcerer while 
  still attempting to stay out of the sphere of 
  attention, and otherwise there are a dozen 
  Commoners and a dozen Cultists attentively
  There is little of interest inside of Zōkasuru’s 
  15 foot high stone walls save for Daisakenomi 
  Teahouse, the homes of a couple traders, 
  a school for local children, and modest 
  dwellings of farmers with lands adjacent to 
  the village. The townsfolk have no allegiance 
  to Shinjirarenai and when it becomes clear 
  that the PCs have come to deal with him, they 
  plainly tell the adventurers that the sorcerer 
  can be found in an abandoned mansion a few 
  miles west of the settlement. For GMs that 
  wish to make more mystery out of this section 
  of the adventure, here are a few suggestions 
  on how to do so:
  • Some of Shinjirarenai’s lackeys (2d4+2  
  Cultists) attack the inquisitive party in the 
  Daisakenomi Teahouse (using the map on 
  page 52) and then flee to him, leaving an 
  easy trail to follow.
  • Obara Daisakenomi (owner and server 
  at the teahouse), Ibana Rinako (the local 
  smith), Serizawa Sakue (the village’s mason), 
  or Iwasaki Yoichi (proprietor of the general 
  store) can be bribed, persuaded, or  
  intimidated into sharing the information.
  • The PCs can visit with the various farmers 
  around the village and after winning  
  their trust, learn of a place some of their 
  neighbors have been traveling towards or 
  the identities of townsfolk that have been 
  acting suspiciously as of late.
  • Druids and rangers might converse with  
         animals in the woods around Zōkasuru,  
         learning that many humans gather in  
         a secluded building west of town.
  
  7
  listening to the oni-touched’s every word. Read 
  the following when 
  the PCs get closer 
  to the 
  building: 
  A murmuring 
  of agreement 
  and the 
  occasional 
  clapping of 
  applause 
  resonate 
  from inside 
  this isolated 
  mansion to 
  break the 
  peaceful 
  tranquility 
  of the forest. 
  The voice of an 
  enthusiastic speaker—
  surely the sorcerer Shinjirarenai—rises 
  above it all, screaming at the crowd. 
  “ABANDONED! The ancestors have 
  abandoned us, and what does our Emperor 
  decree? Travel papers and taxes! Guards and 
  guns made by foreigners standing in the 
  docks of Sanbaoshi! But the mists are not at 
  the whim of Hitoshi Masuto, and he offers 
  no respite to the wandering evil. My friends 
  it is time to throw off the shackles of history, 
  to embrace new ideas and new solutions!”
  Shinjirarenai continues talking for 2d4 minutes 
  after the party nears the building at which 
  point he gets the crowd to chant in repetition 
  (“Shisha o moyasu”). At the end of 1 minute of 
  chanting his ritual completes and the 
  Commoners in the room all gain 4 Haitoku, 
  changing into Cultists and becoming utterly
  devoted to the sorcerer as Shinjirarenai 
  increases to 7th level (gaining a new spell 
  known, his first 4th-level spell slot, 1 sorcery 
  point, and 1d6+1 hit points). 
   
  When the 
  adventurers interrupt 
  the gathering each PC makes 
  a DC 12 Charisma (Intimidation) check 
  (with advantage if they impressively crash 
  through a window or door). Each success 
  causes 1d4 Commoners to flee back to 
  Zōkasuru, unwilling to face off against such 
  dangerous foes. Any that remain join the 
  Cultists in defending Shinjirarenai and form a 
  line to defend the sorcerer as he flings spells 
  at the adventurers. PCs that get close to the 
  oni-touched are harried by Yōjinbō first but 
  the shikome bodyguard is the only NPC that 
  flees after the battle is joined, escaping when 
  reduced to 8 hit points or less—everyone else 
  that attacks the party is compelled by 
  Shinjirarenai’s dark relic (the 
  kokutan-niryoku) to fight to 
  the death.
  
  8
  
  9
  Kokutan-Niryoku
  Wondrous item, very rare (requires attunement)
  This curious trinket was once shorn from the leg of a man-sized avian, 
  the calcified claw gripped inexorably around a powerful ebony gem. 
  Inside of it is the soul of a mage that drew the ire of an Imperial Sibling, 
  so foul was their crime that they are trapped within until the end of time 
  (unless it can amass power enough to escape). Shinjirarenai is one of many 
  “owners” of the Kokutan-Niryoku, picking up the dark charm off the forested 
  ground amidst the Mists of Akuma. It has been carried by scores of creatures 
  before him but unlike them, the oni-touched has resisted transformation into 
  adeddo-oni and it lusts at this opportunity for power.
   
  The Kokutan-Niryoku is strange trinket of an ebony claw grasping a gem that seethes with 
  power. Every day that the wondrous item’s urge to gather a following is not pursued, its wearer 
  must make a DC 13 Charisma saving throw. On a successful save, the wielder takes 3 (1d6) psychic 
  damage. On a failed save, the wearer is dominated by the wondrous item (as the dominate 
  monster spell) and goes about the work of amassing a cult. The spell effect ends when one more 
  soul has been recruited into its cult.
   
  Magic Properties. While attuned to the Kokutan-Niryoku, every 24 hours your Haitoku 
  increases by 1 (up to a maximum of 24). At the start of your turn, you can choose two creatures 
  you can see and until the start of your next turn, any attacks these creatures make against you 
  have disadvantage. In addition, you refuse to part with this magic item after you have attuned 
  to it.
   
  Sentience. The Kokutan-Niryoku is a sentient chaotic evil wondrous item with an 
  Intelligence of 14, a Wisdom of 15, and a Charisma of 16. It has hearing and darkvision out to 
  a range of 60 feet. The wondrous item communicates telepathically with its wielder and can 
  speak, read, and understand Adeddo and Soburi.
   
  Personality. Everything in existence is a means to the final end of all things, or so the 
  Kokutan-Niryoku believes. Ultimately it seeks to cultivate or find a spellcaster powerful enough to 
  bring about the true apocalypse, ready to sacrifice much of its own intellect to allow such a wearer
  to transform into adeddo-oni without becoming nearly mindless. The Kokutan-Niryoku truly 
  despises anything holy or noble and savors the opportunity to bring destruction down on either.
  Opportunity Knocks
  After the battle the PCs find the merchant’s stolen wares that Akia the Iron Shell wanted returned. 
  Innocuous goods like barley, rice, tea leaves, ripening sudachi, candles, turtlewax cream, hemp 
  kimonos, andon lamps—far too much for them to carry by hand—are in the southeast room, 
  while more valuable items like jewelry, silks, rare herbs, expensive ritual components, ancestral 
  relics, and scarce magical reagents lay in a chest in the northwest. The adventurers’ search of the 
  building is interrupted when a soru hengeyokai (Bōeki; page 38) boldly approaches them. Read 
  the following:
  Suddenly a simian the size of a man—clearly 
  a soru hengeyokai—appears in the doorway, 
  rapping his knuckles on the wood. “I am 
  most sorry to intrude upon you, but I must 
  congratulate the victors of such a rout!” He 
  looks about, scrunching his monkey-like face 
  but nodding approvingly. 
  “Magic is beyond my ken,” he continues, ”but 
  it is clear that something malevolent would 
  have occurred were it not for your intervention. 
  On behalf of the Machibuse Traders please 
  allow my humble self, Bōeki, to thank you 
  for clearing it away from our trade route.”
  The monkey folk is part of a small horse-
  drawn caravan with a few other hengeyokai 
  and soburi waiting on a roadway off in the 
  distance. While Bōeki’s timing is indeed 
  miraculous his tale is true; he and the caravan 
  were passing nearby, saw the commotion, 
  and took an interest in what was happening. 
  Unlike his companions however he’s got 
  nothing to trade but Imperial Pieces—and he 
  is so very desperate not to arrive in Nesuto 
  empty-handed. When Bōeki sees the 
  various goods the party have just 
  acquired, read the following:
  
  10
  Bōeki pokes his head into the southeastern 
  room of the building and coos. “My, what 
  a haul,” he says, bobbing his head up and 
  down slightly, “yet it is far too much to carry 
  by hand, yes?” The hengeyokai sulks, his 
  body dropping down as he continues, “It so 
  happens that I am in a precarious situation 
  as well. Back in the caravan I have cases of 
  the tastiest daifuku in all of Soburin carried 
  straight from Fuson Prefecture, but the 
  foolish assistant pateshie in Detchtagi did 
  not seal them properly and they have all 
  dried!”
   
  Consumed with anger Bōeki lashes out 
  and strikes the doorframe with his tail only 
  to grab it reflexively, wincing from the pain. 
  “They are not nearly as valuable as they 
  ought to be now, and I shall be made a 
  laughing stock when we arrive in Nesuto. 
  I have been saving coin for an emergency 
  however.” He looks at you all hopefully, 
  anxiously rubbing his hands together, 
  “perhaps we might help one another?”
  Bōeki genuinely wishes to buy all of the stock 
  goods and means well by the party, but a DC 
  18 Wisdom (Insight) check can prompt him 
  to reveal that he is particularly interested in 
  the turtlewax cream (though only because he 
  knows a buyer in Nesuto that will pay a fine 
  price, to use to experiment with shīranto sap). 
  The hengeyokai trader has no desire for the 
  more expensive valuables and should the PCs 
  explain their orders from the Korusu bengoshi, 
  he points out that they were to return with the 
  valuable items stolen from the merchant—
  surely she did not intend for them to haul all 
  of this back, and it makes little sense for 
  so many perishable goods to go to waste 
  before they can reach the marketplace. A DC 
  10 Intelligence check appraises the value of 
  the stock goods at only 48 Imperial Pieces, 
  but because the adventurers have just done a 
  kindness for the Machibuse Traders and given 
  his unfortunate situation, Bōeki offers them 
  100 Imperial Pieces (which he thinks he can 
  make back).
   
  PCs that are suspicious and unwilling 
  to barter might be plied with the addition of 
  dried daifuku to the deal (five cases worth that 
  can easily be stuffed into a large sack), or if 
  Yōjinbō fled the battle Bōeki claims to know 
  which direction he went and will 
  only reveal it on condition of the 
  trade. Should these fail, after they 
  part ways the hengeyokai stalks behind them 
  waiting for the right moment to drink a potion 
  of invisibility, sneak to where the goods are, 
  and steal the 6 cases of turtlewax cream using 
  a bag of holding. 
   
  Fortunately for Bōeki an opportune 
  moment presents itself fairly quickly—a trio 
  of villager elders from Zōkasuru arrive at the 
  abandoned mansion (or if the PCs have begun 
  traveling again, catch them on the road) to 
  congratulate the adventurers, thanking them 
  for purging the evil from the land with a 
  modest feast in their honor. It is considerably 
  dishonorable to refuse this offer and any 
  member of the party that does so reduces 
  their Dignity by 3. When the PCs return to the 
  village an excellent meal is prepared for their 
  enjoyment and a fine dinner is had by all—until 
  Akia the Iron Shell arrives. 
   
  Read the following:
  The Daisakenomi Tea House is filled with 
  the smell of delicious food as you return to 
  Zōkasuru. Within you see that with the help 
  of some of the farmers, the owner Obara has 
  prepared a sumptuous meal. Grill yakimono, 
  saucers of nikogori, bowls of rice, and even 
  small dishes of umeboshi await you inside 
  along with yuzu juice, beer, and sake. After 
  a short speech by one of the elders the meal 
  begins and it is as satisfying as it smells, the 
  food hearty and filling, the drink pleasant 
  and flowing. 
   
  Halfway through the meal a cadre of 
  children caper inside, each donned in a 
  hastily-made costume meant to mimic the 
  lot of you. They put on a quaint show of 
  beating the oni-touched sorcerer—a child 
  nearly mummified in strips of hemp dyed 
  red—and just as one of the miniature 
  adventurers is about to strike, a cacophony 
  sounds from the front of the building as 
  the door explodes inward in a storm of 
  splintered wood.
   
  Akia the Iron Shell stomps over the 
  broken timbers and screams, her voice 
  raising well above the cries of the children 
  in front of her. “WHERE ARE THEY!?” she 
  yells, shrill and piercing. She spots you 
  behind the table and points at each of you 
  in turn, her withered old finger emerging 
  from her armor and shaking furiously. 
  “Baka! Baka! Baka! BAKA!”
  
  11
  The Korusu bengoshi has a wide network of spies and made for Zōkasuru when the PCs did, 
  sure they would quickly handle the sorcerer and recover the stolen shipment—specifically the 
  turtlewax cream that she truly wanted to be returned. Upon reaching the village she immediately 
  checked for the missing goods and whether Bōeki bought the lot or stole the six innocuous casks, 
  they are not in the party’s possession and she is enraged. Akia immediately orders all of the 
  villagers out of the Daisakenomi Teahouse and reprimands the adventurers for being foolish, 
  unconcerned with the “valuable” goods that were recovered. When the party presents these to 
  her, read the following:
  Akia the Iron Shell stares you down, the fury in her gaze nearly scorching.  After a few tense 
  seconds of silence she calls out, “Chizia Toin! Enter!” A meek scribe—just a slight of a man, not 
  yet fully grown and terrified—dejectedly shuffles into the Daisakenomi Teahouse, nervously 
  looking about the central room. She turns to him and commands, “recite the message I gave 
  you to send to these fools last week.”
   
  Unsure and anxious, he bows deeply and pulls a scroll from beneath his robes and recites 
  the message verbatim, albeit stammering. “Locate the upstart apostate Shinjirarenai near 
  Zōkasuru, kill him, sunder the cult following him, and recover the valuable goods he’s stolen.”
   
  “Let me see that!” Akia yells, snatching it out of his hands and quickly reading it. “Are 
  you certain I said valuable?” she asks him, one eye squinting. “Are you quite certain?”
   
  Clearly shaking, the scribe looks at the paper, then back at her, to the paper, to her—finally 
  he nods. In a lightning fast motion a multi-barreled handgun appears in Akia’s hand and she 
  fires, exploding the youth’s head in a cascade of blood and gore that washes over the teahouse. 
  ACT 2: Unfinished Journey
  ACT 2: Unfinished Journey
  Travel Across Yokuba
  Ignoring the dead body on the ground, Akia explains that the turtlewax cream absolutely must 
  be reacquired and orders the adventurers to do so—no matter the cost. The bengoshi makes no 
  mention of paying them for their troubles thus far and a cursory request is met with derision, 
  but a DC 13 Dignity (Culture), Haitoku, or Charisma (Persuasion) check can get her to shell 
  out 200 Imperial Pieces (from the 500 they are due). Either way she promises 200 Imperial Pieces 
  more and their full payment should they recover the turtlewax cream, and her ire should they 
  dare refuse her. After she has finished 
  berating the party and they have 
  accepted this new duty, Akia gives 
  them travel papers with permissions 
  to journey from Korusu Prefecture and 
  into Yokuba Prefecture, from Yokuba 
  Prefecture to Ikari Prefecture, and 
  remittances to make the return trip.
   
