TEXT: 1
  Designed and Illustrated by
  Mark Tasaka
  ‘White Box: Eastern Adventures’ 
  is available as a Free PDF through DriveThru RPG. 
  Tasaka Games
  tasaka-games.com
  Copyright @ 2019 Tasaka Games, Tasaka Games is a trademark of Mark Tasaka
  Second Printing: December 2019
  ‘White Box Fantastic Medieval Adventures Game and Seattle Hill Games are trademarks of Charlie 
  Mason,’ Tasaka Games is not affiliated with Charlie Mason or Seattle Hill Games.
  ‘Swords & Wizardry, S&W, WhiteBox and Mythmere Games are trademarks of Matthew J. Finch,’ 
  Tasaka Games is not affiliated with Matthew J. Finch or Mythmere  Games.
  
  2
  There are many sources of inspiration that led to the creation of ‘White 
  Box: Eastern Adventures’. The most obvious one is Charlie Mason’s ‘White 
  Box: Fantastic Medieval Adventure Game’, which I used as a template for 
  this game.  I would like to acknowledge Matt Finch and Marv Breig for cre-
  ating ‘Swords & Wizardry: WhiteBox’, the game that inspired the creation 
  of Mr. Mason’s game.  In many ways, ‘Swords & Wizardry: WhiteBox’ is the 
  grandfather to my humble game.
  This game is created out of love for the gaming community; a community 
  that I am proud to be a part of.  I would like to give a special thank you to 
  Sean and Brett, the hosts of the Gaming and BS podcast, for bringing the 
  gaming community together through their podcast.  Another special thank 
  you goes to Imperial Hobbies for hosting our games; especially, I would like 
  to thank Chris, the Manager of Imperial Hobbies, for his selfless dedication 
  and hard work.  It is because of Imperial Hobbies that we have a place to 
  play our games.  Thank you, Alex, Mads, Mia, Stephanie, Adam and the rest 
  of the Imperial Hobbies crew for being so accommodating over the years.  
  Another important source of inspiration are the group of gamers I adven-
  ture with every Thursday evening: Ryan, Devon, Will, Lexx, Marius, Gurvin-
  der and Jayson.  Lastly, I would like to say a special thank you to Jason, our 
  amazing Game Master, who ran our adventures from 2010 to 2017, and to 
  his wife, Jessica, who adventured with us during this time.
  
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  Table of Contents
  Chapter 1: Getting Started
  Table 7:
  Referee..................................6
      Sohei Advancement............26
  Player Characters...................6
  Table 8: Turn Undead............27
  House Rules...........................7
  Chapter 3: Demi-Humans
  The Dice.................................7
  Kitsune.................................28
  Ability Scores.........................8
  Table 9: Kitsune
  Table 1: 
      Adjustment Fox Form........30
     Ability Score  Modifiers........8
  Koropokuru..........................30
  Table 2: 
  Tengu....................................31
     Literacy & Languages...........9
  Chapter 4: Equipment and Services
  Alternative Ability Score
  Coinage................................33
     Generation..........................10 
  Table 10: Coins......................34
  Alignment............................11
  Starting Wealth....................34
  Honour.................................13
  Table 11: Armour...................34
  Table 3: Family Status...........13
  Table 12: Melee Weapons....37
  Honour: Gaining Merit.........15
  Table 13: Missile Weapons...38
  Chapter 2: Character Classes
  Table 14:
  Level and Experience Points.16
     Adventuring Gear..............39
  Prime Attributes...................16
  Table 15: Transportation......40
  Hit Dice and Hit Points...........17
  Table 16: Lifestyle/Costs
  Armour Class........................17
     of Living Expenses.............41
  Saving Throw........................18
  Table 17: Miscellaneous
  Bushi (Class).........................19
     Items & Services................42
  Table 4:
  Chapter 5: Hirelings
     Bushi Advancement............21
  Table 18: Hirelings.................44
  Ninja (Class).........................21
  Table 19: 
  Table 5: 
     Hireling Statistics...............45
     Ninja Advancement............22
  Non-Combatants
  Shugenja (Class)...................24 
     (Hirelings)...........................45
  Table 6: 
  Warriors (Hirelings)..............47
     Shugenja Advancement.....25
  Table 20: Hireling
  Sohei (Class).........................25 
     Morale & Loyalty...............47
  
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  Chapter 6: Playing the Game
  Humans................................78
  Exploration..........................50
  Monsters..............................81
  Ability Score Rolls.................51
  Undead................................98
  Traps....................................52
  Chapter 9: Running the Game
  In-Game Time......................52
  Adventures & Campaigns...102
  Long Rest.............................52
  Awarding Experience
  Full Day’s Rest.......................52
      Points..............................103
  Magical Healing...................53
  Session Zero.......................104
  Combat................................53
  Adventures & Maps............104
  Combat Round.....................53
            Running Monsters..............107
  Table 21: Movement............54
  Designing Traps..................107
  Melee Attacks......................54
  Curses................................108
  Missile Attacks.....................55
  Chapter 10: Treasure
  Opportunity Attacks.............56
  Table 27: Individual
  Death and Dying...................56
        Monster Treasure............111
  Non-Player Characters.........57
  Table 28: Treasure Hordes..111
            Light Sources & Visibility......58
  Table 30: Major Magical
  Table 22: Outdoor Travel..... 58
     Items...............................112
  Table 23: Selling Loot.......... 59
  Appendix A: Languages
  Chapter 7: Magic
  Table 36: Languages.......... 116
  Scrolls...................................61
  Appendix B: Names
  Spell Attacks.........................62
  Table 36: Given Names........117
  Targeted Spells.....................62
              Table 36: Family Names.....118
  Helpless Targets...................62
  Appendix C: To-Hit Rolls
  Spell Descriptions................62
             Table 37: Bushi To-Hit........119
  Table 24: Shugenja Spells......64
  Table 38: Ninja/Sohei To-Hit...119
  Table 25: Sohei Spells............71
             Table 39: Shugenja To-Hit..120
  Chapter 8: Monsters   
   Table 40: Monster To-Hit....120
  Monster To-Hit Rolls.............74 
  Appendix D: Poisons & Diseases
  Table 26: Monster 
  Table 41: Poisons................121
     Experience Points.............75
  Table 42: Diseases...............122
  Animals................................76 
  Open Game License....................124
  
  6
  Introduction
  Welcome to ‘White Box: Eastern Adventures’, a game inspired by Charlie 
  Mason’s ‘White Box: Fantastic Medieval Adventures Game’ and Matt Finch 
  and Marv Breig’s ‘Swords & Sorcery: WhiteBox’.  ‘White Box: Eastern Ad-
  ventures’ is a role-playing game that takes place in a world inspired by Jap-
  anese mythology. A role-playing game is a storytelling game where the par-
  ticipants ‘role-play’ the roles of the characters in the story.  In this game, 
  there are two types of participants: The Referee and the Player Characters.
  The Referee
  The Referee is the narrator of the story; it is the Referee’s job to construct 
  and narrate the adventures the Player Characters (PCs) take part in.  The 
  Referee’s job involves a lot of work.  They are required to run the adven-
  tures, describe the encounters and control the villains and personalities 
  the PCs encounter through the course of the game.
  The Player Characters
  The Player Characters (PCs) are the actors and actresses in the story; how-
  ever, unlike a play or a novel where the end is determined in advance, each 
  
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  new page of this story will be created through the interactions between 
  the PCs and Referee. That is, the PCs play an active role in constructing the 
  story itself, shaping the story (and the larger game world) through their 
  actions.
  House Rules
  The Number One rule for this game is the rules are guidelines and ex-
  ists to keep the story moving.  The ultimate goal of Eastern Adventures is 
  about having fun.  The Referee has the ultimate say in modifying the rules.  
  When rules are modified (or when new rules are created), they are known 
  as house rules.  The purpose of house rules is to keep the game running 
  smoothly, with the emphasis on creating memorable gaming experiences 
  for both the Players and Referee. 
  The Dice
  There are two types of dice required for this 
  game: the twenty-sided die and the six-sided 
  die.  The six-sided die, referred to as the d6, is 
  the standard die found in most board games.  
  These dice are easy to find; chances are you 
  have some of these dice at home.  The twen-
  ty-sided die, or d20, is a speciality die and can 
  be found at your local gaming/hobby store.
  Throughout this book, you will see numbers applied in front of the die (i.e. 
  3d6) and numbers (with plus or minus signs) applied to the end of the die 
  (i.e. d6-1 or d6+1).  The numbers in front of the die refers to the number 
  of dice that are rolled to produce the total value.  For instance, 3d6 means 
  you roll 3 six-sided dice and add the results together.  Let’s say, you rolled 3 
  six-sided dice, and the results of the rolls are: 2, 4, and 5.  By adding these 
  numbers together (2 + 4 + 5), the result is 11; thus, the outcome of your 
  3d6 roll is 11.    
  When numbers are added or subtracted to the end of a die, this means 
  these values are added or subtracted from the die roll.  For instance, d6-1 
  means that you are to subtract 1 from the results of your six-sided die roll.  
  Let’s say the result of your die roll is 4; 1 is subtracted from your roll, re-
  sulting in 3.  It is also important to note, that the results of a die roll cannot 
  be less than one.  That is, a d6-1 will produce the results of 1 to 5; with the 
  die rolls of 1 and 2 producing the results of 1.  If you are a little confused, 
  
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  please do not worry, this will become clear when we discuss generating hit 
  points and dealing damage later on in this book.
  Sometime percentage values are asked for.  The percentage values are al-
  ways in increments of 5%.  Therefore, the d20 will work to generate these 
  results.  For instance, 10% means that you need to roll a 2 or less on a d20; 
  15% requires a roll of 3 or less; 20% requires a roll of 4 or less and so forth.
  Other Materials Needed to Play
  Additional materials you will need to play this game are paper, pencils and 
  erasers (you will do a lot of erasing).  Having graph paper, while unneces-
  sary, could be useful for drawing maps.
  The Ability Scores
  There are six ability scores in this game: Strength, Dexterity, Constitution, 
  Intelligence, Wisdom and Charisma. These ability scores describe the 
  strengths and weaknesses of your character and have values from 3 to 18.  
  Most of your ability scores will fall into the average range (7 to 14).  Some 
  of your ability scores will fall outside of this range, granting you bonuses 
  or penalties when using these abilities (please see table 1 for more detail).  
  Table 1: Ability Score Modifiers
  Ability Score
  Description
  Modifier
  3-6
  Below Average
  -1
  7-14
  Average
  0
  15-18
  Above Average
  +1
  Before we start generating your character’s ability scores, it is important to 
  understand what each ability score represents:
  Strength. Strength represents how physically strong your character is.  
  Bonuses (or penalties) for above average (or below average) strength 
  scores gives your character a +1 bonus (or -1 penalty) to their “to-hit” and 
  “to-damage” die rolls in melee combat.
  Dexterity.  Dexterity represents how agile your character is.  Above aver-
  age dexterity scores grant a +1 bonus (or a -1 penalty for below average 
  
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  scores) to your character’s Armour Class and missile attack “to-hit” rolls.
  Constitution.  Constitution is a measurement of how healthy your charac-
  ter is.  Above average Constitution scores grant an addition hit point per 
  hit die (discussed later) your character gains; below average Constitution 
  scores will subtract 1 hit point per hit die.
  Intelligence. Intelligence represents how educated and ‘book smart’ your 
  character is.  Characters with high intelligence will have a high degree of 
  literacy and will be fluent in multiple languages; characters with low intel-
  ligence will be barely literate.  Intelligence is an important ability score for 
  the Shugenja class.
  Table 2: Literacy & Languages
  Intelligence
  Description
  3
  Cannot read or write.
  4-5
  Barely literate.
  6-7
  Basic literacy skills: can read & write 
  with some difficulty.
  8-10
  Able to read and write.
  11-12
  Able to read and write; fluent in an addi-
  tional language.
  13-14
  Able to read and write; fluent in 2 addi-
  tional languages.
  15-16
  Able to read and write; fluent in 3 addi-
  tional languages.
  17
  Able to read and write; fluent in 4 addi-
  tional languages.
  18
  Able to read and write; fluent in 5 addi-
  tional languages.
  *please see Appendix A for languages
  Wisdom.  Wisdom represents your character’s insight, judgement and 
  common sense.  Wisdom is an important Ability Score for the Sohei class, 
  as above average Wisdom scores grant the Sohei bonuses to many of their 
  spells (below average Wisdom scores will incur penalties).
  Charisma. Charisma represents how charming and persuasive your char-
  acter is.  Charisma scores influences (along with honour) the morale and 
  