  Throughout this entire exchange 
  in addition to a small retinue of Akia’s 
  servants waiting outside there is another, 
  far more significant figure disguised as 
  a vagrant: the Imperial Sibling Kanja 
  Korusu, the individual to whom the 
  turtlewax cream truly belongs. Each PC 
  attempts a DC 20 Wisdom (Perception) 
  check as they are berated by the 
  bengoshi to notice this new, slightly out 
  of place stranger, but he vanishes into 
  thin air just as soon as he is seen.
   
  The party should easily recall that 
  Bōeki was headed for Nesuto but a 
  DC 7 Intelligence check is enough for 
  
  12
  the GM to remind them directly. Reaching the settlement means traveling west-by-southwest 
  over northwestern Yokuba Prefecture, across the Kaigi-Tekina Jungle, and through a pass in the 
  mountains into Ikari Prefecture—a journey that takes 3 weeks by foot or 2 weeks by horseback, 
  and there are no mounts to spare in Zōkasuru. Before leaving the adventurers might ask local 
  merchants about Bōeki and the Machibuse Traders, learning that his organization is a semi-
  reputable cadre of hengeyokai traders spread across Soburin. A DC 15 Wisdom (Insight) check 
  reveals that the merchants have a suspicion regarding them however; a little pressing gets the 
  villagers to disclose that a group of toughs calling themselves the Kaisen Mercenaries passed 
  through town not long before the PCs returned, leaving after asking about hengeyokai traders 
  traveling nearby. 
   
  While the adventurers might assume they have nefarious intent, the mercenaries are
   actually on the job—hired to defend the caravan and now tarrying on the road behind Bōeki, told 
  to slow down the party should they come the same way. The likelihood of combat with Phacer 
  Kaisen (page 39) and her crew (4 Berserkers) is strong but other threats lurk in the wilderness. 
   
  There is a 50% chance twice every 24 hours that PCs have a random encounter though 
  whether or not each of these automatically lead to violence is up to the GM. Aside from these, 
  guerilla warfare from the Kaisen Mercenaries, and possibly the Mists of Akuma, nothing of note 
  stops the party from reaching Nesuto except for the dangers of the wilderness.
  Badlands Encounters (week 1)
  Badlands Encounters (Week 1)
  After deforestation and strip-mining by foreigners during the Kengen Occupation the lands of 
  Soburin were in a poor state and the aftermath of the War of Kaiyo’s end has made recovery an 
  impossibility. The vast majority of the continent’s wilderness has been reduced to badlands that 
  are practically worthless for cultivation—and frequently home to vicious oni.
   
  Threats (d20): Bandits (CR ⅛), Poisonous Snakes (CR ⅛), Giant Lizards (CR ¼), Giant Wolf
  Spider (CR ¼), Scouts (CR ½), Giant Hyena (CR 1), Giant Spider (CR 1), Doppelganger (CR 3), 
  Giant Scorpion (CR 3), Ishi Spirit (CR 3; MoA page 148), Onryō (CR 3; MoA page 150), Adeddo-Oni 
  Samurai (CR 5; page 138), Baku (CR 5; MoA page 140), Wyrmling Sky Dragon (CR 5; MoA page 
  123), Oni (CR 7), Yaoguai (CR 7; MoA page 162), Ancestral Kami (CR 8; MoA page 151), 
  Rokurokubi (CR 9; MoA page 153), Jinmenju (CR 10; MoA page 146), Adult Sky Dragon (CR 11; 
  MoA page 124)
  Jungle Encounters (Week 2)
  Once common across the continent’s southern reaches, whatever kindnesses the rainforests 
  formerly offered have evaporated and only the fiercest animals have survived in the aftermath 
  of the Kengen Occupation, making jungles a dangerous place to tread even for veteran warriors. 
  In addition, there are a number of diseases that may afflict the PCs as they travel across such 
  unforgiving wilderness.
   
  Threats (d20): Giant Rats (CR ⅛), Poisonous Snakes (CR ⅛), Giant Bats (CR ¼), Giant Wolf
  Spiders (CR ¼), Mushrooms (CR ¼; Shrieker Fungi and Violet Fungus), Brown Bear (CR 1), 
  Giant Spider (CR 1), Tiger (CR 1), Adeddo-Oni Hunchlings (CR 2; page 34), Ettercap (CR 2), 
  Giant Boar (CR 2), Ki Spirit (CR 2; MoA page 148), Saber-Toothed Tiger (CR 2), three Awakened
  Trees (CR 3), Otyugh (CR 5), Shambling Mound (CR 5), Wyrmling Forest Dragon (CR 5; MoA page 
  117), Hebikontorōra (CR 6; MoA page 144), Giant Ape (CR 7), Oni (CR 7).
  Ikiseichū. Invisible to the naked eye, travelers 
  know better than to drink from waters deep 
  in the wilderness for fear of ingesting these 
  stomach parasites. When a creature drinks or 
  otherwise consumes water contaminated 
  by ikiseichū, the creature must 
  succeed on a DC 12 Constitution 
  saving throw or become infected.
  It takes 1d4 days for symptoms of a stomach 
  parasite to manifest in an infected creature. 
  Symptoms include taut skin and sunken muscles.
   
  Every week, the infected creature 
  doubles the amount of food and water it 
  needs to survive. An infected creature that 
  does not receive enough sustenance regains 
  no healing from short or long rests. 
  
  13
  
  14
  With weeks of travel behind them the PCs finally reach a settlement nestled among islands in the 
  Yōkini-Sawagi River: Nesuto. Read the following:
  Rushing water adds to the jungle’s symphony
  and after a few moments as the ground starts 
  taking a steady downward slope, it is joined by 
  the din of people trading, working, and going 
  about their lives in what must be the city of 
  Nesuto. The settlement is anchored to islands 
  jutting out of a wide river, the foliage of the 
  Zunkhasa Rainforest thick and encroaching 
  from both shores. Several artificial structures 
  stand above the waterline, squat platforms of 
  stone bricks topped by walled pagodas with 
  armed guards waiting inside. There must be 
  scores of homes, shrines, and shops here, all 
  closely integrated—you only see a few low-
  clearance boats traveling in the interior 
  waterways, most of the ships scooting 
  around the city instead.
   
  A creature can cure the disease with a 
  greater restoration, or an attack or spell that deals 
  10 points of force damage per week of infection. 
  Jokku Kayumi. Wearing one’s armor too long 
  and going without washing has its consequences 
  in humid environments. When a creature has 
  gone a week without bathing or more than 
  3 days without cleaning a suit of armor they 
  wear each day, the creature must succeed on 
  a DC 8 Constitution saving throw or become 
  infected. It takes 2d6 days for jokku kayumi’s 
  symptoms to manifest in an infected creature. 
  Symptoms include itching and odor in the groin. 
   
  The infected creature emits a stench that 
  gives it disadvantage on Charisma ability checks 
  made against creatures within 10 feet. Every 
  week, the infected makes a Constitution saving 
  throw (DC 8 + 1 per previous save) or the range 
  of its stench increases by 5 feet (to a maximum of 
  20 feet). 
   
  After 5 successful saving throws the 
  creature recovers from the disease.
  Mountain Encounters (week 3)
  Monstrous hordes once contained behind the walls of oni warlord fortresses have spilled forth 
  since the end of the Kengen Occupation, making the continent’s slopes truly lethal.
   
  Threats (d12): Giant Goat (CR ½), Harpy (CR 1), Ogre (CR 2), Adeddo-Oni Ninja (CR 3; 
  page 35), Basilisk (CR 3), Manticore (CR 3), Troll (CR 5), Wyrmling Sovereign Dragon (CR 6; MoA 
  page 126), Wyvern (CR 6), Oni (CR 7), Yuki-Onna (CR 11; MoA page 162), Adult Sovereign Dragon 
  (CR 12; MoA page 127).
  Urin-Netsu. Wounds infected by 
  poisonous spores wafting through the 
  air of the Kaigi-Tekina Jungle can carry 
  dangerous toxins through the bloodstream,
  making it difficult to heal from injuries. 
  When a creature is reduced to less than 
  half of its hit points while inside of the 
  Kaigi-Tekina Jungle during the night, it 
  must succeed on a DC 13 Constitution 
  saving throw or become infected. It takes 
  2d4 hours for urin-netsu’s symptoms 
  to manifest in an infected creature. 
  Symptoms include lightheadedness and 
  disorientation. 
   
  The infected creature only restores 
  half as many hit points as normal from 
  magical healing, when spending hit dice 
  during a short rest, or after taking a long 
  rest. At the end of each long rest, an 
  infected creature must make a DC 13 
  Constitution saving throw. 
   
  After 2 successful saving throws, 
  the creature recovers from the disease.
  ACT 3: Blooded Current
  ACT 3: Blooded Current
  Shortly after the adventurers arrive in the 
  city, a Sherukurakkā brazenly approaches 
  them with a scroll bearing the seal of 
  Korusu. On the parchment is a message 
  from Akia the Iron Shell with four names, 
  her spies in Nesuto and people the party 
  can turn to help track down the turtlewax 
  cream—provided they can be reached 
  before the mysterious murderer roaming
  across the settlement strikes them all 
  down. A cursory investigation quickly 
  reveals that of the eight names they are 
  given, four (her master spy the vagrant 
  Dokuro Gengyo, baker Ayuzawa Chikao, 
  guard Hada Aishun, and herbalist Toujou 
  Yurisa) have already been brutally 
  slaughtered by a figure known only as
  
  15
  the “Naitorippā”. The murderer has been at large 
  for over a week and one of Ikari Prefecture’s best 
  defenders is on the case: Kazato Tetsunori, a 
  Gensosō monk from Nagabuki sure to gain an 
  interest in the PCs as well. The remaining names 
  on the list are:
  Akagi Hona, a weapons trader on the north  
  island constantly accompanied by a trio of 
  bodyguards
  Nagamine Atasuke, a retired soldier that hangs 
  out in the Korao’s Banter teahouse on the  
  south island.
  Junko Gennosuke, a disreputable junk trader  
  on the southeast island rumored to deal in 
  technology.
  Yukawa Ikumu (page 40), a mujina  
  hengeyokai member of the Machibuse  
  Traders and merchant of esoteric goods with  
  no permanent residence in the city. Akia has 
  not realized the badger-woman is a double 
  agent truly working for Shūshō Ikari—another 
  Imperial Sibling and an ancient rival of Kanja 
  Korusu.
   
  Bōeki skipped town and the rest 
  of the Machibuse Traders (including 
  Yukawa) went into hiding shortly after 
  the Naitorippā murder spree began, but 
  finding the other three (Akagi, Nagamine,
  and Junko) is easy enough. All were told 
  to keep an eye out for merchants from 
  the hengeyokai trading company and 
  questioning these spies doesn’t draw 
  any more attention to the adventurers, 
  but when they start pressing Nesuto’s 
  citizens for specific information about 
  the Machibuse Traders they get noticed 
  by Musashibō’s Marauders. After they 
  cross paths with Kazato, the trifecta 
  of the city’s mystery is in play and the 
  race is on: the party, their rivals, and the 
  Naitorippā (a kyūyurei oni being chased 
  by the Gensosō) are all pursuing the 
  turtlewax cream in Yukawa’s 
  possession!
  
  16
  Nesuto, City in the River
  Little more than an odd village for more than a millennium, Nesuto’s population swelled when 
  the Mists of Akuma returned. Shipmaking is still an important trade in the city but the outer 
  islands are no longer devoted just to the crafting of boats, now crowded by houses for factory 
  workers and small woodworking shops of all kinds. Largely because refuse flows downriver, the 
  richest citizens live towards the north (upstream) while those with less wealth live progressively 
  further south (downstream). Vessels of all kinds are restricted to travel on the eastern side of 
  Nesuto unless they are flat-bottomed boats (without sails) that are able to navigate under the 
  city’s bridges without incident. 
   
  The gulf between the rich and poor has always been tenuous here but aside from the 
  rivalry of the city’s teahouses (specifically the Oishī Sunset and Yori-Oishī Sunrise), the recent 
  Shichō appointed by Lady Natsuko Ikari has done a fine job maintaining order and keeping 
  the peace—until the arrival of the Naitorippā. Her request for aid brought the Gensosō Kazato 
  Tetsunori up from Nagabuki and should the PCs approach her she directs them to him, too 
  busy with matters of governance to micromanage the efforts of one of the prefecture’s finest 
  warriors to stop the murderer.
   
  North Island. The settlement’s initial island is now home to a market for fine goods 
  (such as expensive magical reagents and rare foods), Nesuto’s school, the Mozaro Mage tower 
  (and its teleportation circle), and a few luxury services like the silk seamster Otonari Ekiken, the 
  Tanoshī Theater, Akagi Hona’s weapons shop, and the resplendent Oishī Sunset teahouse. The 
  latter serves few things for less than a few silver but its owner Kuroki Agasa has strived to make 
  her establishment as impressive as the finest restaurants in Sanbaoshi, frequently offering 
  breakneck prices on her finest liquors when it can hurt the business of her rival Enokida. 
   
  Northeast Island. Masters of the docks, the office of governance representing the Ikari 
  Prefecture, and the dwellings of their servants take up this sand barrier, all of them arrayed 
  around a public shrine to the forces of nature.
   
  East Island. The Zentōbu Warehouse is on the north part of this island and homes for 
  many of the city’s poor are towards the south near the Yori-Oishī Sunrise, a teahouse that serves 
  sake for as little as a copper. Its owner Enokida Jinzaburo was spurned by the mistress of the 
  similarly named restaurant on the North Island; he has made it his mission to undercut and 
  destroy her business, and as a result he lives a meager life but there’s almost nowhere else in 
  Soburin with drinks as cheap as his.
   
  Southeast Island. Two markets that focus on food and a cycling selection of wares 
  (largely junk) are in the center of several homes, docks, small eateries, and Junko’s Janku Shop. 
   