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  loyalty of your hirelings and affects your character’s ability to negotiates 
  prices for the sale of their loot.  
  The ability scores are generated by rolling 3d6 and assigning the results to 
  the ability scores in the order of Strength, Dexterity, Constitution, Intelli-
  gence, Wisdom and Charisma.  Once the ability scores have been generat-
  ed, you will have some idea of what your character is like; what they are 
  good at and what challenges they may have.  
  For instance, let’s say Denise rolls the following ability scores: Strength 16, 
  Dexterity 11, Constitution 10, Intelligence 9, Wisdom 5 and Charisma 8.  
  Denise’s character is physically strong and athletic.  With the exception of 
  Wisdom, she has average scores in her other abilities.  Perhaps the low 
  Wisdom score means Denise’s character has troubles picking up on social 
  cues and has a tendency of making impulsive decisions without thinking 
  things through.  Having low ability scores is not necessarily a bad thing; 
  low ability scores could lead to great character development opportunities, 
  making playing these characters memorable.
  Based on the ability scores she rolled, 
  Denise envisions her character as a war-
  rior type; someone skilled with the blade 
  and bow.  Thus, Denise has started to de-
  velop a concept of what character class 
  she will choose. Denise names her char-
  acter Keira, based on one of her favor-
  ite movie actresses.  Coming up with a 
  character’s name is an important part of 
  character creation; after all, it’s who you 
  are in the ‘game world’ (if you are hav-
  ing trouble coming up with your charac-
  ter’s name, please see Appendix B for a 
  list of possible names).
  Alternative Ability Score Generation Methods
  By rolling 3d6 and assigning these values to the ability scores in order 
  makes certain assumptions about the characters; that is, the characters are 
  average, everyday people, who have chosen a character class after their 
  strength and weakness were known to them.  Perhaps the Referee envi-
  sions the characters starting out with above average ability scores; or 
  
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  perhaps the Referee will allow the players to choose a character class in 
  advance, giving the players the ability to tailor the abilities scores for their 
  class.
  Generating Above Average Ability 
  Scores.  There are many ways to gener-
  ate above average ability scores.  One 
  method is rolling 4d6 and removing the 
  lowest die value.  For instance, let’s say 
  you roll 6, 4, 4 and 1.  Since 1 is the low-
  est value, you will discard this value and 
  add up the remaining values.  Thus, your 
  ability score is 14 (6 + 4 + 4 = 14).  Anoth-
  er method for generating above average 
  ability scores is rolling 2d6 and adding 6 
  to the total; this produces scores from 
  8 to 18.
  Tailoring the Ability Scores to Match the Class.  A way you can tailor your 
  ability scores to match the character class you wish to play is to roll 3d6 six 
  times; then assigning these values to the ability scores of your choice.
  Alignment
  In this game, there are three Alignments to choose from: Lawful (Law), 
  Neutrality (Neutral) and Chaotic (Chaos).  Alignments are the philosophical 
  outlooks of the characters; the value system that guides a character’s ac-
  tions. Characters of the Lawful alignment are team players, who value the 
  collective strengths of the group and the laws that govern society.  Lawful 
  characters respect society’s laws, defining their notions of right and wrong 
  based on these laws.  In contrast, Chaotic characters value independents 
  and free-will; they live their lives by their own rules, valuing individuality 
  over conformity.  A chaotic character defines their own sense of right and 
  wrong based on their own sense of morality.  A Neutral character, on the 
  other hand, sits between these two extremes.
  It is very important to make the distinction between Law/Chaos and Good/
  Evil.  That is, a character who is Lawful is not necessary a good or evil person 
  (the same is true for a Chaotic character).  For instance, a Lawful character 
  who uses society’s laws to put forward their own interests, at the expense 
  of others, is not necessarily a good person.  Likewise, a Chaotic character 
  
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  who breaks the laws by stealing as a means of feeding the poor is not nec-
  essarily a bad person.  So, alignment does not describe whether your char-
  acter is good or evil; rather it describes your character’s outlook on life.
  Honour
  Honour reflects your character’s Family Status and Merit.  A character’s 
  family status relates to how their family is perceived by society.  Is the char-
  acter from an honourable family, marked by heroic deeds, or is their family 
  lineage tainted by cowardice and betrayal?  A character’s family status will 
  have a score from 0 to 10, with most scores falling into the middle range 
  (4 to 6).  To determine your character’s family status, roll 3d6 and refer to 
  Table 3: Family Status.
  Table 3: Family Status
  Roll: 3d6
  Status
  Description
  3
  0
  A disgraceful family tainted by acts of extreme 
  cowardice.  The family name is known throughout 
  the land for the shame associated with it.
  4
  1
  A family with a tainted history associated with 
  cowardice or betrayal.
  5
  2
  6-7
  3
  A relatively unknown family, whose deeds are nei-
  ther associated with heroism nor cowardice.
  8-9
  4
  10-11
  5
  A family with a good reputation in society; minor 
  deeds of bravery are associated with the family’s 
  name.
  12-13
  6
  14-15
  7
  A family with a strong reputation associated with 
  honourable and heroic actions.
  16
  8
  A well-known and respected family associated 
  with great deeds of bravery.
  17
  9
  18
  10
  A legendary family, whose name embodies tales 
  of honour and bravery.
  Once the family status score has been generated, it does not change 
  through the course of the game.  The reason for this relates to the Eastern 
  concept of generational honour: honourable (or cowardice) deeds commit
  
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  ted in the past are carried forward through the family generations.  
  The second part of a character’s honour is reflected in their merit; this is 
  a product of your character’s honourable actions.  What draws characters 
  into the profession of adventuring is more than the prospects of wealth 
  (i.e. looting dungeons); it is also the ability to gain honour and status.  For 
  this reason, characters start out with a merit score of zero.  Through the 
  course of adventuring, characters gain and lose merit points through their 
  actions.  The highest merit score a character can achieve is 10.
  When a character’s Family Status score is combined with their Merit score, 
  it produces a value from 0 to 20.  This value is the character’s honour.  So, 
  how does honour relate to the game?  Honour plays heavily on the recruit-
  ment, loyalty and morale of hirelings; as well, it determines the types of 
  hirelings your character can recruit.  Honour also plays a role in your char-
  acter’s ability to negotiate prices for their loot. 
  Honour and alignment may be a little confusing.  Therefore, we will return 
  to the example of Denise’s character Keira to help clarify these concepts. 
  Denise rolls 3d6 for Keira’s family status and her result is 5 (ouch! ...a low 
  roll).  Therefore, Keira’s family status is 2 points.  Keira’s honour is 2 points, 
  which will seriously hinder her ability to gain hirelings.  It will be important 
  for Keira to focus on gaining merit in her adventuring career.  Keira’s low 
  family status score has inspired Denise to create the following backstory 
  for Keira:
   
  Keira was born to a samurai family, whose great-uncles betrayed the Clan 
  in a war over a century ago, resulting in the unnecessary deaths of several 
  of the Clan’s leaders.  This betrayal was so great that, even today, Keira’s 
  family is tainted by their actions.  Keira’s father is a loyal samurai, serving 
  his Clan with devotion.  Yet, despite the quality of his character, Keira’s fa-
  ther holds a lowly position in the Clan, tasked with jobs beneath his station 
  and expertise. Keira’s father never complains about his lot in life; he hopes 
  his daughter will follow in his footsteps by serving the Clan as a samurai.  
  As a young woman, Keira is disgusted with how her father is treated by the 
  Clan.  Keira rebels, takes her savings and runs away from home to become 
  an adventurer.
  
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  Growing up as a daughter of a samurai, Keira spent long hours training in 
  combat with her father, resulting in her physical strength and athletic abil-
  ities (Strength 16).  Keira’s rash and impulsive decision to run away from 
  home without thinking things through reflects her low Wisdom score (Wis
  dom 5).  Keira’s actions reveal she values individuality, independence and 
  free-will; this indicates Keira is Chaotic (alignment).
  Honour: Gaining Merit
  Through the course of several gaming sessions, characters will gain (or loss) 
  Merit points. Merit should be rewarded for actions that are deemed hon-
  ourable.  But how are actions defined as honourable?  One way to deter-
  mine if an action is honourable is whether the action impacts the lives of 
  others and whether it is consistent with the character’s alignment.  For in-
  stance, let’s say there is a murderer, and the authorities task the character 
  with capturing this individual for trial.  The character knows the individual 
  is guilty and knows the families of victims.  As well, the character learns 
  the judge is corrupt and there is a good chance the murderer will be set 
  free.  When the character reaches the murderer’s lair, the murderer drops 
  his weapons and surrenders.  An honourable action for a lawful character 
  would be to return the murderer to the courts, putting faith in the system 
  that the trial will be fair.  While the thought of court corruption has entered 
  the lawful character’s mind; the character will not take actions into his or 
  her own hands by killing the murderer, as these actions will place them 
  above the law.  In contrast, an honourable action for a chaotic character 
  will be to kill the murderer even though the murderer had surrendered; 
  based on the knowledge of court corruption.  The chaotic character will 
  then bring evidence of the murderer’s demise to the families of the vic-
  tims, helping the families find closure.
  
  16
  Introduction
  This chapter focuses on the four character classes: the Bushi, the Ninja, the 
  Shugenja and the Sohei.  Before ‘jumping into’ these classes we will first 
  explore some game mechanics related to playing these classes.
  Level and Experience Points
  When you first create your character, he or she will start out as Level 1.  
  As your character goes on adventures, fights monsters and gains treasure, 
  he or she will gain experience points.  When your character has gained 
  enough experience points, they will reach Level 2; each time a character 
  reaches a new level, their skills improve.  Gaining experience points and 
  levels represents the natural progression of skills and abilities through ex-
  perience, training and hard work.
  Prime Attributes.  Each class has a prime attribute relating to one of the 
  six ability scores.  The Prime Attributes are those ability scores that best 
  defines each class.  For instance, the Bushi class focuses on physical com-
  bat; thus, their prime attribute is Strength.  In other words, those who are 
  physically strong and athletic will find it easier learning the skills of the 
  
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  Bushi.  To represent this in the game, those characters with above average 
  Prime Attribute scores receive a 10% bonus to the experience points they 
  gain.  Characters with below average Prime Attribute scores receive a 10% 
  penalty to the experience points they gain. 
  Hit Dice (HD) and Hit Points
  Hit points are a measurement of how much damage your character can 
  withstand before they succumb to their wounds.  Hit points are generated 
  through the process of rolling Hit Dice (HD). For every HD a character has, 
  they roll a d6 and add the total to their hit points.  For example, let’s say 
  you are playing a Bushi.  At 1st Level, the Bushi has 1+1 HD.  This means you 
  will roll a d6 and add 1 to the total score.  The result of your roll is 4.  You 
  add 1 to the result.  Your character has a maximum of 5 hit points; since 
  your character is uninjured, their current hit points are 5.  After a couple of 
  game sessions, your character has reached Level 2.  At 2nd Level, a Bushi has 
  2 HD.  You roll another d6 and add the results to your maximum hit points 
  value.  The results of this roll is 3; therefore, your character’s maximum hit 
  points are 8.
  Constitution Modifier.  Constitution is a measurement of how healthy your 
  character is.  Above average Constitution scores will add an extra hit point 
  per HD; below average Constitution scores will subtract one hit point per 
  HD.  Regardless of having a below average Constitution score, your charac-
  ter will gain at least 1 hit point per HD rolled.
  Armour Class
  Armour Class (AC) is a measure of how hard it is ‘to hit’ your character due 
  to their armour, agility, etc.  There are two systems for calculating AC: De-
  scending Armour Class and Ascending Armour Class.  Descending Armour 
  Class (DAC) is the original ‘Old School’ way of calculating AC.  In DAC, lower 
  the AC the better.  Ascending Armour Class (AAC) is the modern method 
  for calculating AC, where higher AC values are better.  Both DAC and AAC 
  will be used throughout this book in the following format: AC: DAC[ACC] 
  (i.e. AC: 9[10]).
  The Attack Roll tables in Appendix C shows what d20 roll is needed to hit an 
  opponent’s AC (both for DAC and ACC).  If you are using DAC, you will likely 
  have to refer to the tables to determine what you need to roll to hit.  ACC, 
  on the other hand, is easier to figure out.  For ACC, you can simply use your 
  opponent’s AC to determine what you need to roll to hit.  Let’s say you are 
  
  18
  fighting a monster with an AC of 14.  This means on a d20 roll, you will need 
  14 or better to hit the monsters.  If you have a +1 ‘to-hit’ bonus, this means 
  you need to roll 13 or better to hit the AC 14 monster.
  Characters have a base armour class of AC: 9[10], which represents what 
  is required to hit an unarmoured person.  Wearing armour improves your 
  character’s AC.  As well, above average or below average Dexterity scores 
  affects AC.  An above average Dexterity score will improve your AC by 1 
  point; while a below average Dexterity score will penalize your AC by 1 
  point.  
  Saving Throws
  Saving Throws represents how well your character reacts to poisons, mag-
  ic, diseases, fatigue, traps and so forth.  Lower Saving Throw values are 
  always better.  To determine whether your character has made their ‘Save’, 
  you will have to roll a d20 and the results of your roll must be equal or 
  higher than your Saving Throw.  For instance, if your character has a Saving 
  Throw of 14, and they are bitten by a poisonous snake; they will have to roll 
  a 14 or better to overcome the effects of the poison.
  Every class receives a +2 bonus to a Saving Throw against a specific threat.  
  For instance, the Bushi receives a +2 saving throw bonus vs death and poi-
  son.  A Level 1 Bushi’s saving throw is 14; if the Bushi makes a saving throw 
  vs death or poison, they will need to roll 12 or better to make this save.
  Spells
  The Shugenja and Sohei classes can cast spells.  The descriptions of these 
  classes list the number of spells (corresponding to the spell levels) the 
  classes could cast each day.  At the start of each day (after a long rest), the 
  Shugenja and Sohei regain their spells.  Thus, they can choose to memorize 
  the same spells or choose new spells.
  Shugenja practice arcane magic, while Sohei practice divine magic.  Arcane 
  magic involves the use and study of a spell book; the practitioner can only 
  access the spells written in their spell book.  Divine magic comes for the 
  gods, deities, spirits, etc.  A practitioner of divine magic will have access to 
  
  19
  all divine spells available up to their maximum spell level.
  Bushi
  Bushi are warriors trained in the use of 
  blades and bows; they can wear all types 
  of armour and wield all styles of weapons.  
  Bushi are found throughout the game 
  would occupying many different profes-
  sions:  Bushi may be samurai, warriors 
  in the service of a feudal lord; they may 
  be students of the martial arts, traveling 
  the lands perfecting their skills with the 
  sword; they may be mercenaries serving 
  on a merchant caravan; or they may be in 
  any number of other warrior professions.
  Prime Attribute: Strength
  Weapons & Armour.  Bushi can use all types of weapons and can wear all 
  kinds of armour.
  Saving Throw.  +2 bonus for saving throws vs. death and poison.
  Fighting Styles/Schools.  As students of the martial arts, Bushi are train in 
  specific Fighting Styles (Schools).  Select one of the Fighting Styles below.  
  This choice will remain with your character for the rest of the game.
  Twin Blades. A duel weapon style of fighting.   If the Bushi wields a 
  weapon in each hand, and they roll a 15 or better on their attack roll 
  (d20), they are allowed to make a second attack with the weapon 
  in their off-hand.  The bushi is only allowed to make a maximum of 
  two attacks per turn; so, if the second attack roll is 15 or better, they 
  cannot make a third attack.  For example, a Bushi with above average 
  strength is attacking an opponent.  The bushi’s strength bonus grants 
  them a +1 ‘to-hit’ bonus in melee combat; regardless of what their 
  ‘to-hit’ modifiers are, the bushi still needs to roll a 15 or better on 
  their attack roll (d20) to make their second attack.  As well, regardless 
  of whether the first attack hits, the bushi is allowed to make their 
  
  20
  second attack as long as a 15 or greater is rolled on their first attack. 
  Polearm/Spear Fighting.  The Bushi must be wielding a two-handed 
  martial weapon to gain the benefits from this school.  The Bushi is 
  skilled at deflecting hits and delivering attacks with polearms/spears, 
  gaining a +2 bonus to their AC against melee attacks and a +1 bonus 
  to ‘to-hit’ for their own attacks.
  Archery.   The Bushi gains a +2 bonus ‘to hit’ and to damage when 
  making missile attacks with a long or short bow (throwing weapons 
  do not grant this bonus).
  Death Strike.  The Bushi must be wielding a one-handed martial 
  weapon with both hands to gain the benefit of this school.  If the 
  Bushi’s melee attack roll exceeds what is needed to hit their oppo-
  nent’s AC by 4 to 7 points, an extra d6 is added to the damage roll; 
  if it exceeds their opponent’s AC by 8 or more points, 2d6 are added 
  to the damage roll.  For example, a 1st Level Bushi is fighting an op-
  ponent with an AC of 7[12].  The Bushi needs 12 or better to hit their 
  opponent.  If the Bushi’s attack roll results are 16, 17, 18 or 19, the 
  Bushi adds an extra d6 to their damage roll. If their attack roll results 
  are 20 or more, 2d6 of extra damage are added to their damage roll.
  
  21
  Table 4: Bushi Advancement
  Level
  Exp. Points
  Hit Dice
  To Hit
  Saving Throw
  1
  0
  1+1
  +0
  14
  2
  2,000
  2
  +1
  13
  3
  4,000
  3
  +2
  12
  4
  8,000
  4
  +2
  11
  5
  16,000
  5
  +3
  10
  6
  32,000
  6
  +4
  9
  7
  64,000
  7
  +4
  8
  8
  128,000
  8
  +5
  7
  9
  256,000
  9
  +6
  6
  10
  512,000
  10
  +6
  5
  Ninja
  Ninja are masters of stealth, sabotage and 
  thievery.  While a Bushi prefers to engage 
  their enemies face-to-face in melee com-
  bat, a Ninja prefers to use stealth to sneak 
  up on their enemies, delivering deadly at-
  tacks from behind.
  Prime Attribute:  Dexterity
  Saving Throw: +2 bonus for saving throws vs traps (both mundane and 
  magical).
  Weapons & Armour.  Due to their reliance on stealth, Ninja are limited to 
  wearing light armour and are restricted from using two-handed martial 
  weapons and long bows.
  Back Stab.  When a Ninja attacks an opponent, who is unaware of their 
  presence in melee combat, the Ninja gains a +2 bonus ‘to-hit’.  If their hit is 
  successful, they roll their weapon damage twice.
  
  22
  Table 5: Ninja Advancement
  Level
  Exp Points
  Hit Dice
  To-Hit
  Saving Throw
  Ninjutsu
  1
  0
  1
  +0
  14
  2
  2
  1,500
  1+1
  +0
  13
  2
  3
  3,000
  2
  +0
  12
  2
  4
  6,000
  2+1
  +1
  11
  3
  5
  12,000
  3
  +1
  10
  3
  6
  24,000
  3+1
  +2
  9
  3
  7
  48,000
  4
  +2
  8
  4
  8
  96,000
  4+1
  +3
  7
  4
  9
  192,000
  5
  +4
  6
  4
  10
  384,000
  5+1
  +5
  5
  5
  The Ninja Kit.  Ninja use an elaborate set of tools allowing them to preform 
  their extraordinary feats.  Thus, Ninja are required to possess a special tool 
  kit (due to their specialized training, Ninja are the only class able to use the 
  tools found in this kit).  Among the items found in this kit are:
  • Tools for picking locks and disabling devices.
  • Specialized set of climbing tools.
  • Water walking shoes
  • A pouch of caltrops.
  • 6 smoke bombs.
  Ninjutsu and the Use of Ninja Skills.  Ninja have a statistic called Ninjutsu, 
  which is used to determine whether the Ninja succeeds in the use of their 
  specialized skills.  To test a skill using this stat, a d6 is rolled; if the roll is 
  equal or less than the Ninjutsu stat, the skill succeeds.  For instance, a 1st 
  Level Ninja has a Ninjutsu skill of 2.  This means a roll of 1 or 2 on a d6 suc-
  ceeds.  In most situations, Ninja will automatically succeed using their skills 
  without the use of the Ninjutsu roll; only in the most extreme circumstance 
  are Ninjutsu rolls required.  For instance, due to their training and their 
  specialized climbing gear, a Ninja can scale a castle wall without requiring 
  a roll (their fellow non-ninja party members will have to make a Dexterity 
  
  23
  check when preforming the same action with a grappling hook and rope).  
  If barrels of slippery oil are poured down the castle wall, then a Ninjutsu 
  check is required (this would be an impossible feat for the non-ninja party 
  members).
  Ninja Skills.  Ninja possess a vast set of skills relating to stealth, thievery 
  and deception.  These skills include picking locks and pockets, detecting 
  and disability traps, hiding in shadows, moving silently, climbing walls and 
  walking on water (accomplished using water-walking shoes).  There can 
  be additional skills to the ones mentioned here; it is best to discuss what 
  other ninja skills your character may possess with your Referee.
  Caltrop and Smoke Bombs.  The ninja kit includes a pouch of caltrops and 
  smoke bombs.  Caltrops are used to slow pursuers while the Ninja makes 
  their escape.  The caltrops are thrown behind the Ninja as they flee.  The 
  pursuers’ movement is slowed to half their normal movement rate as they 
  
  24
  avoid stepping on the caltrops.  The pouch of caltrops is a one time use 
  item; the Ninja will have to purchase more caltrops when expended.  Like 
  caltrops, smoke bombs are a means of allowing the Ninja to escape. Smoke 
  bombs create a 30-foot radius of smoke; all those making attacks against 
  targets within this radius suffer -6 penalty ‘to-hit’ (this applies to melee, 
  missile and magical attacks).  
  Shugenja
  Shugenja are spellcasters and students of 
  arcane magic, who spend long hours study-
  ing the ways of magic.  Shugenja do not fight 
  with swords and bows; rather they use magic 
  as their weapon of choice.  
  Prime Attribute: Intelligence
  Weapons & Armour.  Shugenja cannot wear armour and are limited to the 
  use of simple weapons.
  Saving Throw: +2 bonus for saving throws vs. spells and magical attacks.
  Spellcasting.  At first level, Shugenja start out with 3 spells which they re-
  cord in their spell book.  As Shugenja progress in levels, they record more 
  spells in their spell book.  The actual number of spells will be up to your 
  Referee to decide, but a good rule of thumb is to learn 2 new spells per 
  level after Level 1.  Your Referee may have you go on a quest to obtain 
  these spells, or they may be given to you when you reach the next level of 
  experience.  While a Shugenja may have several spells in their spell book, 
  they are limited to the number of spells they can put to memory each day 
  (please see Table 6).  For instance, while a 2nd Level Shugenja may have 5 
  spells recorded in their spell book, they can only memorize three spells to 
  cast per day.  These spells are selected at the start of the new day.  So, the 
  Shugenja would have to think about the types of spells useful for that day.  
  The spells selected can be duplicates.  Thus, the 2nd Level Shugenja decides 
  to put to memory two spells of Flaming Orb and one spell of Iron Shards.
  Spell Attacks.  Many of the Shugenja spells (please see Chapter 7) ask the 
  player to make a spell attack.  Spell attacks are like melee and missile 
  
  25
  attacks, where you roll a d20 against your opponent’s AC; however, instead 
  of applying your strength or dexterity modifiers to the attack, your Intelli-
  gence modifier is applied.
  Table 6: Shugenja Advancement
  Level
  XP
  HD
  To-Hit
  Save
  Spells
  1             2          3           4
  1
  0
  1
  +0
  15
  2             -            -           -
  2
  2,500
  1+1
  +0
  14
  3             -            -           -
  3
  5,000
  2
  +0
  13
  4             1           -           -
  4
  10,000
  2+1
  +0
  12
  5             2           -           -
  5
  20,000
  3
  +1
  11
  5             3           1           -
  6
  40,000
  3+1
  +1
  10
  6             4           1           -
  7
  80,000
  4
  +2
  9
  6             5           2           -
  8
  160,000
  4+1
  +2
  8
  6             5           3           1
  9
  320,000
  5
  +3
  7
  6             6           4           2
  10
  640,000
  5+1
  +3
  6
  6             6           5           3
  Sohei
  Sohei are warrior monks and divine spell-
  casters.  While the Shugenja gains their 
  spells through the study of arcane magic, 
  the Sohei draws their magic from gods, spir-
  its or otherworldly beings.  Like the Bushi, 
  the Sohei can wear heavy armour and use 
  all types of weapons.
  Prime Attribute: Wisdom
  Weapons & Armour.  Sohei can use all types of weapons and can wear all 
  types of armour.
  Saving Throw.  +2 bonus for saving throws vs. poison and paralysis.
  Divine Magic.  Sohei are divine spellcasters and as such, they do not rely 
  on spell books for their magic.  Sohei receive their spells through prayer 
  and can access all the divine spells available up to their spell casting level.  
  
  26
  Like Shugenja, Sohei are limited each day to a set number of spells they can 
  cast; at the start of each day, the Sohei must choose which spells they will 
  put to memory.  For instance, a 2nd level Sohei can cast 2 divine spells per 
  day; the Sohei puts to memory one spell of illuminate object and one spell 
  of heal.  The next day, the Sohei memorizes two spells of heal. 
  Table 7: Sohei Advancement
  Level
  XP
  Hit Dice
  To-Hit
  Save
  Spells
  1             2          3           4
  1
  0
  1
  +0
  15
  1             -            -           -
  2
  1,500
  2
  +0
  14
  2             -            -           -
  3
  3,000
  3
  +0
  13
  3             -           -           -
  4
  6,000
  3+1
  +1
  12
  3             1           -           -
  5
  12,000
  4
  +1
  11
  3             2           -           -
  6
  24,000
  5
  +2
  10
  3             3           -           -
  7
  48,000
  6
  +2
  9
  3             3           1           -
  8
  96,000
  6+1
  +3
  8
  3             3           2           -
  9
  192,000
  7
  +4
  7
  3             3           3           -
  10
  384,000
  8
  +5
  6
  3             3           3           1
  Turn Undead.  Sohei have powers over the undead, reflected in their abili-
  ty to turn undead.  To turn undead, the Sohei must be able to either see or 
  hear the undead creatures.  3d6 are rolled and if the results are equal or 
  greater than the target number indicated in the Turn Undead Table (Table 
  8), the undead creatures either flees or cowers in fear.  The values with a 
  D indicate the undead creatures are automatically destroyed by the Sohei.
  