  South Island. The city’s other original island has a large market with fresh foodstuffs 
  every day and traders taking up temporary stalls as they pass through. There are half a dozen 
  fishmongers, smiths, and other mundane services as well as Korao’s Banter teahouse (where 
  the sake isn’t cheap, but it is affordable and worth the silver) ringed by houses of the fairly well-
  to-do.
   
  Western Islands. Mostly workers live in these parts of Nesuto, close to the mass production 
  treatment and assembly factories that have sped up the city’s ship exports in the northwest, or 
  the facilities for cutting and sorting timber in the southwest. Unlike in the technologically-lenient 
  prefectures, only traditional soburi techniques are utilized here but centuries of expertise have 
  made their work just as efficient as any machines in Supai or Uso.
  GM Note: Throughout the adventurers’ time in Nesuto, the Mists of Akuma may descend on the 
  city as often as the GM likes. Citizens retreat into their homes and throw shīranto sap (page 20) 
  onto the seams of doorways and windows, safely sealing themselves away from the supernatural 
  haze by temporarily making their dwellings air-tight. PCs fighting while standing in the current of 
  the streams between the settlement’s island are protected from the Mists of Akuma, the air 
  rushing off of the water keeping it away—but not the adeddo-oni. Unless an adventurer has a 
  swim speed, they have disadvantage on ability checks and attack rolls while in the water, and 
  they treat the waterways between islands as difficult terrain.
  
  17
  
  18
  Unraveling the thread
  Each of Akia’s spies has a piece of information
  that ultimately points the party to Yukawa 
  although should these fail, the Honor Duel at 
  the end of this act reveals her as the culprit. 
  While it is recommended that all of these NPCs 
  become inaccessible after revealing what they 
  know to the adventurers, at the GM’s discretion
  they may survive an attack by Tamahana or 
  choose to stay in Nesuto to help guide the 
  party along towards the climax in Act 4. 
  Akagi HONA
  The weapons trader (use the statistics for a 
  Noble) cannot be bribed, cowed, or easily 
  deceived—she’s quite wealthy, carries two 
  fully-loaded dragon cannons, is confident 
  that the Chinatsu Triplets (all Veterans) are 
  competent defenders, and has been a cunning 
  trader for over a decade. Read the following 
  when they visit Akagi’s shop:
  Fine cherry oshima wooden beams make 
  this weapon shop’s doorway as resplendent 
  as the interior, a host of weapons both 
  technological and traditional hung along the 
  walls, scattered on tables, or in half-buckets 
  on the floor. A well-dressed woman stands 
  behind a counter in the back, two armored 
  bodyguards sitting on stools nearby.
  What is troublesome for the party is earning 
  her trust—even with the sealed letter from 
  Akia the Iron Shell, unless she is further 
  convinced to cooperate all she tells the party 
  is general information about Nesuto and what 
  they might have already found out in their 
  investigations thus far (Bōeki has left town, 
  the Naitorippā’s murder spree, the gruesome 
  fates of Dokuro Gengyo, Ayuzawa Chikao, 
  Hada Aishun, and Toujou Yurisa, and that the 
  Gensosō monk Kazato Tetsunori has traveled 
  from Nagabuki to chase after the killer).
   
  A DC 17 Charisma (Persuasion) check 
  or a sufficiently entertaining tale of daring 
  (eloquently told by an actual player in the 
  group, made with advantage if mimicry and 
  a physical performance are involved) gets 
  Akagi to reveal her valuable clue. She believes 
  that before leaving Nesuto, Bōeki sold the
  turtlewax cream to one of his Machibuse 
  Trader friends because a tanuki warehouse 
  manager from the eastern island 
  (Hisakawa Naizen) complained to 
  her in confidence about being
  dismissed from a meeting between merchants 
  of note, wondering if she was as well. Akagi 
  keeps tabs on all the city’s worthwhile 
  commerce and is certain that if something 
  else valuable was in play that she would have 
  heard about it—surely this must have been 
  what the clandestine summit was regarding.
  Dragon Cannon (2). Ranged Weapon 
  Attack: +3 to hit, range 40/80, one target 
  or all targets in a 20-foot cone or 40-foot 
  line. Hit: 5 (1d8+1) fire damage at a single 
  target or 14 (3d8+1) fire damage to all 
  targets in the area. Akagi makes a separate 
  attack roll for each object and creature 
  in the area. After being fired at an area, 
  reloading the dragon cannon requires 
  1 minute. Otherwise each shot expends 
  1 piece of ammunition (which costs 2 gold) 
  and the weapon can hold up to 10 pieces. 
  These firearms are quite valuable but they 
  are marked in many places with Hona seals 
  that drive the value down to 500 Imperial 
  Pieces each.
   
  Finding Hisakawa Naizen (a tanuki 
  Commoner) is easy enough and he is as 
  polite with the adventurers as he is with 
  anyone else—which is to say he’s gruff, 
  complains abundantly, and acts like he 
  doesn’t have time for them but otherwise 
  cooperates. Read the following when the 
  party go to interrogate the raccoon folk 
  manager of the Zentōbu Warehouse: 
  Even from a distance you can see which 
  building must be the Zentōbu Warehouse—
  a stream of workers and customers go into 
  and out of it, easily making it one of the 
  busiest establishments you’ve seen in 
  Nesuto. For all the commerce here it seems 
  to be just for common goods but its bustling 
  all the same, folks carrying baskets of rice, 
  millet, hemp, produce, and all sorts of 
  simple everyday necessities. Ships and 
  wagons are moored and parked nearby, 
  loading and offloading more goods for 
  trade within.
  Hisakawa acknowledges that the meeting 
  happened, but he can’t be sure what it was 
  really about. Shortly after the discussion with 
  him begins however an assistant (Nonaka) 
  calls asking for his help with a customer, 
  followed shortly afterward by the questions 
  of a woman with a melodic voice. Barely a 
  
  19
  minute passes before the tanuki’s subordinate screams out in terror upon discovering Hisakawa’s 
  eviscerated body, the woman he was speaking to nowhere in sight. Nonaka can tell the party that 
  she was quite beautiful, asked about a shipment of rice that the warehouse has no records of, and 
  that she then requested her recently murdered boss by name. 
   
  Whether the adventurers ask her or not the party will overhear this information—Kazato 
  Tetsunori arrives in time to stop an immediate pursuit after the murdering woman, suspicious of 
  anyone that leaves the crime scene and putting out a warrant for their arrest. Though untrusting 
  at first when he learns that the PCs are working on behalf of a Korusu bengoshi he acknowledges 
  their authority, asking that if they discover anything about this murderer to immediately notify 
  him or the settlement’s guards. Adventurers that loop back to question Akagi Hona a second 
  time find that she is gone, considering her duty to Akia fulfilled enough that it was more pru-
  dent to leave Nesuto and possibly face the wrath of the bengoshi instead of an ambush by the 
  Naitorippā. 
  Nagamine atasuke 
  Perpetually drinking in Korao’s Banter from when it opens before noon until the doors close at 
  night. The retired soldier (Gladiator) is equally helpful and recalcitrant in turn, but he’s too callous 
  and disinterested to be persuaded or deceived—the PCs have to impress him to gain his trust. 
  Read the following when the PCs enter the teahouse called Korao’s Banter:
  The Korao’s Banter teahouse lives up to expectations made by the exaggerated sign outside 
  the building and the closer you get, the louder the murmur within grows. Races of all kinds are 
  inside drinking and cavorting in the midst of a dozen different palates—there at one table 
  are a steametic and a kappa, and you spot the hulking forms of an enjin and mutant 
  crouched over the bar along the wall.
  
  20
  Shīranto Sap. This sickly brown substance, typically 
  stored in a brass urn, quickly sticks to surfaces and 
  expands into foam when exposed to the air. A typical 
  urn holds 8 ounces of shīranto sap.
   
  As an action, a creature can use one ounce of 
  shīranto sap to fill a hole 1-foot in diameter, seal a 3-foot 
  by 3-foot window, or use two ounces to pack the seams 
  of a human-sized doorway. The shīranto sap is vulnerable 
  to all damage until it sets 30 seconds after being applied. 
  Once it has, the seal must be destroyed (AC 11, 10 hp) 
  or pried away with a combination of one DC 14 Strength 
  check and one DC 14 Intelligence check before the sealed 
  opening can be accessed.
   
  One-ounce glass and ceramic containers also 
  exist, which can also be used as a weapon. As an action, 
  you can throw this shīranto sap up to 20 feet, shattering 
  it on impact. Make a ranged attack against a creature or 
  object, treating the shīranto sap as an improvised ranged 
  weapon. On a hit, the target becomes covered in rapidly 
  expanding shīranto sap that inhibits movement. At the 
  start of your next turn, the shīranto sap hardens, and the 
  target must make a DC 10 Strength check or gain the 
  grappled condition. At the start of each of its turns, the 
  target receives another check to remove the grappled 
  condition. The shīranto sap can also be destroyed (used 
  in this way, it has AC 13, 6 hp).
  A DC 17 Charisma (Intimidation), Dignity, 
  or Haitoku check does the job well enough 
  but the adventurers might best him in a game 
  of chance like burakkujakku or pōkā (played 
  by player and GM), skill such as thrown darts 
  (done with ranged attack rolls or a real board 
  on the wall), or strength via wrestling contests 
  (either opposed Strength checks or at the 
  table).
   
  Once he’s been impressed by the 
  PCs, Nagamine tells them that whichever 
  hengeyokai merchant got the shipment that 
  Akia wants, he thinks it is one of the rare 
  sort—the itachi (weasel), hebi (snake), koi 
  (carp), mujina (badger), or usagi (hare). A 
  few weeks ago he overheard a cadre of 
  Machibuse Traders in the tea house, talking 
  loudly and berating one of their peers—the 
  phrase that sticks out in his mind is, “oh her 
  kind have the courage to hide for centuries, 
  what’s a few decades more!” The old warrior 
  remembers that there wasn’t anything 
  remarkable about the talkative group save 
  that they were all the more common types of 
  hengeyokai and otherwise unremarkable. 
   
  The night after the PCs meet Nagamine he is murdered by the Naitorippā. Witnesses in 
  the teahouse say that he was last seen with a beautiful woman named Tamahana before retiring 
  to his rented room, and when looking over the body the adventurers might notice something 
  missing. A DC 15 Intelligence (Investigation) check reveals that the war charms on his katana 
  have been taken, something that the party might locate by using magic or finding the right fence 
  (and hopefully find the kyūyurei oni in the process). Reporting this information to the guards of 
  Nesuto affirms Kazato Tetsunori’s trust in the adventurers or if they’ve become arrayed against 
  one another, a step towards alliance that ends any fugitive status a PC might have gained from 
  running away earlier.
  Junko Gennosuke
  While he might not be Akia’s deadliest or wealthiest agent in Nesuto, Junko is a proper Spy—the 
  sneakiest by far. Attempts to intimidate or persuade him result in deflections and disinterest, 
  but deceiving him can get him to speak on something other than general topics about Nesuto 
  and reveal the crucial information that he possesses. Read the following when the PCs approach 
  Junko’s Janku Shop:
  A DC 17 Charisma (Deception) check 
  made in Thieves’ Cant or an extremely 
  clever, intricate falsehood that appeals 
  to him gets the party on to Junko’s 
  good side. This lie is made with 
  advantage if at least 4 locations from 
  Nesuto or along the party’s recent 
  journey and no less than 4 citizens 
  that the junk trader would know of are 
  part of the falsehood—the GM should 
  give the adventurers an idea of how 
  important it is to include genuine
  landmarks and shared acquaintances 
  Grease, rust, sweat, and oil mix into a heady aroma 
  that wafts out of this hut scrabbled together from 
  recycled sheet metal. Inside it is surprisingly spacious,
  albeit crowded by discarded bits of machinery and 
  doo-dads of trash—there’s a katana with its blade 
  snapped in half, the barrel from a rifle sticking up 
  from behind the rigging for a small hikōsen airship, 
  and a hundred other sights of things that might 
  be useful in the right circumstances but ultimately 
  have little real value. A spry old man shuffles 
  through it all, idly throwing items from one 
  pile into another and organizing shelves 
  with seemingly little logic to guide him.
  
  21
  in the tale to make it believable, but not exact details. 
   
  Junko heard from a friend in the guard (he has many 
  of them) that a mujina hengeyokai was seen rolling casks of 
  something into the waterway on Nesuto’s eastern side sometime 
  last week. Neither he nor his contact are sure of the animal folk’s 
  gender or if the perpetrator is part of the Machibuse Traders, 
  but they were far too large to be a tanuki. He has suspicions 
  that the other spies of Akia are being hunted and at least tells 
  the party that he’s leaving the city soon himself. 
   
  This is, of course, a lie detected with a DC 15 Wisdom 
  (Insight) check. It’s true that Junko disappears after meeting the 
  party but he doesn’t go very far, secreting himself instead in a 
  hidden chamber dug out beneath his shop. A DC 20 Intelligence 
  (Investigation) check finds the secret door beneath a heavy rug 
  in one corner. Adventurers that return to the shop have a good 
  reason to search, too—Tamahana came looking for him and 
  wrecked the place in anger, possibly making it a good ambush 
  site if the PCs are already on to her and make it back before the 
  next sunset.
  Kazato and the naitorippa
  The Naitorippā has been a scourge for a week or so by the time the party arrives in Nesuto. All 
  of the regular guards are hunting for the murderer but have been confounded thus far—except 
  for a special defender of the Ikari Prefecture. Kazato Tetsunori is positive he knows the killer’s 
  monstrous identity, and though his assertions are more a hunch than anything else they have 
  brought him from the capital of Nagabuki. Recently the Gensosō monk witnessed a sacred 
  ceremony gone awry because of corruption and a deadly monster hidden as a beautiful woman 
  was the cause. She escaped and was cast off by his peers as a random, traumatized victim of 
  circumstance but he saw her reflection in a puddle during the tragedy and witnessed the true 
  demon hidden beneath dark oni magic.
   
  Until all of Akia’s remaining spies have died or disappeared, the Naitorippā plagues 
  Nesuto and casts a fearful pall over the city. The PCs might chase her down after speaking with 
  the tanuki warehouse manager, ambush her in Junko’s “abandoned” shop, or track her by using 
  magic or guile to locate the slain Nagamine’s warrior charms. Should she elude them throughout 
  however the adventurers become her next targets, attacked as they sleep. At the end of the 
  battle (or if the party is in danger of being wiped out and the GM feels merciful) Kazato Tetsunori 
  arrives flanked by two Guards. 
   