  27
  Table 8: Turn Undead
  Sohei
  Level
  Undead Hit Dice
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10+
  1
  11
  13
  15
  17
  2
  9
  11
  13
  15
  17
  3
  7
  9
  11
  13
  15
  17
  4
  5
  7
  9
  11
  13
  15
  17
  5
  D
  5
  7
  9
  11
  13
  15
  17
  6
  D
  D
  5
  7
  9
  11
  13
  15
  17
  7
  D
  D
  D
  5
  7
  9
  11
  13
  15
  17
  8
  D
  D
  D
  D
  5
  7
  9
  11
  13
  15
  9
  D
  D
  D
  D
  D
  5
  7
  9
  11
  13
  10
  D
  D
  D
  D
  D
  D
  5
  7
  9
  11
  Creating a Character: Keira 
  If you are a little confused with the concept of character classes, we will 
  return to the example of Denise’s character Keira from Chapter 1.  Denise 
  decides Keira will be a Bushi based on her above average Strength and 
  background.  Denise chooses the ‘Twin Blades’ school for Keira’s fighting 
  style.  The starting hit dice for a 1st level Bushi is 1+1; producing 2 to 7 hit 
  points (d6+1).  Denise rolls a d6 for Keira’s hit points and rolls a 1.  Out of 
  fairness, the Referee allows Denise to re-roll her hit points.  This time, De-
  nise rolls a 5.  This means Keira has 6 hit points (d6+1).  On her character 
  sheet, Denise records Keira’s hit points, character class and fighting school; 
  she also makes a note that Keira will receive a 10% bonus to her experience 
  points (Prime Attribute).  
  
  28
  Introduction
  So far, we have explored character creation from the point of view of hu-
  man characters.  In Eastern Adventures, there are three playable non-hu-
  man races: the Kitsune, the Koropokuru and the Tengu.  These non-human 
  races are known as demi-humans.  Unlike humans, demi-humans are limit-
  ed in what classes they can choose and what levels they can reach.  Regard-
  less, demi-humans are fun to play as they have special abilities and certain 
  advantages over human characters.
  Kitsune
  Kitsune are a long-lived race of shape-shifting humanoids, whose lifespan 
  spans several centuries.  In their natural form, Kitsune appear as humanoid 
  foxes.  Kitsune have two other forms: a human form and a fox form.
  Shape-shifting
  Kitsune only appears in their natural form to those they consider as friends; 
  most only see the Kitsune in their human form, never knowing their real 
  
  29
  identity.  Kitsune can shape-shift as many times each day as they desire, 
  and this transformation takes less than a minute to complete.  Each of 
  these three forms are consistent in appearances; that is, the Kitsune will 
  appear as the same human, the same Kitsune and the same fox each time 
  they transform.  Their natural form and their human form have roughly the 
  same mass and dimensions.  Thus, their clothing, armour and equipment 
  are not a concern for the Kitsune when they transform between these two 
  forms (their clothing can easily be adjusted to accommodate for their tail 
  when they transform from their human to natural form).
  Challenges arise when the Kitsune transforms into their fox form, as their 
  size and dimensions change considerably.  A Kitsune must be careful of 
  when and where they transform into a fox, since they will have to leave 
  behind what they were carrying and wearing when this transformation oc-
  curs.  In their fox form, Kitsune are incapable of humanoid speak, and are 
  limited to the vocal ranges of a fox; thus, Kitsune Shugenja cannot cast 
  
  30
  magic in their fox form.   A Kitsune does have certain advantages in their 
  fox form: their natural AC and speed increases (use the table below to 
  make changes to the Kitsune’s statistics when they are in their fox form; 
  the statistics not shown in the table remain the same).
  Table 9: Kitsune Adjustments to their Fox form
  AC
  6[13] + Dex Mod
  Movement
  18
  Attack
  Bite (d6-1)
  Keen Senses
  Kitsune possess the keen senses of a fox; they automatically detect secret 
  doors on a roll of 1-2 on a d6 when passing by (or 1-4 on a d6 when actively 
  searching).
  Dark Vision
  Kitsune can see in darkness just as well as they can see in light.
  Languages
  In addition to bonus languages granted by high intelligence scores, Kitsune 
  can speak Common and Kitsune, their own secret language which only 
  members of their species can speak. 
  Character Advancement
  Kitsune can choose between the Ninja or the Shugenja class.  They can 
  advance up to Level 8 in each of these classes.
  Koropokuru
  Koropokuru are a short stocky race of demi-humans who typically stand 
  around 4 feet tall.  Koropokuru are known for their craftsmanship and met-
  alworking skills; as such, Koropokuru artisans are found throughout human 
  lands.
   
  Keen Detection
  Koropokuru have a knack for detecting traps, both magical and mundane.  
  Traps are located on a roll of 1-4 on a d6 when actively search and a roll of 
  
  31
  1-2 on a d6 when passing by.
  Dark Vision
  Koropokuru can see in darkness 
  just as well as they can see in light.
  Languages
  Koropokuru can speak Common 
  and the Koropokuru language; as 
  well as additional languages grant-
  ed by high Intelligence scores. 
  Saving Throws
  Koropokuru have a natural resis-
  tance to magic and receive a +4 sav-
  ing throw bonus vs magic.
  Weapon Restrictions
  Due to their short stature, Koropokuru cannot use long bows.
  Character Advancement
  Koropokuru can either choose the Bushi or the Ninja class.  They can ad-
  vance up to Level 8 as a Bushi and up to Level 4 as a Ninja. 
  Tengu
  Tengu are a race of crow-people, who dwell in the mountains and forests 
  near human settlements and roads.  Tengu are tricksters and mischief-mak-
  ers, who use their stealth and skills at mimicry to trick human travellers out 
  of their food and goods.  
  Flight 
  Tengu have wings, which grants them a limited degree of flight.  When a 
  Tengu is not wearing heavy armour or is not overburdened with gear, with 
  a running start they can glide up to 50 feet.  This makes it possible for Ten-
  gu to glide across subterranean chasms, treetops, rooftops, etc.  Likewise, 
  Tengu can glide to avoid injuries from a fall.  For instance, should a Tengu 
  fall into a pit trap, all the Tengu needs to do is to spread their wings and 
  safely glide to the bottom of the pit.  However, when Tengu are wearing 
  heavy armour and/or are overburdened with gear, the distance they can 
  
  32
  glide is reduced to 25 feet and they take half damage from falls (round 
  down for damage).
  Mimicry 
  Tengu have an uncanny ability to mimic whatever sounds they hear.  Even if 
  they do not know the language, Tengu can mimic spoken words as long as 
  along they have heard those words spoken.  Their ability to mimic sounds 
  is within reason of course; that is, while a Tengu can mimic the howl of a 
  wolf, they cannot mimic, with the same intensity and volume, the roar of 
  a mighty dragon.
  Languages 
  Tengu automatically speak the common tongue, their own language (Ten-
  gu) and the language of birds.  As well, Tengu can speak additional languag-
  es granted by high Intelligence scores.
  Character Advancement
  Tengu can either choose the Ninja or the Bushi class.  They can advance up 
  to Level 8 as a Ninja and up to Level 4 as a Bushi. 
  
  33
  Coinage
  People often become Adventurers as a quick way of acquiring wealth.  One 
  of the measurements of wealth and a medium for trade is the coinage 
  system.  In Eastern Adventures, there are three kinds of coins: the Ryu, the 
  Shu and the Mon.  The Ryu is the most valuable coin and 1 Ryu equals 10 
  Shu; the Shu is the second most valuable coin and 1 Shu equals 10 Mon; 
  the Mon is the least valuable coin and 100 Mon equals 1 Ryu.
  
  34
  Table 10: Coins
  Mon
  Shu
  Ryu
  Mon =
  1
  1/10
  1/100
  Shu =
  10
  1
  1/10
  Ryu =
  100
  10
  1
  Ryu. The Ryu is an oval shaped coin, minted from a blend of gold and silver 
  alloys.
  Shu. The Shu is a rectangular shaped silver coin.
  Mon. The Mon is a small round coin minted from inexpensive alloys such 
  as copper, iron or bronze.  The Mon has a hole in its centre, which allows 
  for several Mon to be connected by string and tied together as a bracelet.  
  In fact, Mon are typically carried in this fashion.
  Starting Wealth
  A new character will need money to buy weapons, armour and gear.  The 
  starting wealth of a character is determined by rolling 3d6 and multiplying 
  the results by 10.  This is the amount of Ryu the character starts out with.  
  To better illustrate this, we will return to the example of Denise’s character 
  Keira from Chapter 2.  Denise rolls 3d6 and the result is 14 (4 + 5 + 5 = 14).  
  This value is multiplied by 10, resulting in 140 (14 x 10 = 140).  Thus, Keira’s 
  starting wealth is 140 Ryu (equivalent to 1,400 Shu or 14,000 Mon). 
  Table 11: Armour
  Armour
  Effect on AC: DAC[AAC]
  Cost
  Light Armour
  -2[+2]
  30 Ryu
  Medium Armour
  -4[+4]
  60 Ryu
  Heavy Armour
  -6[+6]
  300 Ryu
  Armour
  Amour is categorized in three broad categories: light, medium and heavy 
  armour.  Light armour provides basic protection.  Medium armour provides 
  protection for the main parts of the body.  Heavy armour provides maxi-
  mum protection.  On the following page are some examples of the differ-
  
  35
  ent styles of armour found in medieval Japan.
  Light Armour. Light armour can take many forms: the kursari katabira (light 
  chainmail armour worn under clothing and favoured by Ninja) and the par-
  tial suit of armour shown in the illustration above are two examples of light 
  armour.
   
  Medium Armour.  Medium armour typically takes the form of a complete 
  suit of armour providing protection for the main areas of the body (head, 
  torso, arms, legs, etc.).  Suits of medium armour are usually available for 
  sale at most forgers and stores; they are the types of armour worn by the 
  
  36
  rank-and-file soldiers in an army.  The okashi gusoku, shown in the illus-
  tration, is one such example of medium armour; the okashi gusoku is a 
  mass-produced style of armour issued to common foot soldiers.   Other 
  types of medium armour include the karuta tatami and the kusari tatami. 
  The karuta tatami is a suit of armour comprised of lacquered iron squares 
  connected by chainmail links; the kusari tatami is a chainmail great coat 
  sewn on a cloth or leather backing.
  Heavy Armour.  Heavy armour takes the form of complete suits of armour 
  providing the wearer with maximum protection.  Heavy armour must be 
  specifically made to fit each wearer, and the process of making a suit of 
  armour takes a month to complete (payment is made in advance).   Existing 
  suits of heavy armour (i.e. armour obtained from an adventure) need to 
  be adjusted to fit the wearer; this process takes up to 2 weeks to complete 
  and costs 100 Ryu.
  
  37
  Table 12: Melee Weapons
  Weapons
  Damage
  Cost
  Simple Weapons
  1d6-1
  1 Ryu
  Martial Weapons
  1d6
  10 Ryu
  Two-Handed Martial Weapons
  1d6+1
  15 Ryu
  Melee Weapons
  Melee Weapons are categorised in three broad categories: simple weap-
  ons, martial weapons and two-handed martial weapons.  Simple weapons 
  are easily constructed and are often adapted from farming tools.  Martial 
  weapons are crafted by weapon smiths and designed specifically for war.
   
  Simple Weapons.  Simple weapons come in different shapes and sizes: 
  some are large, requiring two hands to wield, while others can be wielded 
  by a single hand.  The illustration above provides some examples of the 
  types of simple weapons found in feudal Japan. 
  Martial Weapons.  Martial weapons are forged for the specific purpose 
  of combat.  Weapons such as swords, axes and war hammers are martial 
  weapons.  These weapons only require a single hand to wield.  The above 
  illustration provides some examples of the martial weapons found in me-
  
  38
  dieval Japan. 
  Two-handed Martial Weapons.  Two-handed martial weapons require the 
  use of both hands to wield and include such weapons as great-swords, 
  polearms and pikes.  The illustration above provides examples of two-hand-
  ed martial weapons used in medieval Japanese warfare.
  Table 13: Missile Weapons
  Weapons
  Range
  Damage
  Cost
  Long Bow
  70’/ 140’/210’
  40 Ryu
  Short Bow
  50’/100’/150’
  30 Ryu
  Throwing Projectiles
  max 30’
  1d6-1
  5 Shu
  20 Arrows (includes Quiver)
  1d6
  5 Ryu
  Missile Weapons
  The long and short bows have three ranges: short, medium and long 
  range.  Each of the three values indicates the threshold for each range. 
  For instance, the long bow has the following range:  70’/140’/210’.  70’ 
  represents the short range threshold for the long bow; 140’ represents the 
  medium range; 210’ represents the long and maximum range for the long 
  bow.  Missile attacks that fall within the short range threshold receive a +2 
  bonus ‘to-hit’; medium range attacks receive no bonus; long range attacks 
  receive a -2 penalty ‘to-hit’.
  Throwing Projectiles.  Throwing projectiles are weapons such as throwing 
  knives and Ninja throwing stars (shuriken).  Unlike bows, throwing projec-
  tiles only have a maximum range.  All attacks within this range are standard 
  missile attacks (no bonuses or penalties).
  
  39
  Table 14: Adventuring Gear
  Item
  Cost
  Backpack
  2 Ryu
  Bedroll
  1 Ryu
  Bottle or Jar (empty)
  1 Shu
  Case (map or scroll)
  5 Shu
  Crowbar
  5 Shu
  Flint & Steel
  5 Shu
  Grappling hook
  1 Ryu
  Hammer
  5 Shu
  Holy symbol or prayer beads
  1 Ryu
  Holy water (vial)
  10 Ryu
  Lantern
  3 Ryu
  Mirror, small
  1 Ryu
  Oil (lamp), 1 pint
  2 Shu
  Pole, 10 ft.
  1 Ryu
  Rations (5 days)
  3 Shu
  Rope (50 ft.), hemp
  1 Ryu
  Rope (50 ft.), silk
  5 Ryu
  Sack, small
  3 Shu
  Sack, large
  5 Shu
  Shovel
  5 Shu
  Spell book (blank)
  10 Ryu
  Spikes (12) or Stakes (12)
  1 Ryu
  Tent, small (1 person)
  1 Ryu
  Tent, large (5 people)
  3 Ryu
  Torches (12)
  3 Shu
  Waterskin or canteen
  5 Shu
  Ninja Kit
  20 Ryu
            caltrops (pouch)
  1 Ryu
            smoke bomb
  5 Shu
  
  40
  Adventuring Gear
  The items listed on Table 14 are some of the items you may need for adven-
  turing.  Please do not limited your choices to the items found here.  If you 
  can think of other items that will be useful for adventuring, please discuss 
  this with your Referee.
  Table 15: Transportation
  Type
  Cost
  Horse, draft
  70 Ryu
  Horse, riding
  100 Ryu
  Horse, war
  200 Ryu
  Cart
  30 Ryu
  Wagon
  200 Ryu
  Transportation
  Horses and horse-drawn wagons transport adventurers and their loot from 
  one destination to the next.  All characters, by default, are skilled riders.  
  Table 15 lists three types of horses: the draft horse, the riding horse and 
  the war horse.  Riding horses and war horses have been bred for riding; 
  while draft horses are bred for hauling carts and wagons.  The difference 
  between a war horse and a riding horse is a war horse has been bred and 
  trained for war; thus, war horses will engage in combat.  Riding horses and 
  draft horses will only fight in self-defence.  
  Draft
  Riding
  War
  Armour Class
  7[12]
  7[12]
  6[13]
  Hit Dice
  3
  2
  3
  Attack
  1d6-1
  1d6-1
  1d6+1
  Move 
  18
  24
  24
  Save
  17
  17
  15
  Carts and Wagons.  Carts are drawn by a single draft horse and are typically 
  used to carry loot and adventuring gear.  Carts can easily carry 700 lbs of 
  gear (plus the weight of the driver).  Wagons require two draft horses to 
  pull and can comfortably fit half a dozen adventurers and their equipment 
  
  41
  and loot.
  Alternative Types of Transportation.  Horses are just one means of trans-
  portation.  Other methods of transportation could include boats, war-
  ships, elephants, etc.  Perhaps there are monstrous creatures available for 
  mounts.  What other types of transportation available will be up to your 
  Referee to decided.
  Table 16: Lifestyle/Cost of Living Expenses
  Lifestyle
  Cost per Month
  Simple
  3 Ryu
  Comfortable
  6 Ryu
  Luxurious
  12 Ryu
  Lifestyle/Cost of Living Expenses 
  Lifestyle/Cost of Living Expenses includes the cost of food, shelter, hygiene, 
  clothing, etc.  There are 3 lifestyle categories: simple, comfortable and lux-
  urious.  Regardless of the lifestyle, they all provide food and shelter; there-
  by having no negative (or positive) effects on a character’s statistics.  Rath-
  er, lifestyle choices are a statement of an individual’s social status.
  Simple.  Those living this lifestyle eat commonly available foods, such as 
  barley, millet, rice, vegetables and beans.  The meals are somewhat bland; 
  but provide enough nourishment for the physically demanding lifestyle of 
  an adventurer.  The accommodations are shared, providing little privacy.  
  This is a common lifestyle for a new and inexperienced group of adventur-
  ers.
  Comfortable.  Those living this lifestyle have well-balanced and flavourful 
  diets of fish, rice, vegetables, beans and sake (alcohol).  The accommoda-
  tions typically consist of private bedrooms with shared facilities (kitchens, 
  bathrooms, etc.).  Merchants, well-to-do artisans, government officials and 
  mid-ranking samurai live this lifestyle.  
  Luxurious.  Those living this lifestyle have access to luxuries that most ordi-
  nary people do not; these include fine foods and expensive clothing.  The 
  accommodations are more spacious than those living a comfortable life-
  style.  Wealthy merchants, nobles and high-ranking government officials 
  
  42
  live this lifestyle.
  Horses and Other Animals.  It costs 1 Ryu per month for the upkeep of 
  a horse (feed, stabling, etc.).  Your Referee may allow you to have other 
  animals in your service; he or she may use the upkeep costs of a horse as 
  a gauge for the upkeep costs of other animals.  Let’s say you have a guard 
  dog in your service; since a guard dog consumes less food and takes up less 
  space than a horse, your Referee decides the upkeep costs for a guard dog 
  is 4 Shu per month. 
  Table 17: Miscellaneous Items & Services
  Item/Service
  Cost
  Bath, public bath house
  3 Mon
  Clothing, common
  3 Shu
  Clothing, fancy
  3 Ryu
  Funeral Service
  10 Ryu
  Haircut 
  5 Mon
  Inn, shared room (per night)
  5 Mon
  Inn, private room (per night)
  1 Shu
  Meal, simple/light
  1 Mon
  Meal 
  2 Mon
  Sake (alcohol), small bottle
  3 Mon
  Sake, large jug
  1 Shu
  Miscellaneous Items & Services
  Between adventures, Player Characters find themselves in towns and cit-
  ies; there, they gather information, rest, socialize and do things ordinary 
  people do in their downtime.  The Miscellaneous Items & Services Table 
  has been created to account for these activities.  There are, of course, more 
  items and services available than the ones listed here.  It will be up to your 
  Referee to decide what other items and services are available.
  Clothing.  Adventurers start out with enough clothing for their adventur-
  ing career.  Thus, the availability of clothing is a means of adding a level of 
  detail to the game.  Perhaps, upon returning to town after weeks on the 
  road, the characters decide to freshen up and buy new silk kimonos, so 
  they could attend a classy social function that requires such attire. Com-
  mon clothes are the everyday clothes labourers, farmers and tradesmen 
  
  43
  wear; they are plain, comfortable and designed for physical work.  Fancy 
  clothes are the elaborate garments nobles wear in court; these outfits look 
  pretty but are ill suited for physical activities. 
  Temple Services and Funerals.  Temples have flourished in areas where 
  adventurers are found.  Funeral costs include the costs of burial or crema-
  tion, where the remains of the deceased are either buried in a grave or 
  interned inside the temple (cremation).  Temples may have residential So-
  hei warrior-monks; in these cases, the warrior-monks may provide healing 
  services in exchange for generous donations.
  
  44
  Hirelings
  An Adventuring Party is not complete without hirelings; hirelings are hired 
  help, who provide services for the party.  Hirelings serve as torch bearers, 
  providing sources of light in the darkness; they provide strong backs for 
  carrying dungeon loot; they guard and care for the horses while the adven-
  turers are exploring dungeons.
  Table 18: Hirelings
  Hirelings
  Fee (per month)
  Min Honour
  Non-Combatants:
  Unskilled
  3 Ryu
  1
  Artisan
  8 Ryu
  3
  Academic
  20 Ryu
  8
  Warriors:
  Soldier
  10 Ryu
  5
  Specialist
  20 Ryu
  8
  
  45
  Hirelings are categories in two broad categories: non-combatants and war-
  riors.  Before we examine these categories further, there are two areas 
  relating to hirelings we first need to explore: hireling fees and minimum 
  honour.  The fees are the amount of money each hireling is paid per month.  
  This fee does not include cost of living expenses (please see Chapter 4), 
  which are additional costs required for the retention of hirelings.  As well, 
  the hireling fees and cost of living expenses are paid up front for the month.  
  For example, an unskilled hireling living a simple lifestyle costs 6 Ryu per 
  month (3 Ryu for the fee and another 3 Ryu for the cost of living expense).  
  Minimum honour is the amount of Honour a character needs to recruit 
  the hireling.  For instance, unskilled hirelings are ‘a Mon a dozen’ and will 
  serve characters with honour scores of 1 or more; academics are less com-
  mon and as such they will only serve characters with honour scores of 8 or 
  more.
  Table 19: Hireling Statistics
  Non-Combatants
  Warriors
  Armour Class:
  9[10]
  5[14]
  Hit Dice:
  1-1
  1+1
  Move:
  12
  9(12)
  Attack:
  Simple weapons only
  By weapon
  Save:
  19
  15
  Non-Combatants (Hirelings)  
  Non-combatants are hirelings who lack combat training; they cannot wear 
  amour and are limited to the use of simple weapons.  Non-combatants will 
  only fight in self-defence and are dependant on the party for protection.  
  There are three types of non-combatant hirelings: unskilled hirelings, arti-
  sans and academics.
  Unskilled Hirelings.  Unskilled hirelings are the most common type of hire-
  ling; they seek out adventurers for the prospect of roofs over their heads, 
  food on their plates and coins in their pockets.  Unskilled hirelings come 
  with large backpacks and sacks designed for hauling dungeon loot; they 
  are the only type of hireling willing to be overburdened with gear.  Un-
  skilled hirelings commonly serve as torch bearers, loot carriers, labourers 
  and servants.  Unskilled hirelings are content living a simple lifestyle.
  
  46
  Artisans (Hireling).  Artisans are skilled tradesmen and tradeswomen, who 
  are hired for the skills they possess.  Artisans can be carpenters, boat-build-
  ers, weapon smiths, armourers and other such trade professions; Artisans 
  possess the tools and equipment necessary for their trade.  Artisans pride 
  themselves on their skills and see it beneath their station to haul sacks 
  filled with dungeon loot.  Artisans may either require simple or comfort-
  able lifestyle accommodations as part of their service; their requirements 
  are largely dependant on the wealth of those they serve.
  Academics (Hireling). Academics are scholars, alchemists, engineers, lin-
  guists and sages.  Academics see any physical work as beneath them, and 
  as such, Adventurers need to be mindful of what tasks they are assigned.  
  Academics may require a comfortable or luxurious lifestyle as a condition 
  of their service.
  