  If the PCs are fugitives after some cursory investigation and questioning he declares 
  they are free to go, thanking them for killing the foul oni in the city’s midst.
   
  If the PCs are on neutral terms with Kazato they hear the story of how he came to be 
  suspicious that an oni masquerading as a woman was the culprit, though only the details given 
  above.
   
  If the PCs have befriended Kazato he takes the adventurers aside and while he reveals 
  no locations or names, they learn of the sacred rituals undertaken by the Gensosō. There are 
  special caves in the Zunkhasa Rainforests, places where elemental power has been gathered by 
  ancestral shrines said to predate the Imperial Siblings themselves. A new recruit performed the 
  Mizuno Ugoki flawlessly (katas from the Stance of the Frozen Flower) and the shrine should 
  have imbued her with the ability to manifest the elements as a weapon, but instead she was 
  transformed into a creature made of sludge. The monster attacked the Gensosō in attendance 
  (killing two before succumbing to death) and during the fracas Tamahana slipped away nearly 
  unnoticed. No failed rituals have occurred in recent history, but had the cavern not been 
  corrupted the order’s sages say that the recruit may have been injured yet only that—
  certainly not hideously transformed or driven to madness. 
  i
  
  22
  Musashibo's marauders
  The third sortie searching for the turtlewax cream are another adventuring party known as 
  Musashibō’s Marauders (pages 44–49): an umibo monk leader, pyon archer (Riapa Greenwater),
  soburi samurai (Funai Takejiro), ninja (Iya Jiman), steametic mage (Dub-Sev), and psonorous wu-
  jen (Gakuten). At every turn they are one step behind the PCs and if the GM wishes it, may even 
  already be somewhere when the adventurers show up to question one of Akia’s spies or report 
  information on the Naitorippā to the guard—whatever their interactions, they should always be 
  in a contest to establish and build a rivalry. 
   
  Once all of Akia’s spies are dead, when the adventurers figure out that the mujina 
  hengeyokai Yukawa Ikumu has the turtlewax cream, or sooner at the GM’s discretion, Musashibō’s 
  Marauders publicly challenge the PCs to a special Honor Duel: a Kinsetsu. Read the following:
  The air is hot and humid as you walk through Nesuto and spot the other adventurers that have 
  already crossed your path while navigating through this city’s secrets. They in turn see you and 
  one of them points, their umibo leader sloshing in your direction. The monk raises one arm, 
  their fist clenched together as they yell, “KINSETSU!” A cheer erupts from the citizens nearby 
  and all attention is immediately drawn to you, a hush erupting as even the workers stop to join 
  the crowd and hear your response to the challenge.
  i
  A DC 10 Dignity (Culture) check reveals 
  what exactly a Kinsetsu Honor Duel is, but 
  otherwise Funai Takejiro calmly explains it to 
  the party. This combat has special rules 
  beyond that of a regular Honor Duel and 
  should any of them be broken, the offender 
  is considered to have forfeit the fight. Honor 
  duels are not uncommon but when someone 
  of high social status is accused or challenged 
  by someone of lower standing, they may 
  substitute a champion to battle on their 
  behalf. Interfering in an Honor Duel is 
  tantamount to blasphemy and in some 
  prefectures (like Ikari) an actual crime with 
  requisite jail time or harsh penalties.
  • Each team fields an equal number of 
  participants that simultaneously engage in 
  one-on-one combats against each other. 
  • No combatant in the Kinsetsu may directly 
  interfere with the Honor Duel of another 
  combatant (and as usual, no outsiders  
  may interfere either). 
  • The individuals being challenged decide 
  which opponents face off against each 
  other and the party must choose who they 
  will fight against: Musashibō the monk, 
  Riapa the archer, Funai the samurai, Iya the 
  ninja, Dub-Sev the mage, and Gakuten  
  the wu-jen.  
  • The team with the most wins is 
  declared the victor.
  Refusing to take part causes an adventurer to 
  lower their Dignity score by 5 (with no increase 
  to Haitoku) and they are scoffed at by passerby 
  in Nesuto for the remainder of their stay, but 
  it does not disqualify their companions from 
  participating. As the fight is about to start, 
  read the following:
  Workers, children, couriers, and sailors have 
  gathered in the shadows of the buildings
  around you and Musashibō’s Marauders as 
  the rival adventuring party spreads out, 
  squaring off against you. All of the city 
  seems to be on hand to watch your 
  Kinsetsu duel and you see more than a 
  few exchanging Imperial Pieces as bets are
  wagered. “Nagabuki has nothing on us 
  today!” one shouts, “Nobody can put that 
  Gekido samurai down!” another yells. As 
  tension mounts the crowd grows louder and 
  rowdier, shouting out more encouragements 
  and boasts until your opponents finally drop 
  down into combat stances, ready for the 
  fight. 
  When the combat has concluded (hopefully
  with the PCs victorious) there are several 
  ways things can play out, but it ends with this 
  revelation from the rival adventuring party: 
  Musashibō’s Marauders were made to prepare 
  a wagon a few miles south (off the eastern 
  shore of the Yōkini-Sawagi River) just yesterday,
  collected their last payment from Yukawa 
  Ikumu (for harrying her pursuers to try and 
  prevent her murder by the Naitorippā), and 
  know she travels the upcoming sunrise for a 
  cave east of there. 
  
  23
   
  If all of the rivals or more rivals than PCs are defeated the rivals become lifelong 
  enemies of the PCs. Musashibō and the rest are nemeses of the adventurers for years to come, 
  keeping tabs on the PCs and interfering with the party in the future—probably until in a bloodier, 
  more final conflict. Each adventurer increases their Dignity by 4 and reduces their Haitoku by 
  4. Musashibō’s Marauders leave Nesuto in disgrace but not before sullenly revealing what they 
  know of Ikumu.
   
  If more rivals win than lose or all the PCs are defeated then Musashibō’s Marauders 
  are entirely disgraceful in victory—until learning that the party are working on behalf of a Korusu 
  bengoshi. Iya Jiman immediately slips into the front of the discussion and is extremely contrite, 
  rapidly apologizing for interfering with a government mission and telling the PCs absolutely 
  everything ze and zir companions have learned about Yukawa Ikumu. The hebi hengeyokai ninja 
  also suspects that their “dishonorable, deceptive former benefactor” is working for a mystic of 
  some kind, but doesn’t know anything else. Each PC loses 3 Dignity (no change to Haitoku) and 
  Musashibō’s Marauders flee Nesuto immediately, fearful of Akia the Iron Shell’s wrath.
   
  If the PCs lose and refuse to reveal who was employing them, each reduces their 
  Dignity by 4 and increases their Haitoku by 4. At this point Iya and Dub-Sev are suspicious of their 
  employer however, and PCs that follow them are led to Yukawa Ikumu and the turtlewax cream 
  that evening before dawn. Musashibō’s Marauders will escort her to the cave before departing, 
  detecting the party and engaging in combat long enough for the hengeyokai trader to flee into 
  the woods and reach the climax of this adventure (should the PCs go before dawn and the GM 
  wish for it, this is an excellent opportunity for a chase sequence). 
  GM Note: If the PCs do not confirm Yukawa Ikumu’s involvement and the location of the 
  turtlewax cream from Musashibō’s Marauders after the Kinsetsu Honor Duel, Kazato Tetsunori can 
  intercede the following morning. He’s heard from his contacts that Yukawa Ikumu was recently 
  shamed by other Machibuse Traders and fled south along the eastern shore of the Yōkini-Sawagi 
  River, and on a hunch he sent a scout to tail her that can meet the party on 
  the way to where she’s stashed her goods to give more details.
  Whether through victory, honorable defeat, or an ally, the PCs have figured out 
  that Yukawa Ikumu is near the eastern side of the Yōkini-Sawagi River south 
  of Nesuto. Though she’s gone by the time they arrive her wagon’s fresh tracks 
  are easy to locate with a DC 7 Wisdom (Survival) check.  Following through
  the muddy paths of the Zunkhasa Rainforest ultimately leads to Shūshō Ikari 
  awaiting outside of the Gensosō cave that she hid the goods in to mask 
  them from Imperial Siblings. 
  Rainforest Pursuit
  As the adventurers take up the trail the fellow that has been pulling 
  their strings all along (Kanja Korusu) makes himself known. When one 
  of the adventurers makes a DC 13 Wisdom (Perception) check after 
  they start the trek, they spot the ancient Imperial Sibling. 
   
  Read the following:
  An inexplicable impulse motivates you to glance backwards and 
  as you swivel your head you catch the glimpse of something—
  someone—in the trees behind you. The figure is gone as soon as you 
  realize they were there but it strikes you as strange; it seemed as 
  though you briefly saw an old man, a fellow easily a century in age, 
  and to move that quickly would break his bones. 
  ACT 4: primordial Feud
  ACT 4: primordial Feud
  
  24
  Sure enough if the party stops to check, the old man is nowhere 
  to be found—until they are about to abandon the search and 
  he appears in front of them, urging the PCs to continue forward. 
  Read the following when the journey is ready to continue:
  Looking ahead you see the crooked back of an old man with 
  an enormous, oblong head. He looks back briefly and beckons 
  at you, “she’s this way!” before leaping forward with a spryness 
  that defies his extremely advanced age. Vines and grasses part 
  for him as he does so, flitting out of sight in the direction of 
  Yukawa Ikumu’s wagon tracks.
  PCs that expend resources (such as ki points or spell slots) can 
  briefly catch up to Kanja but he is coy, laughing in response and 
  teleporting further ahead—curiously leaving a turtle in his wake 
  each time. Any other attempts that require no such expenditures 
  (like a rogue using Cunning Action to Dash) fail to match the 
  Imperial Sibling’s speed. 
  Imperial Spat
  Once the PCs near a mountain and the Gensosō cave, the Mists 
  of Akuma appear but only briefly. Read the following:
  A panic quickly grasps at your hearts as you see the Mists of 
  Akuma begin to encroach from the trees around you and the 
  cackling of adeddo-oni echo through the rainforest. When it seems 
  that the rapidly flowing fog is about to consume you all the old man steps out from behind a 
  tree trunk ahead and waves his hands outward, yelling “Kaiko sa reta!” In an instant the dense 
  haze evaporates to reveal the mouth of a large cavern amongst the greenery, but something else 
  as well—another old man though this one is almost primal, as though he were a force of nature 
  itself contained with the body of a human.
   
  The two glare at each other and the orchestra of the wilderness is abruptly broken first by 
  the crack of thunder in the distance but then the crashing of a massive wave in reply. Tension 
  mounts and you notice another observer—a mujina hengeyokai is staked upon a broken branch 
  30 feet off the ground, her blood soaked garments marked with the symbol of the Machibuse 
  Traders and her dead eyes staring silently down upon you. Your eyes are wrenched from the 
  grisly sight as the stranger laughs, his voice booming outward while idly toying with a pebble in 
  one hand. “Your precious pets are going to die, brother, and there’s nothing you can do-”
   
  Suddenly the more familiar old man’s voice rings out into your mind. “Into the cave! Get the 
  casks! GO!”  and in a flash like lightning the two clash, a sonic boom cracking out from their 
  limbs as they strike one another. Your footing is suddenly unsettled with the impossible forces 
  each wields when the simple pebble thrown by the stranger collides into a tree beside you—it 
  falls to the ground and you realize that were it not for the odd fellow that joined you on the way 
  here, it would have meant instant, painful death.
   
  Kanja keeps Shūshō occupied as the adventurers (if they are brave enough) rush into the Gensosō 
  cave, but the Imperial Sibling of the Ikari Prefecture gestures and sends a mist following them. It 
  rushes overhead before forming into 2 foo lions (page 50) that attempt to stop the party from 
  venturing into the heart of the cavern. Read the following: 
  Dashing into the safety of the cavern as chaos erupts outside, you realize you are not alone! A 
  gold and white mist races above, the roaring of lions rushing along with it. The tunnel 
  turns in front of you and the fog swirls into two shapes—massive lions formed from 
  clouds, growling and pacing menacingly to bar passage deeper into the earth.
  
  25
  The PCs must pass these deadly divine creatures and they are fiercely protective of their 
  territory, chasing down anyone they detect passing through it. Upon the death of a foo lion, 
  any creature that dealt damage to the foo lion within the last minute reduces its Dignity score 
  by 2 and increases its Haitoku score by 2.
  SUSAMAJI CAVE
  Once the adventurers have bested the conjured celestials, they can freely enter into the 
  Gensosō cave though the echoes of thunderous impacts continue unabated and they can 
  sense a growing sense of urgency in their hearts (provided by Kanja Kosuru) the longer they 
  dally. Read the following when the PCs enter into the southernmost area of the map:
  Soft orange light flickers from something to the east around the wall of this gargantuan cavern 
  but you cannot see what without passing beneath the gaze of an imposing statue carved from 
  mottled red stone. The stone warrior gazes on impassively but it is not alone—it stands across 
  from an identical statue save that this one is blue in hue, and two more that are chalk white 
  and rocky brown. 
  Each of the four statues is trapped with a lethal danger tied to its element. Passing beyond the 
  threshold of the first obstacle (the flame statue) brings the Gensosō Shrine into view, and after 
  making it past the air statue adventurers can see the casks of turtlewax cream inside the confines 
  of a runed circle.
  i
  FLAME STATUE (NORTHWEST)
  This trap is activated when an intruder steps 
  on a hidden pressure plate shaped like a ring, 
  1 foot wide and running circular around the 
  flame statue 30 feet from the wall. The DC is 
  17 to spot the pressure plate, as well as faint 
  scorch marks on the floor nearby. A spell or 
  other effect that can sense the presence of 
  magic, such as detect magic, reveals auras of 
  divination and evocation magic around the 
  flame statue. The trap activates when more 
  than 10 pounds of weight is placed on the 
  pressure plate, causing the flame statue’s head 
  to turn and gaze at the nearest creature, its 
  eyes flashing red. The creature must make a 
  DC 15 Wisdom saving throw as the fire in their 
  hearts is stoked into erupting around it, taking 
  33 (6d10) fire damage on a failed save, or half 
  as much damage on a successful one. A crea-
  ture that takes 25 or more fire damage catches 
  fire, taking 1d6 fire damage at the end of each 
  round until the fire is doused by water or an 
  action and successful DC 12 Dexterity saving 
  throw. Wedging an iron spike or other object 
  under the pressure plate prevents the trap 
  from activating but doing so without activat-
  ing the trap requires a DC 12 Dexterity check. 
  A successful dispel magic (DC 15) cast on the 
  flame statue suppresses the trap’s enchant-
  ment for 4d10 rounds.
  AIR STATUE (SOUTHWEST)
  This trap uses trip wires suspended from the 
  ceiling to activate an enchantment within the 
  air statue. The trip wires hang 2 inches off the 
  ground and stretch drop down almost invisibly 
  from the ceiling. The DC to spot the trip wires 
  is 17. A successful DC 10 Dexterity check every 
  5-foot-square traveled parts the trip wires 
  harmlessly, but DC 13 Dexterity checks are 
  needed to disable and rebalance a cut trip wire 
  on each of its sides. A character with thieves’ 
  tools can attempt this check with advantage 
  using any edged weapon or edged tool. On a 
  failed check, the trap triggers. When the trap is 
  triggered, the air statue’s head turns and gazes 
  at the nearest creature, its eyes flashing white. 
  The creature must make a DC 15 Constitution 
  saving throw as it tries to suck the air out of 
  their lungs, taking 21 (6d6) force damage on a 
  failed save, or half as much damage on a suc-
  cessful one. A creature that takes 10 or more 
  force damage gains one level of exhaustion 
  per 5 points of force damage.
  Once past the first two statues, the PCs only 
  necessarily have to interact with either the area 
  of the water statue’s trap or the earth statue’s 
  trap. Read the following when the PCs reach 
  the area between the four statues:
  