  47
  Warriors (Hirelings)
  Warriors are professional fighting-men and fighting-women, who serve as 
  mercenaries.  Warriors are equipped with medium armour, adventuring 
  gear and weapons (a combination of martial weapons, two-handed mar-
  tial weapons and bows).  While warriors are physically fit, they view the 
  tasks of unskilled hirelings as beneath them (i.e. hauling sacks filled with 
  dungeon loot).  Warriors may require either simple or comfortable lifestyle 
  accommodations as part of their conditions of employment.
  Soldiers and Specialists.  Soldiers are mercenaries trained in warfare, 
  horseback riding, survival and archery.  Specialists are soldiers with spe-
  cial abilities and are hired for specific purposes.  For instance, a Seafaring 
  Captain is one example of a specialist; the Seafaring Captain is a trained 
  warrior with the ‘know-how’ to Captain a ship.
  Table 20: Hireling Morale and Loyalty
  Cha
  Character’s Honour
  1-4
  5-9
  10-14
  15-19
  20
  3
  Max: 1
  M: 12
  L: 14
  Max: 2
  M: 11
  L: 12
  Max: 2
  M: 10
  L: 10
  Max: 3
  M: 9
  L: 8
  Max: 3
  M: 8
  L: 7
  4-6
  Max: 2
  M: 11
  L: 13
  Max: 3 
  M: 10
  L: 11
  Max: 3 
  M: 9
  L: 9
  Max: 4 
  M: 8
  L: 7
  Max: 4 
  M: 7
  L: 5
  7-14
  Max: 4
  M: 9
  L: 11
  Max: 5
  M: 8
  L: 9
  Max: 5
  M: 7
  L: 7
  Max: 6
  M: 6
  L: 5
  Max: 6
  M: 5
  L: 3
  15-17
  Max: 5
  M: 7
  L: 9
  Max: 6
  M: 6
  L: 7
  Max: 6
  M: 5
  L: 5
  Max: 7
  M: 4
  L: 3
  Max: 7
  M: 3
  L: 2
  18
  Max: 6
  M: 6
  L: 8
  Max: 7
  M: 5
  L: 6
  Max: 7
  M: 4
  L: 4
  Max: 8
  M: 3
  L: 2
  Max: 8
  M: 2
  L: 2
  *Max = Maximum Hirelings; M = Morale; L = Loyalty
  
  48
  Hireling Morale and Loyalty
  The maximum number of hirelings a character can retain and the morale 
  and loyalty for those hirelings are dependant on both the character’s Cha-
  risma and Honour.  The values assigned to Morale and Loyalty reflects the 
  d20 die roll needed to succeed for these checks; thus, lower scores are 
  always better.  For instance, Morale 8 requires a roll of 8 or more to suc-
  ceed, and therefore has a greater chance of success than Morale 10, which 
  
  49
  requires a roll of 10 or more to succeed.
  Morale. Morale reflects the willingness of hirelings to stay in the fight 
  when things get tough.  It will be up to your Referee to decided when mo-
  rale rolls are made.  Morale rolls occur in such situations when the party 
  is overwhelmed in a fight, when characters die in combat, or when facing 
  powerful monsters.  The Referee rolls the morale checks for the hirelings; 
  if the results are equal or greater than the morale score, the hirelings keep 
  their cool and stays in the fight.  If the results are less than the morale 
  score, something bad happens; the hirelings may flee, they may freeze up, 
  they may surrender, etc. It will be up to your Referee to decide what the 
  hirelings will do in these situations.
  Loyalty.  Loyalty reflects how loyal your hirelings are.  Like morale rolls, 
  loyalty rolls are at your Referee’s discretion.  Loyalty rolls can occur when 
  too much is asked of your hirelings; when your hirelings are put in unnec-
  essary danger; when your hirelings feel they are treated unfairly.  When a 
  loyalty roll fails (the results are less than the loyalty score), something bad 
  happens.  It will be up to your Referee to decide what this is.  Perhaps your 
  disgruntled hirelings run away in the middle of the night, stealing your pre-
  cious loot as compensation for their ‘unfair treatment’.
  Hirelings as Non-Player Characters
  The introduction of hirelings has introduced the concept of Non-Player 
  Characters.  Non-Player Characters (NPCs) are characters controlled by the 
  Referee.  That is, while the characters can direct their hirelings to perform 
  certain actions, it will be up to the Referee to decide what actions the hire-
  lings will perform.  Your Referee will come up with personalities and back-
  stories for your hirelings.  Perhaps one of your hirelings is a know-it-all; 
  perhaps another one has a secret past.  NPCs add a level of richness to the 
  game.  Not only are you interacting with the other Player Characters (PCs); 
  you are also interacting with the personalities created by the Referee.
  
  50
  Introduction
  There are two main modes of gameplay in Eastern Adventures: exploration 
  and combat.  Exploration includes such activities as exploring dungeons, 
  talking to NPCs and traveling.  Whereas Combat is a turn-based system that 
  simulates small-scale battles.  
  Dungeon.  In this chapter the term Dungeon is frequently used.  In the 
  context of this book, Dungeon is a generic term used to refer to any under-
  ground or indoor environment where adventures occur.  That is, a dungeon 
  may be a network of subterranean tunnels, a monster filled castle or the 
  ancient ruins of a lost civilization.
  Exploration
  Searching. Searching for secret doors, traps or hidden treasure are part of 
  dungeon exploration.  When your character is actively searching, you will 
  let your Referee know where your character is searching (i.e. searching 
  the north wall).  The Referee will roll a d6 in secret.  If the Referee rolls a 1 
  
  51
  and there is something hidden where your character searched (i.e. a secret 
  door on the north wall), your character uncovers what was hidden.  It is 
  important for the Referee to keep the results from the players as it creates 
  a level of mystery and uncertainty.  That is, the players are left wondering 
  whether something was in the area they searched and missed it. 
  Kitsune and Koropokuru.  Kitsune 
  and Koropokuru have special talents 
  for locating things.  Kitsune have tal-
  ents for locating secret doors and 
  Koropokuru have talents for detect-
  ing traps.  When a Kitsune is near a 
  secret door, the Referee will roll a 
  d6; if the results are 1 or 2, the se-
  cret door is found.  If the Kitsune is 
  actively searching, a secret door will 
  be found on a roll of 1 to 4.  When a 
  Koropokuru is near a trap (both mag-
  ical and mundane), the Referee will 
  roll a d6; the trap is located on a roll 
  of 1 or 2.  When actively searching, 
  Koropokuru detect traps on a roll of 
  1 to 4. 
  Doors.  Doors may be unlocked, locked or trapped.  Trapped and locked 
  doors present a challenge for the adventurers (trapped doors fall in the cat-
  egory of traps, which will be discussed shortly).  Ninja have special talents 
  for picking locks and can make a Ninjutsu check to unlock doors. Alterna-
  tively, the adventurers can use their Strength to attempt to pry the door 
  open.  It will be up to your Referee to decide what mechanics are used.  
  Your Referee may decide that a roll of 1 on a d6 causes the locked door to 
  open; or he or she may decide to use Ability Score Rolls instead.  
  Ability Score Rolls
  Sometimes your Referee will ask you to make an Ability Score Roll.  An 
  Ability Score Roll is when you roll a d20 and compare the results to one of 
  your ability scores.  If the results are equal or less than your ability score 
  you succeed.  For instance, your character is climbing up a steep cliff, and 
  the Referee asks you to make a Strength check.  Your character’s Strength is 
  9.  You roll a d20 and the result is 5; you succeed and successfully climb the 
  
  52
  cliff.  It will be up to your Referee to decide when and where this mechanic 
  is used (perhaps your Referee may decide not to use this mechanic at all).
  Traps
  Dungeons are filled with traps.  Traps can be pit traps, collapsing walls, 
  trapped doors, etc.  Some traps are designed to harm characters (i.e. a 
  spiked pit trap), while other are designed to capture characters (i.e. a net 
  trap).  Like secret doors, traps can be found by actively searching an area 
  (a roll of 1 on a d6 will locate a trap for non-ninja characters).  The Ninjutsu 
  check will be used if a Ninja is searching the area where a trap is located.  
  As touched on earlier, Koropokuru have a special talent for detecting traps.  
  If a character triggers a trap, they must make a Saving Throw; a successful 
  save results in the character avoiding the effects of the trap.  It will be up 
  to your Referee to decide how each trap works and what each trap does.
  In-Game Time
  Time flows differently in the ‘game world’ as it does in the real world.  A 
  game session may last a couple of hours; however, several days may pass 
  in the ‘game world’.  The process of searching rooms, travelling down long 
  corridors and unlocking locked doors takes time.  For instance, the Refer-
  ee may decide 2 hours have passed after a large chamber is thoroughly 
  searched.  There does not exist an exact science when it comes to measur-
  ing the passage of ‘game world’ time; your Referee will have a rough idea 
  of the passage of time and when your party is ready for a long rest.
  Long Rest
  A long rest represents the period of time when the characters rest for the 
  night.  When the time comes for the party to take a long rest (i.e. after 
  a full-day of adventuring), the party must find a safe area to rest for the 
  night (perhaps this involves the party backtracking to a previously explored 
  area).  Long rests involve catching up on sleep, eating, studying spell books 
  and preparing for the next day.  Long rests are important for Shugenja and 
  Sohei as they regain their spent spells after a long rest.  Long rests provide 
  opportunities for the body to recover; as such, characters regain 1 hit point 
  per long rest.  To regain hit points at a faster rate, characters will either 
  need a Full Day’s Rest or magical healing.
  A Full Day’s Rest
  A Full Day’s Rest occurs during the down time between adventures.  This is 
  when characters spent time resting and recovering to heal their wounds.  
  
  53
  During a full day’s rest, a character spends most of the day sleeping and 
  engages only in light activities.  After each full day’s rest the character re-
  gains 5 hit points.
  Magical Healing
  Magical healing takes the form of spells, potions and scrolls.  Only Sohei 
  can cast healing spells or use healing scrolls.  Anyone can use healing po-
  tions.  Characters regain their lost hit points up to the healing results of 
  the spell, potion or scroll.  In combat, while a dying character can receive 
  the effects of magical healing, the dying character will remain unconscious 
  until after combat is over.
  Combat
  Determining Surprise.  The first step in combat is for the Referee to deter-
  mine whether one side is surprised.  This occurs when one side is unaware 
  of their attackers (i.e. the monsters sneak up on the Adventurers and 
  launch a surprise attack).  If the Referee determines one side is surprised, 
  the opposing side receives a free attack round.  After the free attack round, 
  both sides roll for initiative.  If the Referee determines that neither side is 
  surprised, then initiative is rolled.
  Initiative.  Initiative determines which side goes first.  A d6 is rolled for the 
  Player’s side and another d6 is rolled for the Referee’s side (i.e. the mon-
  sters).  If both sides tie, then initiative is rolled again until one side has the 
  highest roll.  The side with the highest roll goes first; the other side goes 
  next.  After the first Combat Round is over, the second Combat Round be-
  gins in the same initiative order.  Combat ends when one side is defeated.
  Combat Round
  Each combat round lasts 10 seconds and ends when both sides have com-
  pleted their turns.  The side with the highest initiative roll goes first.  All the 
  combatants who can act during the combat round are allowed to act.  Once 
  the combatants on one side complete their actions, the next side goes.
  Turn.  The turn reflects what a single combatant can do during the combat 
  round.  Combatants are limited to one turn per combat round.  During 
  the turn the combatant can move and perform an Action.  Actions involve 
  such things as melee or missile attacks, casting spells, drinking potions, 
  etc.  Some actions are so minor they do not count as a combatant’s Action. 
  
  54
  These include such things as drawing a weapon, switching weapons, drop-
  ping a lantern, calling out someone’s name, etc.  If you need clarification 
  on what is considered an Action, please bring this up with your Referee (it 
  is his or her decision after all).  As well, combatants can opt to do nothing 
  during their turn (or choose to forgo either their move or action).
  Table 21: Movement
  Armour
  Humans, Kitsune & Tengu
  Koropokuru
  No armour or light armour
  12
  9
  Medium Armour
  9
  9
  Heavy Armour
  6
  6
  Overburden
  -3
  -3
   
  Movement
  Movement reflects the maximum distance your character can move during 
  their turn.  The movement rates in Table 21 lists the movement per every 
  10 feet.  For instance, a human wearing heavy armour can move up to 
  60 feet per turn; while another human wearing light armour can move 
  up to 120 feet per turn.  If a character is overburdened with items (i.e. a 
  backpack filled with heavy dungeon loot), their movement is reduced by 
  3 (30 feet).  It is up to your Referee to determine whether a character is 
  overburdened.  For instance, if a character is carrying a backpack contain-
  ing their adventuring gear, the Referee will likely decide the character is 
  not overburdened.  However, if the same character is carrying a large sack 
  filled with loot in addition to their backpack of adventuring gear, the Refer-
  ee may decide the character is overburdened, resulting in their movement 
  reduced by 3.
  Melee Attacks 
  Melee attacks are hand-to-hand attacks, where the attacker rolls a d20 
  against their opponent’s Armour Class (AC).  The tables in Appendix C shows 
  the rolls required to hit an opponent’s AC.  Having above average Strength 
  gives a +1 bonus ‘to-hit’ (below average Strength incurs a -1 penalty ‘to-
  hit’).  If you are using Descending Armour Class (DAC), you will likely have 
  to refer to the tables to determine what roll you need to hit.  Ascending 
  Armour Class can be figured out by subtracting your ‘to-hit’ bonus from 
  your opponent’s AC.  For instance, your opponent has an AC of 16; your 
  character has a +2 ‘to-hit’ bonus.  Thus, you will need to roll 14 or better to 
  
  55
  hit your opponent’s AC (16 – 2 = 14).
  Melee Damage.  If your hit succeeds, you roll for the amount of damage 
  you inflict on your opponent.  Each weapon has a damage value assigned 
  to it.  Roll the damage value and add any bonuses or penalties to the re-
  sults.  This is how much damage your opponent suffers.  For instance, a 
  Sohei with above average Strength hits an opponent with her two-handed 
  martial weapon (1d6+1 damage).  The result of the roll is 5; the weapon 
  does 6 damage (5 + 1 = 6).  The Sohei’s above average Strength adds an-
  other +1 to the damage.  Thus, the opponent suffers 7 points of damage.  It 
  should be noted regardless of any negative modifiers, weapons will do at 
  least 1 point of damage on successful hits.
  Missile Attacks
  Missile attacks involve the use of bows and throwing knives/stars.  Like 
  melee attacks, whether the missile attack succeeds is dependant on the 
  opponent’s AC.  Characters with above average Dexterity scores will re-
  ceive a +1 ‘to-hit’ bonus for missile attacks (below average Dexterity scores 
  will incur -1 penalty).  Dexterity bonuses or penalties are never applied to 
  damage rolls.  As well, missile attacks cannot be made when engaged in 
  melee combat (i.e. a character cannot fire a bow while deflecting sword 
  blows in hand-to-hand combat).
  Firing into Melee.  When missile attacks are made against targets engaged 
  in melee combat, there is a chance that the unintended target is hit.  For 
  instance, a character sees her companion fighting a bandit in hand-to-hand 
  combat.  The character draws her bow and aims for the bandit.  The char-
  
  56
  acter knows there is a chance she will hit her companion by mistake.  To 
  represent the chance of hitting an ally by mistake, the following rule exists.  
  If a missile attack misses, the missile attack is re-rolled, this time against 
  the ally’s AC.  Let’s return to the example of the character firing into melee 
  combat to clarify this rule.  The character’s missile attack is unsuccessful; 
  the missile attack is re-rolled against her companion’s AC.  The attack suc-
  ceeds; her companion is hit by ‘friendly fire’.  
  Opportunity Attacks
  Opportunity attacks are automatic me-
  lee attacks that occur as a result of an 
  opponent’s action.  Breaking away from 
  melee combat and casting spells while 
  in melee combat are two conditions 
  that invoke opportunity attacks.  For in-
  stance, a character is in melee combat 
  with a bandit.  The bandit realizes the 
  battle is turning against him and decides 
  to make his escape.  As the bandit runs 
  away, the character receives a ‘free’ me-
  lee attack, and attacks the bandit.  Your 
  Referee may have additional conditions 
  that would invoke opportunity attacks.
  Death and Dying
  When monsters and hirelings reach 0 hit points they die.  Characters die 
  when their hit points reach a negative value of 5 plus their Character Lev-
  el.  For instance, a Level 1 character dies when their hit points are -6 (5 
  + 1); a Level 3 character dies when their hit points are -8 (5 + 3).  When 
  characters’ hit points are below zero, they fall unconscious and start to 
  ‘bleed out’.  Every combat round after this they lose 1 hit point until they 
  die (5 + Character Level).  Other characters (and hirelings) can stabilize the 
  dying character by binding their wounds.  It takes an action to stabilize a 
  dying character; no roll is required, as stabilization always succeeds.  While 
  a character’s wounds may be stabilized (they are no longer losing a hit 
  point per round), they remain unconscious until combat has ended.  After 
  combat, the character is revived and has 1 hit point.  To better illustrate the 
  
  57
  concept of death and dying let’s look at the following example:
  Yoshi, the Level 2 Shugenja, currently has 4 hit points.  An arrow hits Yoshi 
  causing 6 points of damage.  Yoshi falls unconscious; he now has -2 hit 
  points.  Starting next round, Yoshi will start ‘bleeding out’; losing 1 hit point 
  per round.  Once Yoshi reaches -7 hit points he dies (5 + Level).  Both Yoshi’s 
  companions are engaged in melee combat and are unable to reach him.  
  Three rounds pass; Yoshi now has -5 hit points.  Finally, one of Yoshi’s com-
  panions reaches him.  The companion stabilizes Yoshi’s wounds; Yoshi is 
  no longer losing a hit point per round.  However, Yoshi is still unconscious, 
  and his hit points are still at -5.  Once combat is over, the characters revive 
  Yoshi.  Yoshi now has 1 hit point.
  Outside of combat, characters ‘bleed out’ at a rate of 1 hit point per 30 
  seconds.  Let’s return to the example of Yoshi to illustrate this. Half an hour 
  after Yoshi is revived, he and his companions are travelling down a long 
  hallway.  Suddenly the floor crumbles beneath Yoshi’s feet, and he falls into 
  a pit trap.  Yoshi takes 4 points of damage from the fall.  Since Yoshi only 
  had 1 hit point, his hits points are now at -3.  He is unconscious and ‘bleed-
  ing out’ at the bottom of the pit.  Yoshi’s companions have 120 seconds to 
  stabilize his wounds before he reaches -7 hit points and dies.  Yoshi’s com-
  panions need to descend down the pit to stabilize his wounds.  His compan-
  ions quickly retrieve rope from their backpacks and prepare to climb down 
  the pit.  Can they reach Yoshi in time?
  When characters have exactly 0 hit points, they fall unconscious; they are 
  not ‘bleeding out’, but remain unconscious until combat is over.
  Non-Player Characters
  In addition to encountering monsters, traps and treasure, characters will 
  also encounter Non-Player Characters (NPCs) on their adventures.  NPCs 
  are characters created and controlled by the Referee.  NPCs can be another 
  group of adventures, friendly monsters, townsfolk, etc. 
  
  58
  Light Sources and Visibility
  Dungeons are often dark, requiring adventurers to carry lanterns and torch-
  es.  With the exception of Kitsune and Koropokuru, characters need light 
  sources to navigate in the darkness.  Torches and lanterns provide a 30’ 
  radius of light; a torch last 2 hours, while a pint of lantern oil lasts 4 hours.  
  If torches or lanterns are dropped, d6 are rolled; if the results are 1, torches 
  extinguish, and lanterns break.  Alternately, characters can carefully place 
  torches or lanterns on the ground; however, if this occurs in Combat, it is 
  considered an Action.  Venturing outside the radius of a light source is dan-
  gerous; characters suffer a -5 penalty to their AC, attack rolls and all other 
  abilities that require the use of sight.  It is assumed that monsters can see 
  in the dark; thus, the need for light sources do not apply to monsters.
  Table 22: Outdoor Travel (per day)
  Foot
  Cart or wagon
  Horse
  Normal Terrain
  12 miles
  18 miles
  24 miles
  Difficult Terrain
  6 miles
  9 miles
  12 miles
  Outdoor Travel
  Adventurers live a life on the road, travelling from place to place in search 
  of treasure and loot.  The cave complex rumoured to be filled with trea-
  sure may be 20 miles from the village the characters are staying at.  Thus, 
  the characters need to gather their weapons and gear and embark on the 
  
  59
  journey to the cave.  There are several ways the characters can travel: by 
  foot, on horseback or by a wagon.  Each of these methods of transporta-
  tion have different movement rates based on the type of terrain the char-
  acters are travelling on.  On normal terrain, characters can travel 12 miles 
  a day by foot; 18 miles a day on a horse-drawn wagon or cart; 24 miles a 
  day on horseback.  Travelling over difficult terrain reduces the movement 
  rate by half.  Examples of normal terrain could include roads, open fields 
  and prairies; examples of difficult terrain could include forests, marshlands 
  and hills.  What is considered normal vs difficult terrain will be up to your 
  Referee to decide.
  Table 23: Selling Loot
  Honour
  Charisma
  0-4
  5-11
  12+
  3
  20%
  25%
  30%
  4-6
  30%
  35%
  40%
  7-14
  40%
  45%
  50%
  15-17
  50%
  55%
  60%
  18
  60%
  65%
  70%
  Selling Loot
  Dungeons are filled with loot and treasure.  One of the challenges for char-
  acters is to find buyers for their loot; after all, the markets could be flooded 
  with adventurers selling their plunder.  Merchants and shop keepers are 
  often the best source for adventurers to sell their loot. A character’s cha-
  risma and honour, coupled with the player’s role-playing skills, determines 
  what prices a character will receive for their loot.  As well, armour that has 
  been retrieved from fallen enemies will likely have damage; this further 
  reduces the price by 10% to 30%.  To better illustrate the process of selling 
  loot, let’s look at the following example:
  After an adventure, Jo-jo, the Koropokuru Bushi, returns to town with a suit 
  of heavy armour, taken from a fallen foe.  Since the foe was human-size, it 
  would be impossible for Jo-jo to have the armour adjusted to fit his short 
  stature.  So, Jo-jo decides to find a buyer for his armour.  Jo-jo finds an 
  armourer willing to purchase the armour.  Jo-jo has a Charisma score of 5 
  and an Honour score of 12.  According to Table 23, the price Jo-jo should 
  receive for his loot is 40%.  However, whether Jo-jo will receive 40% will 
  
  60
  be dependant on the role-playing skills of the person playing him.  More 
  so, the armourer notices several slash marks on the armour (as a result of 
  Jo-jo’s weapon); the value of the armour is reduced by 20%.  A new suit of 
  heavy armour costs 300 Ryu; with the value reduced by 20%, the armour is 
  worth 240 Ryu. Based on his Charisma and Honour, Jo-jo should receive 96 
  Ryu (240 Ryu * 40% = 96 Ryu).  However, through the player’s efforts and 
  skills at role-playing, the Referee decides Jo-jo will receive 120 Ryu for the 
  armour.  Thus, Jo-jo receives 50% of the value of the armour.  On the other 
  hand, if the player did not put any effort into role-playing Jo-jo’s negotia-
  tions with the armourer, the Referee could decide to give Jo-jo less than 
  40% of the value of the armour.
  
  61
  Introduction
  Shugenja practice arcane magic and Sohei practice divine magic.  Arcane 
  magic involves the use of spell books, where the practitioner can only 
  memorize the spells available in their spell book.  Divine magic comes di-
  rectly from the gods, spirits and otherworldly beings; thus, a divine prac-
  titioner has access to all divine spells up to their maximum casting level.  
  Both Shugenja and Sohei can use scrolls; however, there are limits to which 
  scrolls they can use.
  Scrolls
  Scrolls are magical artifacts created by powerful Shugenja and Sohei.  
  Each scroll contains a spell; when the spell is cast, the scroll turns to ash.  
  Shugenja can only use Shugenja scrolls and are limited to the spells up to 
  their maximum spell casting level; likewise, Sohei have the same restric-
  tions.  For instance, Toshi, the Level 4 Sohei, has a maximum spell casting 
  level of 2.  Toshi is able to use any Sohei scrolls containing Level 1 and 2 
  spells; however, Toshi cannot use scrolls with Level 3 or Level 4 spells.  As 
  
  62
  well, Toshi cannot use scrolls containing Shugenja spells.
  Spell Attacks
  Some of the Shugenja’s spells require a spell attack.  A spell attack is like 
  a melee or missile attack where the Shugenja’s ‘to-hit’ table in Appendix 
  C is used.  However, instead of applying Strength or Dexterity bonuses (or 
  penalties), Intelligence bonuses (or penalties) are applied.
  Targeted Spells
  Spells that target creatures, object, etc., require the caster to see the tar-
  get.
  Verbal Component
  Arcane spells require a verbal component (i.e. speech); thus, Shugenja who 
  are ‘silenced’ (i.e. by magic) cannot cast spells in this condition.  Divine 
  spells do not require a verbal component; thus, Sohei can cast spells even 
  when they are incapable of speech.
  Helpless Targets
  Some spells cause the victim to enter a helpless state (i.e. paralysation). 
  All Melee attacks against a helpless target automatically hits and kills the 
  target.  Missile attacks receive a +5 ‘to-hit’ bonus; but inflict their normal 
  amount of damage.  If a character is in a helpless state and receives a melee 
  attack, the character is allowed to make a saving throwing (save vs death; 
  bushi receive a +2 bonus for this save).  If the save fails, the character dies; 
  if it succeeds, the character is at 0 hit points and is unconscious.
  Spell Descriptions
  Before examining the Spell Lists, it is important to clarify some of the ter-
  minology used for the spell descriptions.
  Duration.  Duration refers to how long the effects of the spell lasts.
  Range. Range is the maximum range of the spell. 
  Area.  Area is the area affected by the spell.  The volume of a spell with 
  an area effect remains the same; however, the dimensions of that area 
  can change.  For instance, the 20’ x 20’ area of the Sticky Paper spell can 
  
  63
  change dimensions to 10’ x 40’.
  Automatically hits.  Some spells automatically hit their targets.  For these 
  spells, saving throws are made.  Failed saving throws result in the spell’s 
  full effect. 
  Poison. Some spells are poisonous.  Please 
  see Appendix D for the effects of poison.
  Level.  Some spells increase in power as 
  the caster advances in levels.  Levels re-
  fer to the character’s level; not the spell 
  level.  For instance, healing spells increase 
  to 2d6+1 at Level 3.  This increase occurs 
  when the Sohei becomes a Level 3 char-
  acter.  When monsters are casting spells, 
  their Hit Dice are used to represent the 
  Level of the caster.
  Creatures.  The term creatures is used for 
  many of the spell descriptions.  Creatures 
  refers to monsters, characters, hirelings, 
  etc.
  +Wisdom Bonus.  Some Sohei spells apply wisdom bonuses to the spell 
  effects.  If the caster has above average wisdom (Wisdom of 15 or greater)  
  +1 is added for each die rolled for the effect.  A 2d6+1 heal spell cast by 
  a Sohei with above average wisdom will result in an extra 2 hit points of 
  healing.
  