  26
  WATER STATUE (SOUTHEAST)
  This trap uses puddles on the floor to activate 
  an enchantment within the water statue. The 
  puddles are on a large plate covered in grit, 
  sand, and water, specially calibrated to turn on 
  the water statue’s divination magic when it is 
  made to recalibrate. A successful Dexterity 
  (Acrobatics) check (DC 12 + 2 per previous 
  check) every 5-foot-square traveled allows a 
  creature to travel across the trapped area 
  without activating the water statue’s trap. 
  There is no way to disable this trap. On a failed 
  check, the trap triggers. When the trap is 
  triggered, the water statue’s head turns and 
  gazes at the nearest creature, its eyes flashing 
  azure. The creature must make a DC 17 
  Charisma saving throw or drown in self-doubt, 
  gaining a random short-term madness. Failing
  the saving throw by 5 or more causes the 
  creature to gain a random long-term madness, 
  and failure by 10 or more causes the creature 
  to gain an indefinite madness. On a successful
  saving throw, the creature is unaffected. After
  activating the trap requires 1d4-1 rounds 
  (minimum 1 round) to recalibrate before it 
  can activate again.
  EARTH STATUE (NORTHEAST)
  The area equidistant between the Earth Statue 
  and Water Statue is a series of hidden 6-inch 
  wide stone pillars suspending a magical tarp 
  that is nearly identical to the floor around it. 
  A successful DC 18 Wisdom (Perception) 
  check discerns an absence of foot traffic over 
  the areas of the floor not suspended by a 
  stone pillar. A successful DC 18 Intelligence 
  (Investigation) check is necessary to confirm 
  where the trapped section of floor is actually 
  the cover of a pit and not a stone pillar. 
   
  When a creature steps on the magical 
  tarp instead of a stone pillar, it falls in around 
  them, causing the intruder to spill into the pit 
  below as the Earth Statue’s head turns in their 
  direction. The pit is 30 feet deep, dealing 21 
  (6d6) bludgeoning damage from falling. A 
  creature has disadvantage on any checks made 
  to reduce this damage and cannot
  use slow fall or cast spells with
  Two more statue stand between you and the source of light—to the east sits an ornate zenith 
  of stone topped by a voracious flame that hungrily licks at the air, flanked on each side by four 
  large braziers filled with smoldering ash. What next grabs your attention however is tucked 
  away in an alcove on the northern wall: the turtlewax casks, stamped with the Korusu seal! The 
  vaunted shipment is surrounded by a circle of runes that shimmer with magic, making it difficult 
  to see beyond the field rising out of them.
  somatic components, the tarp tangling 
  around them as they drop. One round after 
  a creature has fallen into the pit, the tarp 
  regenerates itself and covers the pit in 
  magical darkness. This trap cannot be 
  deactivated or activated with inanimate 
  objects, but a creature that has seen it 
  activate gains advantage on Intelligence 
  (Investigation) checks to pinpoint the location 
  of the stone pillars. The magical tarp parts 
  for a trapped creature that can fly or a 
  trapped creature that makes a successful 
  DC 16 Strength (Athletics) check to climb out 
  of the pit, but it magically cuts any rope or 
  ejects other items used to obstruct it as it 
  regenerates (unless it is magically held open 
  using arcane lock or similar magic).
  The Turtlewax Cream
  The casks are tucked into an alcove along 
  the northern wall and encircled by a series 
  of magical runes drawn with bubbling 
  kaleidoscopic fluid, each of the protected 
  barrels clearly marked “turtlewax cream” and 
  stamped with the seal of the Korusu family. 
  Getting past the barrier generated above the 
  runes is impossible without breaking the 
  magic circle itself with an adventurer making
  a Dignity check against a DC equal to their 
  Haitoku score. On a success the ink is 
  smeared and the enchantment ends. On a 
  failure the magic circle resists, increasing the 
  creature’s Haitoku score by 1 and reducing 
  its Dignity score by 1. A DC 13 Intelligence 
  (Investigation) check looking through 
  the casks locates a hidden sheaf of Imperial 
  Scripts (that any ryokōsai or similar 
  government official can have exchanged for 
  1,000 Imperial Pieces) but the adventurers 
  will have to move quickly to find it—1d4 
  rounds after the PCs have broken the magic 
  circle, Kanja Korusu’s servants appear to 
  carry the turtlewax cream away. 
   
  Read the following: 
  
  27
  
  28
  Just as the magic circle breaks 
  you hear a scratching from 
  the caverns wall and part of 
  it crumbles, falling away 
  to reveal a small tunnel 
  winding off into the 
  darkness. Crabs shuffle 
  out from the newly 
  dug passage, 
  standing off to 
  each side as 
  five turtles 
  inexorably 
  crawl forward,
  stacked on top of 
  one another and tied 
  together by a crimson 
  ribbon. All of the 
  creatures begin 
  humming a refrain 
  as one of the crabs 
  leaps up and snips the 
  cord, the other struggling a 
  cask onto the back of a turtle. In less than a minute every shell is tied off to at least one cask—
  the heaviest of the unlikely couriers fitted with two—and they all return from whence they came. 
  The crabs scuttle up the sides of the tunnel before collapsing it and though it is difficult to be 
  certain, you think that they might have waved at you before scratching against the rock face and 
  disappearing from sight.
  Gensoso Shrine
  Whether the PCs decide to approach this before attending to the turtlewax cream or after, with 
  victory in his grasp Kanja finds the resolve to keep Shūshō busy for just a while longer—long 
  enough for the party to investigate and possibly activate the Gensosō Shrine. A DC 18 Intelligence
  (Arcana) check or DC 16 Dignity (Culture) check reveals that the artifact bestows power to the 
  Gensosō monks, but how to activate it is a mystery. Otherwise the adventurers know how to draw 
  power from the Gensosō Shrine from befriending Kazato Tetsunori during Act 3—doing katas for 
  the Stance of Fire’s Eternal Vengeance (see Martial Arts Feats in the Mists of Akuma core book or 
  free Martial Arts Feats PDF).
  Enacting the Ritual Correctly. PCs that have taken the Stance of Fire’s Eternal Vengeance martial 
  arts feat once do not require a check to activate the Gensosō Shrine, only 1 minute of practicing 
  their martial art in front of the artifact. Adventurers that do not have this feat but have witnessed 
  its use (fighting with a companion that had it or against an opponent using it) may make a 
  simultaneous DC 10 Intelligence check and DC 12 Dexterity check to emulate the katas of 
  the martial arts stance. PCs have advantage on these checks if they are helped by an ally that has 
  taken the martial arts feat twice. Adventurers that have only had one or two adventures in Mists 
  of Akuma may each roll a d20 to randomly determine their exposure to the martial arts stance: 
  on a 1 to 10 they have encountered it, on an 11-20 they have not. 
   
  When a PC successfully enacts the ritual, read the following: 
  As the kata completes the shrine’s fire briefly flares into a jet, one flame dancing outward to 
  briefly touch upon your chest. The suddenly feel the heat of the very sun scorching 
  your soul but it quickly changes to a welcoming warmth that envelops you, filling your 
  limbs with power.
  i
  
  29
  An adventurer that correctly activates the Gensosō Shine gains the Scorch feature and the artifact 
  continues to function normally.
  Scorch. The adventurer deals 1d4 additional fire damage with melee weapon attacks and 
  gains immunity to fire damage. As a bonus action, the adventurer can increase the reach of 
  their unarmed melee weapon attacks by 30 feet until the end of their turn.
  Incorrectly Enacting the Ritual. A Gensosō Shrine does not react negatively until 3 creatures 
  have failed one of the checks required to activate it in the same 24 hour period. After the third 
  creature fails one of its checks, the Gensosō Shrine radiates a wave of power that imbues all creatures
  in a 50-foot-radius with the Scorch feature for 1d4 days. Incorrectly activating the Gensosō Shrine 
  permanently strips it of power, turning it into a mundane object—and the adventurers become 
  enemies of Ikari Prefecture’s elite warriors, hunted until either the Gensosō or the party are all 
  dead. 
   
  Read the following when the Gensosō Shrine is activated incorrectly:
  As the kata completes the shrine’s fire flares into an inferno, flames dancing outward to briefly 
  touch upon the chest of every creature in the cavern until all the light within is snuffed out. 
  Suddenly you all feel the heat of the very sun scorching your soul but you soon learn to endure it 
  as the unyielding warmth envelops you, putting a touch of power into your limbs.
  With the turtlewax cream in Kanja Korusu’s possession he gives up on the battle outside, briefly 
  teleporting into the cavern to whisk the PCs away back to a pleasant grove in the wilderness west 
  of Nesuto—but not before Shūshō curses them. Read the following after the adventurers have 
  broken the enchantment around the casks and had an opportunity to try their hand with the 
  Gensosō Shrine. 
  Without warning the oblong-headed old man suddenly appears inside of the cavern, stepping 
  briskly from behind a fold in space and followed by half of a tree trunk that slams against the 
  wall. His skin is littered with cuts and bruising in places but he politely bows to you all, a sense 
  of thankfulness rising up in your minds. The peacefulness packaged with it is interrupted as the 
  voice of the violent stranger booms from outside, “NUKASHI-TENDA, KANJA?!” The old man’s 
  eyes widen and his ancient arm waves outward, a bright white light building as more screams 
  are accompanied by crashing from further up the passage. 
   
  Finally there is a flash and the last thing you hear is, “NOROWARETA!” before you are 
  once again outside, the familiar symphony of the Zunkhasa Rainforest all around you and the 
  familiar rush of the Yōkini-Sawagi River nearby. The old man—Kanja—chuckles, winking at 
  you slyly before disappearing yet again.
  EPILOGUE
  EPILOGUE
  Everyone in the party receives a randomly 
  determined shukufuku as well as the ability 
  to innately cast speak with animals at will 
  without components (though they are only 
  able to speak with tortoises and turtles). Once 
  the adventurers have returned to Nesuto (only 
  a half mile downstream), Akia the Iron Shell’s 
  messengers are waiting to find them and send 
  the PCs to Korao’s Banter. The bengoshi is 
  finally happy to see them and gives them 
  the remainder of their payment for the 
  mission, even promising to put in a good 
  word with Lord Ryuu Korusu on their behalf. 
  Read the following when the adventurers get 
  to the teahouse: 
  Once more a feast and Akia the Iron Shell 
  await you at a teahouse, but this time you’re 
  welcomed by all—Korao’s Banter is filled with 
  a banquet that puts the meager offerings in 
  Zōkasuru to shame. The Korusu bengoshi 
  celebrates with you and much of the rest 
  of the city late into the evening. Though no 
  children put on a show, the actors of the 
  Tanoshī Theater stage performances of a 
  higher caliber. With your bellies and cups 
  full, the people of Nesuto honor your 
  names (even if many do so only for the 
  revelry provided by your benefactor) 
  and you know that tonight you 
  are heroes.
  
  30
  As the adventurers go to rest after the festivities however, the curse of Shūshō Ikari begins to take 
  hold. Their dreams are hounded with phantoms of the Imperial Sibling, chasing away pleasant 
  reveries and relived memories. The next time the PCs take a long rest, read the following:
  The reverie of your sleep is broken by a crack of thunder and the darkness around you rapidly 
  fades away to reveal the jungle. You look around for your companions but are alone, company 
  only to more booms from lightning far beyond your sight. Soon this too is interrupted, the 
  hooting of apes joining the percussion as huge feral shapes lope across the ground and through 
  branches in the trees, too fast and too numerous to track or gaze upon for more than an instant. 
  Rustling behind you draws your attention and suddenly from nowhere the violent old man from 
  outside the sacred cave has his hands dug into one of your arms and legs, lifting you above the 
  ground and pulling you apart! The pain is incredible and you fight against him, desperate not to 
  be torn asunder, but through the riot of your nerves you 
  feel a disabling nausea and hear a ripping, a tearing— 
   
  Darkness returns on the heels of mind-numbing pain
  —but only for a time, the sequence repeating itself 
  again, and again, and again...
  For the rest of their days, whenever the PCs finish a long rest 
  they must make a Wisdom saving throw (DC 10 + 1 per 
  previous successful save) or wake up with the frightened 
  condition for 10 minutes.
  SHUKUFUKU
  Shukufuku are intangible and can never be lost 
  unless revoked by an Imperial Sibling (like Kanja 
  Korusu, Shūshō Ikari, or Lord Tetsugmichiro 
  Miyaki). Shukufuku are magical in nature but 
  ignore dispel magic and antimagic fields or 
  similar effects. While it is phenomenally rare for 
  a character to receive more than one shukufuku 
  it is not unheard of, but even then, multiple 
  shukufuku that grant the same bonuses do not 
  stack.
   
  Shukufuku of Fortification. One 
  nonmagic armor or shield you are wearing (or 
  wielding) becomes a +1 armor or +1 shield 
  whenever you wield it.
   
  Shukufuku of Gazing. You gain the 
  benefits of eyes of charming. You can use this 
  shukufuku again after a long rest.
   
  Shukufuku of Resolve. You gain a +1 
  bonus to AC and saving throws.
   
  Shukufuku of Self. One of your ability 
  scores increases by 2, up to a maximum of 22.
   
  Shukufuku of Soul. You have advantage 
  on saving throws against spells and other magical 
  effects.
   
  Shukufuku of Void. You gain the power 
  to summon creatures from out of nowhere, as if 
  you had used a bag of tricks (tan). You can use this 
  shukufuku again after a long rest.
  
  31
  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 
  condition 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 34)
  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.
  
  32
  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 
  creation, most increases to Dignity reduce a character’s Haitoku by the same amount, and most 
  increases 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 prerequisite.
   
  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 Haitoku) 
  based on how a character acts (although they 
  are not required to do so every time Dignity 
  increases). At the end of a gaming session if  
  a character was seen defending the law,  
  protecting against wanton 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  
  honorably 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  
  character’s Dignity score (DC 10 – target 
  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.
  
  33
  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, 
  Haitoku 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 
  modifier).
  • 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 ability 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.
  
  34
  Adeddo-Oni
  The Mists of Akuma change people (page 24), transforming them into abominations with 
  malevolent 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 
  adeddo-oni. An adeddo-oni keeps its 
  statistics, except as follows.
  Alignment. Adeddo-oni are chaotic evil.
  Type. The adeddo-oni’s type changes to 
  undead (oni).
  Armor Class. Adeddo-oni gain a natural 
  armor of 2.
  Speed. Adeddo-oni increase all of their 
  movement 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 immunity 
  to necrotic, poison, and psychic damage.
  Condition Immunities. Adeddo-oni gain 
  immunity 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.
  
  35
  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.
  Shuriken. Ranged Weapon Attack: +5|+5 to hit, range (20/60), 
  one target. Hit: 4 magical piercing damage.
  
  36
  Shinjirarenai
  Small humanoid (oni-touched), neutral evil sorcerer (ju-wai shu) 6
  Armor Class 16 (mage armor)
  Hit Points 27 (6d6+6)
  Speed 30 ft. (40 ft. during combat)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Dignity
  Haitoku
  8 (-1)
  16 (+3)
  12 (+1)
  13 (+1)
  12 (+1)
  18 (+4)
  9 (-1)
  24 (+7)
  Saving Throws Con +4, Cha +7
  Skills Arcana +4, Deception +7, Perception +4, Persuasion +7, Stealth +6
  Senses darkvision 60 ft., passive Perception 14
  Languages Adeddo, Soburi (Common)
  Challenge 5 (1,800 XP)
  Calligraphy Staff. Shinjirarenai casts spells by carving magic from reality with his calligraphy 
  staff; when he isn’t using his calligraphy staff, he takes 1 point of damage per spell level of any 
  spells he casts (count cantrips as 1st-level spells).
  Corrupted. Shinjirarenai cannot die from or be transformed by exposure to the Mists of Akuma.
  Dark Relic. Shinjirarenai has an ebony charm, the Kokutan-Niryoku. While on his person, at the 
  start of his turn he can choose two creature he can see. Until the start of his next turn, any attacks 
  these creatures make against him have disadvantage.
  Hated. Shinjirarenai has disadvantage on Wisdom or Charisma checks against any humanoid that 
  doesn’t also have the hated condition but he cannot suffer disadvantage on Intimidation checks.
  High Haitoku. Shinjirarenai ignores the first 3 points of damage from attacks and spells, but has 
  shrunk to Small size, and suffers disadvantage on Dignity ability checks and saving throws.
  Magic Talent. Shinjirarenai is able to cast the eldritch blast cantrip with only somatic components. 
  Sorcery Points (6/long rest). As a bonus action, Shinjirarenai can expend one spell slot and gain 
  sorcery points equal to the slot’s level. Shinjirarenai can transform unexpended sorcery points into 
  one spell slot as a bonus action on his turn (2 for 1st-level, 3 for 2nd-level, and 5 for 3rd-level).
  Metamagic: Heightened Spell (3 points). When Shinjirarenai casts a spell that forces a 
  creature to make a saving throw to resist its effects, he can give one target of the spell 
  disadvantage on its first saving throw made against the spell.
  Metamagic: Subtle Spell (1 point). When Shinjirarenai casts a spell, he can cast it without 
  any somatic or verbal components.
  Spellcasting. Shinjirarenai is a 6th level spellcaster that uses Charisma as his spellcasting ability 
  (spell save DC 15; +7 to hit with spell attacks). Shinjirarenai has the following spells prepared from 
  the sorcerer’s spell list:
  Cantrips: acid splash, eldritch blast, mage hand, message, minor illusion, prestidigitation
  1st-level (4 slots): charm person, mage armor, magic missile
  2nd-level (3 slots): alter self, suggestion
  3rd-level (3 slots): fear, haste
  ACTIONS
  Calligraphy Staff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) magical 
  piercing damage.
  REACTIONS
  Reality Riposte (3/long rest). When Shinjirarenai is wielding his calligraphy staff and would be 
  hit by a weapon or spell attack, he may spend his reaction to tear open a hole in reality between 
  him and the attack, causing the attack to miss.
  The oni-touched Shinjirarenai only recently discovered his corrupted heritage, his true parentage 
  revealed in the panic when the Mists of Akuma descended on the village he once called home. 
  When the supernatural haze next appeared they cast him out and while wandering in the choked 
  forest, he came upon a dark trinket of ebony on the ground—the Kokutan-Niryoku. It spoke to 
  him, promising secrets and power in exchange for souls. Shinjirarenai does what it 
  asks and has lusted in its gifts, gaining a few followers and waylaying merchants to 
  gather wealth and expand his cult.
  
  37
  Yojinbo
  Medium humanoid (shikome), neutral evil monk (martial artist) 5
  Armor Class 17 (Wisdom, martial arts stance)
  Hit Points 32 (5d8+10)
  Speed 40 ft. (50 ft. during combat)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Dignity
  Haitoku
  13 (+1)
  16 (+3)
  15 (+2)
  12 (+1)
  17 (+3)
  10 (+0)
  11 (+0)
  16 (+3)
  Saving Throws Str +4, Dex +6
  Skills Athletics +4, Perception +6, Stealth +6, Survival +6
  Damage Resistances thunder
  Senses darkvision 60 ft., passive Perception 16
  Languages Adeddo, Soburi (Common)
  Challenge 5 (1,800 XP)
  Brave. Yōjinbō has advantage on saving throws 
  against being frightened.
  Corrupted. Yōjinbō cannot be transformed by or die from 
  exposure to the Mists of Akuma regardless of how high his Haitoku attribute is.
  Hated. Yōjinbō is at disadvantage when making Wisdom or Charisma checks 
  against any humanoid that doesn’t also have the hated condition but he 
  cannot suffer disadvantage on Intimidation checks.
  Ki (5 points). Yōjinbō can spend ki to fuel the following features: 
  • Patient Defense (1 point). Yōjinbō can take the Dodge action as a  
  bonus action on his turn.
  • Step of the Wind (1 point). Yōjinbō can take the Disengage or Dash action as a bonus action 
  on his turn, and his jump distance is doubled for the turn.
  • Stunning Strike (1 point). Yōjinbō can attempt to stun a creature he hits with a melee 
  weapon attack. The target must succeed on a DC 14 Constitution saving throw or be stunned 
  until the end of his next turn.
  Martial Advantage (1/turn). Yōjinbō deals an extra 5 (2d4) damage to a creature he hits with a 
  melee weapon attack if that creature is within 5 feet of an ally that isn’t incapacitated.
  Stance of the Bellowing Gale (1/turn). Yōjinbō may move a target he hits with a melee attack 
  up to 10 feet directly away from him (regardless of the target’s size).
  ACTIONS
  Multiattack. Yōjinbō attacks twice (if attacking with unarmed strikes he can spend his bonus 
  action to attack a third time or his bonus action and 1 ki to attack a third and fourth time).
  Unarmed. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning 
  damage plus 3 (1d6) thunder damage (this does not multiply on a critical hit).
  Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) bludgeoning 
  damage.
  REACTIONS
  Deflect Missile. Yōjinbō can spend his reaction to strike a missile when he is hit by a ranged 
  weapon attack, reducing its damage by 10 (2d6+3).
  Slow Fall. Yōjinbō can use his reaction when he falls to reduce any falling damage he takes by 25.
  The shikome Yōjinbō was a footsoldier in the armies of the oni warlord Iron Beard for decades
  before meeting Shinjirarenai. Life inside of the walls of the fortress was less than idyllic however
  and having been formed from a giant owl corrupted by the Mists of Akuma, the shikome yearned 
  to roam the lands of Soburin once more—when sent out on a scout patrol ambushed by an 
  adventuring party, he took his chances and escaped. Hated by nearly everyone he came across, 
  when Yōjinbō met the oni-touched a companionship rapidly formed, the sorcerer’s natural 
  charisma getting him access to places the monk could never easily go (chiefly markets 
  with fresh soburi foodstuffs). The bodyguard has developed a small affection for his 
  spellcaster charge but not enough to recklessly risk his life and when push comes to 
  shove, Yōjinbō is prepared to give up luxuries and go back to a life of solitude.
  i
  i
  
  38
  Ryomen
  Tiny monstrosity (oni), neutral evil
  Armor Class 12 (natural armor)
  Hit Points 4 (1d4+2)
  Speed 5 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  5 (-3)
  8 (-1)
  15 (+2) 11 (+0) 16 (+3) 14 (+2)
  Saving Throws Int +2
  Skills Perception +5
  Damage Resistances poison, psychic
  Condition Immunities charmed, paralyzed, poisoned, 
  stunned
  Senses darkvision 60 ft., passive Perception 20
  Languages Adeddo, Soburi (Common)
  Challenge 0 (10 XP)
  Loud Talkers. The ryōmen constantly counsels and berates, 
  causing it and any creatures within 20 feet to have disadvantage 
  on Dexterity (Stealth) checks. 
  Twice the Eyes. The ryōmen has advantage on Wisdom 
  (Perception) checks.
  ACTIONS
  Multiattack. The ryōmen attacks twice.
  Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
  When conjoined twins are corrupted by the Mists of Akuma they do not change into adeddo-oni, 
  transforming into ryōmen instead. Whatever love might have existed between them is stripped 
  away and each head of this monster reviles the other, babbling endless insults and slights. A 
  spellcaster with a Haitoku of 15 or higher adds ryōmen to the list of creatures that can be 
  conjured using find familiar.
  Boeki
  Medium humanoid (soru hengeyokai), neutral rogue (thief) 5
  Armor Class 14 (haramaki)
  Hit Points 27 (5d8+5)
  Speed 30 ft., climb 15 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Dignity Haitoku
  11 (+0) 16 (+3) 12 (+1) 14 (+2) 13 (+1) 15 (+2)
  15 (+2)
  8 (-1)
  Saving Throws Dex +6, Int +5
  Skills Acrobatics +6, Deception +8, Insight +4, Perception +4, Persuasion +8, Stealth +6
  Senses passive Perception 14
  Languages Soburi (Common), Thieves’ Cant
  Challenge 3 (700 XP)
  Acrobatic. Bōeki has advantage on Dexterity (Acrobatics) checks and doubles the distance of any 
  jumps he makes.
  Cunning Action (1/turn). Bōeki can spend a bonus action to take the Dash, Disengage, Hide, Use 
  Object action, make a Dexterity (Sleight of Hand) check, or to use thieves’ tools (to disarm a trap 
  or open a lock).
  Dexterous Tail. Bōeki can make Dexterity (Sleight of Hand) checks with his tail.
  Natural Disguise (3/long rest). Bōeki can cast disguise self without the need for any 
  components but he can only change into a specific human.
  Nature Form (3/long rest). Bōeki can transform into a monkey as polymorph without 
  the need for components. Unlike the spell he keeps his mental scores, the ability has
  i
  i
  
  39
  no duration, his hit points remain unchanged, his gear does not 
  meld into his form, and he can still talk but not cast spells.
  Second-Story Work. Climbing does not cost Bōeki extra 
  movement. When Bōeki makes a running jump, the distance 
  he covers increases by 3 feet.
  Sneak Attack 3d6 (1/turn). Bōeki deals an extra 10 (3d6) 
  damage when he 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 his that isn’t 
  incapacitated and Bōeki doesn’t have 
  disadvantage on the attack roll. 
  ACTIONS
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. 
  or range 20/60, one target. Hit: 5 (1d4+3) piercing damage.
  REACTIONS
  Uncanny Dodge. When an attacker Bōeki can see hits him with an attack, 
  Bōeki can use his reaction to halve the attack’s damage against him.
  Word of a wealthy buyer for turtlewax cream reached Bōeki through the Machibuse Traders as he 
  left Fuson. With his shipment spoiled he’s prepared to spend all he has to acquire the odd goods.
  PHacer kaisen
  Large humanoid (mutant), lawful neutral barbarian 6
  Armor Class 15 (Constitution)
  Hit Points 57 (6d12+18)
  Speed 45 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Dignity Haitoku
  16 (+3) 14 (+2) 17 (+3) 12 (+1) 11 (+0) 9 (-1)
  9 (-1)
  14 (+2)
  Saving Throws Str +6, Con +5
  Skills Athletics +6, Intimidation +2, Perception +3, Stealth +5
  Condition Immunities frightened
  Senses darkvision 60 ft., passive Perception 13
  Languages Soburi (Common)
  Challenge 4 (1,100 XP)
  Danger Sense. Phacer has advantage on 
  Dexterity saving throws against effects that 
  he can see, such as traps and spells. To gain 
  this benefit, he can’t be blinded, deafened, or 
  incapacitated.
  Fast Healer. When spending hit dice during 
  a short rest, Phacer heals twice the normal 
  amount.
  Hated. Phacer has disadvantage when making 
  Wisdom or Charisma checks against any 
  humanoid that doesn’t also have the hated 
  condition but he cannot suffer disadvantage 
  on Intimidation checks.
  Rage (4/long rest). On his turn, Phacer can 
  enter a rage as a bonus action. His rage lasts 
  for 1 minute. It ends early if Phacer is knocked 
  unconscious or if his turn ends and he hasn’t 
  attacked a hostile creature since his last turn or 
  taken damage since then. Phacer can also end
  his rage on his turn as a bonus action. When 
  his rage ends, Phacer suffers a level of the 
  misted condition. While raging, he gains the 
  following benefits:
  • Phacer has advantage on Strength checks 
  and Strength saving throws
  • When Phacer makes a melee weapon at-
  tack using Strength he gains a +2 bonus to 
  the damage roll.
  • Phacer has resistance to bludgeoning, 
  piercing, and slashing damage.
  • Whenever Phacer takes damage from a 
  creature that is within 5 feet of him, that 
  creature takes 3 necrotic damage. 
  Reckless Attack. When Phacer make his first 
  attack on his turn, he can decide to attack 
  recklessly. Doing so gives him advantage on 
  melee weapon attack rolls using Strength 
  during this turn, but attack rolls against 
  him have advantage until his next turn.
  
  40
  ACTIONS
  Multiattack. Phacer attacks twice.
  Chain. Melee or Ranged Weapon Attack: +6 to 
  hit, reach 10 ft. or range 20/40, one target. 
  Hit: 7 (1d8+3) bludgeoning damage.
  Although unforgiving, uncouth, and 
  generally unlikable, Phacer Kaisen is 
  the unchallenged leader of the Kaisen 
  Mercenary Company and none of his 
  crew dare to suggest otherwise. The 
  mutant’s word is his bond—he cannot 
  be bought off and when forced to give 
  up on a task, his vow to 
  return and complete it is 
  an absolute truth. All of 
  his subordinates (4 
  Berserkers) are trained 
  in guerilla tactics and know 
  their routine by heart: one stays 
  in back to make ranged attacks 
  while the rest support Phacer by 
  circling enemies until two of
  their allies have fallen and 
  the withdrawn mercenary 
  moves in to fill the space. 
  Handaxe (5). Ranged 
  Weapon Attack: +5 to hit, 
  range 20/60, one target. 
  Hit: 6 (1d6+3) slashing 
  damage.
  Yukawa Ikumu
  Medium humanoid (mujina 
  hengeyokai), chaotic neutral bard 2
  Armor Class 15 (haramaki)
  Hit Points 11 (2d8+2)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Dignity Haitoku
  11 (+0) 18 (+4) 12 (+1) 19 (+4) 13 (+1)
  18 (+4)
  16 (+3)
  13 (+1)
  Saving Throws Dex +6, Cha +6
  Skills Deception +6, Insight +3, Perception +3, Persuasion +6, Stealth +6
  Senses passive Perception 13
  Languages Soburi (Common)
  Challenge 3 (700 XP)
  Bardic Inspiration 1d6 (4/long rest). As a bonus action on her turn, Yukawa can choose one 
  other creature within 60 feet who can hear her. That creature gains one Bardic Inspiration die, a 
  d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to 
  one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls 
  the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says 
  whether the roll succeeds or fails. 
  Berserker. When Yukawa takes more than 5 hit points from an attack or is reduced 
  to 10 hit points or less, she goes berserk for 1d4 rounds. On each of her turns while
  
  41
  berserk, she attacks the 
  nearest creature she can see. 
  If no creature is near enough 
  to move to and attack, 
  Yukawa attacks an object, 
  with preference for an object 
  smaller than herself. While 
  berserk and taking the attack 
  action, she has advantage on 
  melee attack rolls and can 
  make an additional attack 
  each turn. 
  Natural Disguise (2/long 
  rest). Yukawa can cast 
  disguise self without the need 
  for any components but 
  she can only change into a 
  specific human.
  Nature Form (2/long rest). 
  Yukawa can transform into a 
  badger as polymorph without 
  the need for components. 
  Unlike the spell she keeps her 
  mental scores, the ability has 
  no duration, her hit points 
  remain unchanged, her gear 
  does not meld into her form, 
  and she can still talk but not 
  cast spells. 
  Jack of All Trades. Yukawa 
  adds +1 to any ability check 
  she makes that doesn’t 
  already include her 
  proficiency bonus.
  Song of Rest. After a short 
  rest, if Yukawa or any friendly 
  creatures who can hear her performance regain hit points by spending one or more Hit Dice, each 
  of those creatures regains an extra 1d6 hit points. 
  Spellcasting. Yukawa is a 2nd level spellcaster that uses Charisma as her spellcasting ability (spell 
  save DC 14; +6 to hit with spell attacks). Yukawa has the following spells prepared from the bard’s 
  spell list:
  Cantrips: light, minor illusion, vicious mockery
  1st-level (3 slots): charm person, cure wounds, disguise self, sleep, thunderwave
  ACTIONS
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) piercing damage.
  Although it is unlikely for the PCs to interact with her directly during this adventure, Yukawa 
  Ikumu’s statistics are included here in the event the GM allows adventurers to catch her between 
  the end of Act 3 and the middle of Act 4. Thanks to a shukufuku from Shūshō, any successful 
  attempts to find out who the secret buyer she represents only allow her to reveal that a hermit 
  alchemist of some renown wanted the turtlewax cream for making a new type of shīranto sap. 
  The mujina hengeyokai is one of the sneakiest of the Machibuse Traders, far more duplicitous and 
  devious than her peers and known to traffic in illicit goods whenever the price is right—
  regardless of what those goods might belong to, as long as there’s coin enough 
  Yukawa is happy to sell them.
  
  42
  Gensoso Kazato Tetsunori
  Medium humanoid (soburi human), neutral
  Armor Class 17 (Wisdom)
  Hit Points 55 (10d8+10)
  Speed 50 ft. (quadruple all jump distances)
  STR
  DEX
  CON
  INT
  WIS
  Dignity
  Haitoku
  14 (+2)
  19 (+4) 13 (+1) 13 (+1) 16 (+3)
  19 (+4)
  13 (+1)
  Saving Throws Str +5, Dex +7, Con +4, Cha +4
  Skills Acrobatics +7, Athletics +5, Perception +6, Stealth +7
  Damage Immunities fire
  Senses passive Perception 16
  Languages Common (Soburi)
  Challenge 5 (1,800 XP)
  Primal Power: Scorch. As a bonus action, the Gensosō can increase the reach of his unarmed 
  melee weapon attacks by 60 feet until the end of his turn.
  ACTIONS
  Multiattack. The Gensosō makes three unarmed attacks 
  or one elemental whirlwind attack.
  Unarmed. Melee Weapon Attack: 
  +7 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8+4) bludgeoning 
  damage and 4 (1d8) fire 
  damage.
  Elemental Whirlwind. The 
  Gensosō erupts with primal 
  energies, doing 6d8 fire 
  damage to all creatures 
  and objects within 15 feet. 
  A successful DC 15 Dexterity 
  saving throw reduces this 
  damage by half. 
  Kazato Tetsunori 
  witnessed a sacred 
  Gensosō site corrupted by a 
  duplicitous oni and hunts her in 
  Nesuto, sure that she escaped the 
  catastrophe she made of his order’s 
  hallowed ritual. He knows her true nature is 
  revealed by reflections and carries a mirror 
  on him at all times, checking every person 
  he talks to using its burnished surface.
  
  43
  Tamahana the kyururei
  Medium monstrosity (oni), chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 97 (15d8+30)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5) 17 (+3) 15 (+2) 14 (+2) 13 (+1) 16 (+3)
  Saving Throws Str +8, Dex +6, Cha +6
  Skills Athletics +8, Deception +6, Insight +4, Persuasion +6, Stealth +6
  Damage Vulnerabilities radiant
  Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical weapons
  Damage Immunities necrotic, poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 11
  Languages Adeddo, Aklo, Soburi (Common)
  Challenge 6 (2,300 XP)
  Breaking Facade. When the kyūyurei is reduced to 43 hit points or less, her demonic appearance
  is revealed and she goes berserk for 1d4 rounds. On each of her turns while berserk, she attacks
  the nearest creature she can see. If no creature is near enough to move to and attack, the 
  kyūyurei attacks an object, with preference for an object smaller than herself. While berserk and 
  taking the attack action the kyūyurei gains the following benefits: she can make an additional 
  attack each turn, her reach with all melee weapon attacks increases by 5 feet, and she deals an 
  additional 9 (2d8) necrotic damage with a melee weapon attack once each turn. 
  Innate Spellcasting. The kyūyurei’s innate spellcasting ability is Charisma 
  (spell save DC 14, +6 to hit with spell attacks). The kyūyurei can innately 
  cast the following spells, requiring no components material or otherwise:
  3/day: command 
  1/day each: charm person, enthrall, false life
  Master of Duplicity. The kyūyurei has advantage on Wisdom (Insight) 
  and Charisma (Deception) checks.
  ACTIONS
  Multiattack. The kyūyurei attacks twice.
  Wicked Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 12 (2d6+5) magical slashing damage.
  Formed when the Mists of Akuma come upon the recently executed 
  corpse of a man or woman that has murdered out of avaricious 
  vanity, a kyūyurei is consumed with hatred over the curse of living 
  after their own deaths and never seeing the beauty they so dearly 
  loved before shuffling off the mortal coil. To the eyes of all others 
  the oni appears as beautiful as ever, but reflections—whether from 
  mirrors or liquid—reveal the monster hidden beneath, a grotesque 
  thing hideous to gaze upon. So it is that kyūyurei seek to cure their 
  affliction by any means possible, the impulse to avoid an eternity of 
  revulsion of themselves overriding all other desires. 
   
  Tamahana is no exception. Recently she attempted to subvert 
  the power of a sacred Gensosō cave but after that failure while 
  wandering in the Zunkhasa Rainforest, she noticed Bōeki in his flight from Nesuto—already 
  captured by Akia the Iron Shell’s master spy Dokuro Gengyo. The soru hengeyokai was being 
  relentlessly tortured for information and after learning of this apparently highly-sought turtlewax 
  cream, the kyūyurei subdued the captor and made both her victims tell her many, many secrets. 
  Before ending their lives she learned of all of the Korusu bengoshi’s other agents in the 
  city and she is carving a path through Nesuto drenched in their blood, obsessed with 
  attaining the casks for herself to hopefully cure her appalling true appearance.
  i
  
  44
  Musashibo
  Medium humanoid (umibo), lawful neutral monk (martial artist) 4
  Armor Class 17 (Wisdom, martial arts stance)
  Hit Points 27 (4d8+8)
  Speed 30 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Dignity Haitoku
  13 (+1)
  17 (+3)
  14 (+2)
  10 (+0)
  16 (+3)
  12 (+1)
  16 (+3)
  13 (+1)
  Saving Throws Str +3, Dex +5
  Skills Acrobatics +5, Insight +5, Perception +5, Stealth +5
  Damage Vulnerabilities psychic
  Damage Resistances force
  Condition Immunities prone
  Senses passive Perception 15
  Languages Soburi (Common)
  Challenge 4 (1,100 XP)
  Amphibious. Musashibō can breathe both air and water.
  Ki (4 points). Musashibō can spend ki to fuel the following features: 
  • Patient Defense (1 point). Musashibō can take the  
  Dodge action as a bonus action on their turn.
  • Step of the Wind (1 point). Musashibō can take the  
  Disengage or Dash action as a bonus action on their  
  turn, and their jump distance is doubled for the turn.
  Malleable Form. When not wearing any armor or carrying  
  any equipment, Musashibō can move through a space as  
  narrow as 1-inch wide without squeezing.
  Stance of the Stout Boar. Musashibō ignores nonmagical 
  difficult terrain and terrain movement costs so long as  
  all their movement is in a straight line and ends with  
  their making a melee weapon attack. In addition,  
  Musashibō has advantage on saving throws against  
  effects or spells that would cause them to move.
  Watery Heritage. Musashibō knows the create or  
  destroy water and fog cloud spells. They are able  
  to cast these spells without the need for any  
  components and without having to concentrate,  
  using Charisma as their spellcasting attribute.  
  After casting one of these spells, they require a long rest before they can cast it again. 
  ACTIONS
  Multiattack. When attacking with unarmed strikes Musashibō can spend their bonus action to 
  attack a third time, or their bonus action and 1 ki to attack a third and fourth time).
  Unarmed. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d4+1d6+3) 
  bludgeoning damage.
  Shuriken. Ranged Weapon Attack: +5|+5 to hit, range (20/50), one target. Hit: 4 slashing damage.
  REACTIONS
  Deflect Missile. Musashibō can spend their reaction to strike a missile when they are hit by a 
  ranged weapon attack, reducing its damage by 9 (1d4+1d6+3).
  Slow Fall. Musashibō can use their reaction when they fall to reduce any falling damage they take 
  by 20.
  As leader of the rival adventuring party, the umibo Musashibō always attempts to act honorably 
  and thus is often the “face” for his companions, though just as frequently the lead scout and 
  taking a step behind to allow Funai Takejiro the interact with nobility and the like. They 
  hate bakemono and shikome nearly as much as they hate ceramians, still angry over 
  the Kengen Occupation.
  i
  
  45
  Riapa Greenwater
  Small humanoid (pyon), neutral fighter (champion) 4
  Armor Class 16 (haramaki, defense fighting style)
  Hit Points 30 (4d10+8)
  Speed 25 ft., climb 15 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Dignity Haitoku
  11 (+0)
  18 (+4)
  15 (+2)
  10 (+0)
  13 (+1)
  10 (+0)
  12 (+1)
  9 (-1)
  Saving Throws Str +2, Con +4
  Skills Acrobatics +6, Athletics +2, Perception +3, Survival +3
  Senses darkvision 60 ft., passive Perception 13
  Languages Soburi (Common)
  Challenge 3 (700 XP)
  Action Surge (1/short rest). On her turn, Riapa can take one additional action on top of her 
  regular action and a possible bonus action.
  Amphibious. Riapa is able to breathe both air and water.
  Improved Critical. Riapa’s weapon attacks score a critical hit on a roll of 19 or 20.
  Natural Jumper. Riapa doubles the distance of any jumps she makes.
  Poison Resistance. Riapa has advantage on saving throws to resist poison.
  Second Wind (1/short rest). Riapa can use a bonus action to regain 1d10+4 hit points.
  Sublime Archery. Riapa does not have disadvantage when making ranged weapon attack rolls at 
  long range, and she ignores half cover and three-quarters cover with her weapon attacks.
  ACTIONS
  Katana. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage.
  Longbow. Ranged Weapon Attack: +6 to hit, range (600), one target. Hit: 8 (1d8+4) piercing 
  damage. Riapa can deal 10 additional damage with this attack by taking a -5 penalty to her attack 
  roll.
  The pyon village where Riapa Greenwater 
  grew up was overwhelmed by the Mists 
   of Akuma and despite being told to stop 
    following them, the youngling archer 
     refused to let Musashibō get too far 
   ahead of her on the trail until she proved 
  her worth by joining the fight against 
  ambushing bandits. The two have been 
  steadfast companions since and as 
  their oldest friend, Riapa is 
  suspicious of newer 
  members to the group 
  (especially Iya Jiman).
  
  46
  Funai Takejiro
  Medium humanoid (soburi), neutral paladin (samurai) 4
  Armor Class 18 (lamellar half plate, swordmaster)
  Hit Points 30 (4d10+8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Dignity Haitoku
  14 (+2) 15 (+2) 14 (+2) 9 (-1) 13 (+1) 14 (+2)
  15 (+2)
  6 (-2)
  Saving Throws Wis +3, Cha +4
  Skills Arcana +1, Athletics +4, Culture +5, Medicine +3, Religion +1
  Condition Immunities diseased
  Senses passive Perception 11
  Languages Soburi (Common)
  Challenge 4 (1,100 XP)
  Divine Sense (3/long rest). As the paladin class feature.
  Divine Smite. When Funai hits a creature with a melee weapon attack, he can expend one spell 
  slot to deal 2d8 radiant damage to the target, in addition to the weapon’s damage. The damage 
  increases by 1d8 if the target is an undead or a fiend.
  Iaijutsu Strike (1/short rest). As an action, Funai can draw his weapon 
  and attack with it. This attack deals 9 (2d8) additional damage.
  Lay on Hands (20 points). As an action, Funai can touch a creature 
  and restore a number of hit points to that creature, up to the 
  maximum amount remaining in this pool. Alternatively, he can 
  expend 5 hit points to cure the target of one disease or 
  neutralize one poison affecting it.
  Magical Savant. Funai knows the sacred flame cantrip, using 
  Wisdom as his spellcasting attribute (spell save DC 11). 
  Spellcasting. Funai is a 4th level spellcaster that uses 
  Charisma as his spellcasting ability (spell save DC 12; 
  +4 to hit with spell attacks). He has the following spells 
  prepared from the paladin’s spell list:
  1st-level (3 slots): cure wounds, detect magic, 
  divine favor, expeditious retreat, heroism, shield of faith
  ACTIONS
  Ancestral Katana. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 9 (1d12+3) magical slashing 
  damage. When attacking a target wearing armor, 
  Funai gains a +2 bonus to the attack roll. When 
  Funai scores a critical hit that kills his opponent, 
  he may make another attack against a target 
  within his reach as part of the same action.
  REACTIONS
  Swordmaster. When an enemy would provoke an 
  opportunity attack, Funai may spend his reaction to move 
  up to his speed, ending his movement adjacent to that 
  enemy (or as close as possible). 
  While wielding a katana, Funai can use his reaction to cut 
  a missile in twain when he is hit by a ranged weapon attack, 
  reducing its damage by 9 (1d12+3).
  Refusing to slay a rival noble’s unarmed son on the field of battle 
  made Funai Takejiro ronin, exiled from Gekido Prefecture to wander 
  Soburin. First for pay and now for his share of the spoils, 
  he’s been the Musashibō’s Marauder’s representative in 
  acts of honor or when visiting nobility for years now.
  
  47
  Iya Jiman
  Medium humanoid (hebi hengeyokai), chaotic neutral rogue (ninja) 4
  Armor Class 16 (studded leather)
  Hit Points 30 (4d8+12)
  Speed 30 ft. (40 ft. in combat)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Dignity Haitoku
  13 (+1) 18 (+4) 17 (+3) 13 (+1) 12 (+1) 10 (+0)
  6 (-2)
  18 (+4)
  Saving Throws Dex +6, Int +3
  Skills Acrobatics +6, Athletics +3, Deception +4, 
  Investigation +3, Perception +3, Stealth +6
  Damage Resistances poison
  Senses passive Perception 13
  Languages Common (Soburi), Thieves’ Cant
  Challenge 4 (1,100 XP)
  Basic Ninjutsu. Iya has advantage on checks made to create or 
  maintain a disguise. 
  Cunning Action (1/turn). Iya can spend a bonus action to take the 
  Dash, Disengage, or Hide action.
  Kontorōra Transformation. When exposure to the Mists of Akuma would
  transform Iya into adeddo-oni, ze is changed into a hebikontorōra instead.
  Natural Disguise (3/long rest). Iya can cast disguise self without the need for 
  any components but ze can only change into a specific human.
  Nature Form (3/long rest). Iya can transform into a snake as polymorph without the need for 
  components. Unlike the spell ze 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.
  Poisonous. Iya has advantage on saving throws 
  against poison. When a creature hits zir with a 
  bite attack, that creature makes a DC 13 
  Constitution saving throw or gains the 
  poisoned condition for 1 minute.
  Sneak Attack 2d6 (1/turn). Iya deals an extra
   7 (2d6) damage when ze 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 Iya that isn’t incapacitated and ze doesn’t have
  disadvantage on the attack roll. 
  ACTIONS
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 3 (1d4+1) piercing damage. On a 
  critical hit, the target makes a DC 13 Constitution 
  saving throw or is poisoned for 1 minute or until 
  that damage is healed.
  Wakizashi. Melee Weapon Attack: +6 to hit, 
  reach 5 ft., one target. Hit: 7 (1d6+4) piercing 
  damage.
  Shuriken. Ranged Weapon Attack: +6|+6|+6 to hit, 
  range (20/50), one target. Hit: 5 slashing damage.
  Very little is known about the ninja Iya Jiman save 
  that ze is a consummate shinobi—not even zir 
  companions know where ze grew up, the origins
  of zir family, or even exactly what zir race is. 
  
  48
  Dub-Sev
  Medium humanoid (steametic), lawful neutral wizard (clockwork mage) 4
  Armor Class 15 (mage armor)
  Hit Points 26 (4d6+12)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Dignity Haitoku
  10 (+0) 15 (+2) 16 (+3) 18 (+4) 13 (+1) 11 (+1)
  11 (+0)
  10 (+0)
  Saving Throws Int +6, Wis +3
  Skills Arcana +6, Athletics +2, Investigation +6, Perception +3
  Damage Vulnerabilities lightning
  Damage Resistances poison; bludgeoning
  Condition Immunities charmed, frightened, poisoned
  Senses darkvision 60 ft., passive Perception 13
  Languages Soburi (Common)
  Challenge 3 (700 XP)
  Arcane Recovery. Once per day when Dub-Sev finishes a short rest, they can choose expended 
  spell slots to recover. The spell slots can have a combined level 
  that is equal to or less than 2nd-level.
  Automated. Dub-Sev does not need to eat or breathe. They still 
  need to drink, and they require a resting period that emulates 
  sleep in order to recharge their inner workings.
  Clockwork Components. Dub-Sev is proficient with augmetics 
  (as a tool kit proficiency) and can cast spells marked 
  with C using clockwork devices that do not need 
  verbal or material components. These spells and
  their effects are immune to counterspell, detect 
  magic, dispel magic, and other spells that affect 
  magic. 
  Spellcasting. Dub-Sev is a 4th level spellcaster 
  that uses Intelligence as their spellcasting ability 
  (spell save DC 14; +6 to hit with spell attacks). 
  They have the following spells prepared from the 
  wizard’s spell list:
  Cantrips: acid splash, mage hand, mending, 
  ray of frost, prestidigitation
  1st-level (4 slots): burning hands, charm personC, 
  mage armor, magic missile
  2nd-level (3 slots): enlarge/reduce, misty stepC, 
  scorching ray, web
  ACTIONS
  Dagger. Melee or Ranged Weapon Attack: 
  +4 to hit, reach 5 ft. or range (20/60), one 
  target. Hit: 4 (1d4+2) piercing damage.
  Musashibō’s Marauders came across an 
  inert steametic last year and took the lifeless metal to a 
  technologist—with a little tinkering Dub-Sev woke up and 
  recognizing their debt, pledged themselves to the adventuring 
  party. The wizard is calculating and tactical, using their magic 
  to empower allies before casting offensive spells.
  
  49
  Gakuten
  Small humanoid (psonorous), neutral warlock (wu-jen) 4
  Armor Class 15 (studded leather)
  Hit Points 26 (4d8+8)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Dignity Haitoku
  9 (-1) 16 (+3) 14 (+2) 11 (+0) 13 (+1) 18 (+4)
  13 (+1)
  7 (-2)
  Saving Throws Int +2, Wis +3, Cha +6
  Skills Arcana +2, History +2, Nature +2, Religion +2
  Senses darkvision 60 ft., passive Perception 11
  Languages Soburi (Common), telepathy 30 ft.
  Challenge 3 (700 XP)
  Focused Telepathy. Gakuten is able to send and 
  receive messages from her companions via telepathy 
  beyond its normal range as long as they are 
  within 2 miles. Sending messages is an action, 
  and receiving messages is a reaction.
  Spellcasting (Recharge on short rest). 
  Gakuten is a 4th-level warlock that uses 
  Charisma as her spellcasting ability (spell 
  save DC 14; +6 to hit with spell attacks). 
  She can cast the following spells from 
  the warlock’s spell list:
  Cantrips: acid splash, eldritch blast, 
  mage hand, minor illusion, 
  prestidigitation, ray of frost, sacred 
  flame, true strike
  2nd-level (2 spell slots): charm person,
  expeditious retreat, faerie fire, mirror 
  image, shatter
  ACTIONS
  Shamisen. Melee Weapon Attack: +1 to hit, 
  reach 5 ft., one target. 
  Hit: 1 (1d4-1) bludgeoning damage.
  Heated Eldritch Blast. Ranged Weapon 
  Attack: +6 to hit, range (300), one target. 
  Hit: 9 (1d10+4) fire damage.
  The newest member of Musashibō’s 
  Marauders was found in Sutefanī when 
  the adventurers came to protect the 
  tiny village from a predatory monster 
  hounding its citizens. Wanting to end the 
  scourge on her home, Gakuten joined 
  the party in hunting down the oni beast and 
  found its lair, slaying the foul thing’s offspring just 
  as the mother returned. Though the creature was 
  defeated upon returning to the settlement the psonorous 
  found everyone she knew murdered by the monster, killed in her absence. The whispers of Natsu 
  Ītā came to her and Gakuten has embraced the entity that ate summer, growing in power as she 
  continues to travel with her new companions.
  
  50
  Foo Lion
  Large celestial, chaotic good
  Armor Class 17 (natural armor)
  Hit Points 120 (16d10+32)
  Speed 50 ft., fly 50 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 19 (+4) 15 (+2) 10 (+0) 16 (+3) 14 (+2)
  Saving Throws Wis +6
  Skills Perception +6, Stealth +7, Survival +6
  Damage Resistances bludgeoning, piercing, and slashing
  Damage Immunities poison, radiant
  Condition Immunities disease, poisoned, paralysis
  Senses darkvision 60 ft., passive Perception 16
  Languages Celestial, Common
  Challenge 8 (3,900 XP)
  Faith in the Pack. When two or more foo 
  lions are within 30 feet of one another, 
  they both gain the benefit of a protection 
  from evil and good spell (against evil only). 
  This effect can be dispelled and does not require 
  concentration.
  False Appearance. While the foo lion remains 
  motionless, it is indistinguishable from a marble 
  statue and gains 20 temporary hit points. These 
  temporary hit points disappear when 
  the foo lion moves.
  Incorporeal Movement. The foo lion 
  can move through other creatures and 
  objects as if they were difficult terrain.
  It takes 5 (1d10) force damage if it ends 
  its turn inside an object.
  Innate Spellcasting. The foo lion’s innate 
  spellcasting ability is Wisdom (spell save DC 14, spell attack +6). It can innately cast the following 
  spells, requiring no material components:
  At will: dancing lights, detect evil and good, detect magic, sacred flame
  3/day each: clairvoyance, cure wounds, healing word
  2/day each: spirit guardians
  Pack Tactics. The foo lion has advantage on an attack roll against a creature if at least one of the 
  foo lion’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
  ACTIONS
  Multiattack. The foo lion attacks once with its bite and twice with its claws.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) magical piercing 
  damage plus 7 (2d6) radiant damage.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) magical slashing 
  damage plus 7 (2d6) radiant damage.
  This divine creature floats through the air either as a golden cloud or in its true form as a foo lion, 
  changing from one of substance to a ghostly mist and back. Only its gaze is constant, an utter 
  intensity consuming its eyes. When a truly dignified, honorable, proud warrior dies while within 
  the Mists of Akuma by way of treachery, they return as one of these powerful celestials to protect 
  others from the same fate. The Imperial Siblings have been known to summon foo creatures and 
  it is said they are fueled by the willpower of the ancestors, and that to strike one 
  down is to invite dishonor and shame into one’s life.
  
  51
  
  52
  
  53
  Tea House Map
  Badlands
   Map
  Junko's SHop
  
  54
  
  55
  
  56
  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-
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  2. The License: This License applies to any Open Game Content that 
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  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-
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          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 
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  11. Use of Contributor Credits: You may not market or ad-
  vertise the Open Game Content using the name of any 
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  with any of the terms of this License with respect to some 
  or all of the Open Game Content due to statute, judicial 
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  13. Termination: This License will terminate automatically if 
  You fail to comply with all terms herein and fail to cure such 
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  All sublicenses shall survive the termination of this License.
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  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.
  5th Edition SRD at 5eSRD.com. © 2015 John Reyst.
  Mists of Akuma. © 2017 Mike Myler, published under li-
  cense by Storm Bunny Studios. Authors Mike Myler, Savan-
  nah Broadway, Luis Loza, Michael McCarthy, Chris Rippee, 
  Jason Sonia.
  Mists of Akuma: Feud Primordial. © 2018 Mike Myler, 
  published under license by Storm Bunny Studios.
  
  57
  
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  60
  the adventurers are enduring an unseasonably hot summer 
  in Soburin as they chase after the oni-touched apostate 
  sorcerer shinjirarenai, but even with his defeat their work 
  is not done. In the wake of the battle some goods of great
  importance are lost, stolen, or 
  sold, and if they mean to be paid 
  they'll have to journey to the
  prefecture of Ikari, explore
  the river-city of nesuto, 
  and delve deep into the 
  jungle to encounter
  immortals from the
  world's distant past!
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Storm Bunny/Mists of Akuma - Feud Primordial.pdf