  64
  Table 24: Shugenja Spells
  Level 1
  Level 2
  Level 3
  Level 4
  Detect Magic
  Conjure Illusion
  Dispel Magic
  Breathe Water
  Flaming Orb
  Dark Vision
  Growth
  Death Whisper
  Frost Bolt
  Flaming Servant
  Global of Flames
  Silence
  Identify Magic
  Fire Cracker
  Lightening Strike
  Summon Elemental
  Iron Shards
  Influence Others
  Spider’s Web
  Poisonous Cloud
  Levitation
  Languages
  Telepathic Link
  Lock
  Poisoned Arrow
  Sticky Paper
  Ray of Paralysation
  Shugenja Level 1 Spells
  Detect Magic
  Flaming Orb
  Duration: 1 hour
  Range: 50’ radius from caster
  All magical items will glow while in 
  the radius of the caster.  Detect mag-
  ic lasts for 1 hour; however, the cast-
  er could end this spell sooner, if so 
  desired. 
  Duration: 12 hours
  The caster summons a small orb of 
  magical fire producing the same ef-
  fects as a lantern.  The flaming orb 
  will hover near the caster.  The dura-
  tion of this spell is 12 hours; during 
  this time the caster can dismiss and 
  re-summon the orb as many times 
  as they desire.
  The flaming orb can be used to light 
  camp fires, torches, etc.  However, it 
  cannot be used as a weapon.
  
  65
  Frost Bolt
  Identify Magic
  Range: 80’
  A bolt of frost fires from the caster’s 
  palm.  A single target is selected.  The 
  target must make a saving throw.  A 
  failed saving throw results in 1d6+1 
  damage (a successful save results in 
  half damage).
  At Level 4, the spell damage increas-
  es to 2d6+1; at Level 8, it increases 
  to 3d6+1.
  Range: Touch
  The caster can identify a single mag-
  ical item.  For instance, if the caster 
  casts this spell on an unidentified-
  potion, he or she will know the ef-
  fects of the potion (i.e. a potion of 
  healing).
  Iron Shards
  Levitation
  Range: 100’
  Two shards of sharp iron materialize 
  from the caster’s hand.  The caster 
  makes two magic attacks (either di-
  rected at a single target or two sep-
  arate targets).  Each shard does 1d6 
  damage.
  At Level 3, three iron shards materi-
  alize; at Level 7, four iron shards.
  Duration: 20 minutes
  Range: Touch
  The caster can cast this spell on 
  himself (herself) or another crea-
  ture or object (up to a maximum of 
  300 lbs).  The recipient of this spell 
  can levitation up to 50’ from the 
  ground. 
  Lock
  Sticky Paper
  Duration: 24 hours
  Range: Touch
  The caster causes a magical lock to 
  form on a door, chest, etc.  The lock 
  functions as a normal lock (i.e. Nin-
  jutsu checks can be used to open the 
  lock); however, it takes at least 30 
  minutes to open the magical lock.  
  Duration: 2 hours
  Range: 80’
  Area: 20’ x 20’
  This spell causes a sticky layer of tar 
  to form on the ground.  Movement 
  is reduced by half and AC is reduced 
  by 5 points while moving across the 
  affected area.
  
  66
  Shugenja Level 2 Spells
  Conjure Illusion
  Dark Vision
  Duration: 1 hour
  Range: 20’
  The caster conjures a realistic looking 
  illusion.  The illusion is limited to a 
  maximum area of 10 cubic feet.
  Duration: 12 hours
  Range: touch
  The caster can use this spell on 
  himself (herself) or another crea-
  ture.  The spell grants the recipient 
  the ability to see in total darkness 
  just as well as they can see in day-
  light.
  Flaming Servant
  Fire Cracker
  Duration: 12 hours
  This spell shares the same effects as 
  the Flaming Orb spell, with the addi-
  tion of these qualities: 
  The flaming servant can travel up 
  to 50’ from the caster (the caster 
  must be able to see or hear the 
  flaming servant).
  The caster can direct the flaming 
  servant to move, attack, etc. as a 
  ‘free action in combat’.
  If the flaming servant attacks, it 
  hurls itself at the target; the tar-
  get must succeed a saving throw 
  or take 2d6 damage (a successful 
  save results in half damage).  
  Once the flaming servant attacks, 
  it disappears.  The use of another 
  spell is required to summon the 
  flaming servant again.
  Range: 80’
  Area: 10’ x 10’
  This spell causes the ground to 
  erupt in a series of small explo-
  sions over the affected area.  All 
  creatures within this area must 
  make a saving throw.  A failed save 
  results in 2d6 damage; a successful 
  save results in half damage.
  
  67
  Influence Others
  Languages
  Duration: 1 hour
  Range: 30’
  This spell affects creatures with 5 HD 
  or less. The targeted creature must 
  make a saving throw; a failed save re-
  sults in the creature being under the 
  control of the caster for the duration 
  of the spell.
  At Level 7, this spell affects creatures 
  with 7 HD or less. At Level 9, it affects 
  creatures with 9 HD or less.
  Duration: 6 hours
  The caster can only target herself 
  (himself) with this spell.  For the 
  duration of the spell, the caster 
  is able to speak, read and under-
  stand a language they are unfamil-
  iar with.
  Poisoned Arrow
  Ray of Paralysation
  Range: 100’
  A magical arrow appears from the 
  caster’s palm and a magical attack is 
  made against a target.  A successful 
  hit causes 1d6+1 damage and the vic-
  tim must make a saving throw against 
  Poison II.
  At Level 6, the poison increases to 
  Poison III.
  Duration: 20 minutes
  Range: 80’
  This spell affects a single creature 
  with 6 HD or less.  The target must 
  make a saving throw.  A failed save 
  results in the target being para-
  lyzed for the duration of the spell. 
  While paralyzed, the target is help-
  less.
  At Level 8, this spell targets two 
  creatures.
  
  68
  Shugenja Level 3 Spells
  Dispel Magic
  Growth
  Range: 30’
  The effects of a spell or a magical ef-
  fect are dispelled.
  Duration: 2 hours
  Range: touch
  The caster could either cast this 
  spell on herself (himself) or anoth-
  er creature.  The target and every-
  thing they are wearing and carry-
  ing doubles in size for the duration 
  of the spell (or sooner should the 
  caster decide to dismiss the spell).  
  While in this enlarged state, the 
  target’s hit points triple and their 
  weapon damage and movement 
  rates double.
  Globe of Flames
  Lightening Strike
  Range: 100’
  Area: 10 cubic feet
  A sphere of fire fills a 10’ cubic area.  
  All creatures within this area must 
  make a saving throw.  Failed saving 
  throws result in 3d6 damage (half 
  damage for successful saves).
  Range: 100’
  A lightening bolt manifests from 
  the caster’s palm and flows in a 
  straight trajectory.  All those in the 
  path of the lightening bolt must 
  make a saving throw.  A failed sav-
  ing throw results in 4d6 damage 
  (half damage for successful saves).
  
  69
  Spider’s Web
  Telepathic Link
  Range: 60’
  Area: 10 cubic feet
  Duration: 20 minutes
  A 10’ cubic area is filled with a sticky 
  silk-like web.  Creatures within this 
  area must make a saving throw.  A 
  failed save results in the creature en-
  tering a helpless state (at the start of 
  their next turn, they can make anoth-
  er saving throw to escape).  
  A successful save results in the crea-
  ture escaping the webbed area.  How-
  ever, in doing so, they have spent 
  their action and cannot take any fur-
  ther actions until their next turn.
  Duration: 12 hours
  Range: Touch
  The spellcaster forms a two-way 
  telepathic link with another crea-
  ture (the target creature and the 
  caster must be able to speak the 
  same language).  For the duration 
  of the spell, the caster and the tar-
  get creature can have a two-way 
  telepathic conversation.
  Shugenja Level 4 Spells
  Breathe Water
  Death Whisper
  Duration: 24 hours
  Range: Touch
  The caster can select up to 3 creatures 
  (including her/himself).  For the dura-
  tion of the spell, those affected by this 
  spell can breathe underwater just as 
  well as they can breathe on land.
  Range: 40’
  The caster selects a single crea-
  ture.  The creature must make a 
  saving throw.  If the creature has 
  less than 5 HD and they failed 
  their save, the creature dies.  If 
  the creature has 5 HD or more and 
  they failed their save, they suffer 
  6d6 damage.
  
  70
  Silence
  Summon Elemental
  Duration: 12 hours
  Range: 40’
  The spellcaster targets a single crea-
  ture.  The targeted creature must 
  make a saving throw or be silenced 
  for the duration of the spell.  This is 
  a powerful spell against arcane spell-
  casters as speech is necessary for ar-
  cane magic.
  Duration: 1 hour
  The caster summons an elemental 
  creature from either the planes 
  of air, water, wind or fire.  For the 
  duration of the spell (or when the 
  elemental is killed), the elemental 
  acts as an NPC in the service of the 
  caster.
  Elemental: AC 2[17], HD 8, Attack 
  2d6, Move 12, Save 12
  Poisonous Cloud
  Range: 60’
  Area: 10 cubic feet
  Duration: 10 minutes
  A poisonous cloud fills a 10’ cubic 
  area.  All creatures within the area 
  of the poisonous cloud must make a 
  saving throw.  A failed save results in 
  the victim being poisoned (Poison II). 
  A successful save results in the crea-
  ture escaping the poisonous cloud.  
  However, in doing so, the creature 
  has spent their action and cannot 
  take an action until their next turn.
  
  71
  Table 25: Sohei Spells
  Level 1
  Level 2
  Level 3
  Level 4
  Detect Magic
  Create Food & Water
  Aura of Protection
  Divine Healing
  Heal
  Cure Disease
  Channel Healing
  Remove Curse
  Identify Magic
  Inspire Others
  Dispel Magic
  Summon Guardian
  Illuminate Object
  Languages
  Telepathic Link
  Protect
  Neutralize Poison
  Purify Food & Water
  Sohei Level 1 Spells
  Detect Magic
  Heal
  Same as the Shugenja spell (without 
  the verbal component needed to 
  cast the spell).
  Range: touch
  This spell heals 1d6+1 hit points.  
  At Level 3, this spell heals 2d6+1 
  hp; level 5, 3d6+1 hp; level 7, 
  4d6+1 hp; level 9, 5d6+1 hp.  Wis-
  dom bonuses are applied to each 
  d6 rolled.
  Identify Magic
  Illuminate Object
  Same as the Shugenja spell (without 
  the verbal component needed to 
  cast the spell).
  Range: touch
  Duration: 12 hours
  The caster selects a single object 
  (i.e. a stone, a staff, etc.).  For the 
  duration of the spell, the object 
  glows, producing the same effects 
  as a lantern.  
  
  72
  Protect
  Purify Food & Water
  Range: touch
  Duration: 3 hours
  This spell affects a single creature. 
  For the duration of this spell, the 
  recipient receives +2 bonus to their 
  saving throws and AC.
  Range: touch
  The caster can purify enough 
  spoiled food and water to feed up 
  to five adults for a day. 
  Sohei Level 2 Spells
  Create Food & Water
  Cure Disease
  Range: touch
  The caster creates enough food and 
  water to feed up to 5 adults for a 
  whole day.
  Range: touch
  This spell negates the effects of 
  Disease I, II and III for a single 
  creature.
  Inspire Others
  Languages
  Range: 30’
  Duration: 1 hour
  This spell targets up to 3 creatures.  
  For the duration of this spell, the re-
  cipients receive a +1 bonus ‘to-hit’ 
  and to damage for all melee, missile 
  and magical attacks.
  Same as the Shugenja spell (with-
  out the verbal component need-
  ed to cast the spell).
  Neutralize Poison
  Range: touch
  This spell negates the effects of Poi-
  son I, II and III for a single creature.
  
  73
  Sohei Level 3 Spells
  Aura of Protection
  Channel Healing
  Range: 20’ radius from the caster
  Duration: 3 hours
  All allies within 20’ of the caster re-
  ceive +2 bonus to their AC and sav-
  ing throws for the duration of the 
  spell.
  Range 30’
  The caster channels magical healing 
  to a wounded creature.  The recipi-
  ent recovers 3d6 hit points.  At Lev-
  el 10, the healing increases to 4d6 
  hp.  Wisdom bonuses are applied to 
  each d6 rolled.
  Dispel Magic
  Telepathic Link
  Same as the Shugenja spell (with-
  out the verbal component needed 
  to cast the spell).
  Same as the Shugenja spell (with-
  out the verbal component needed 
  to cast the spell).
  Sohei Level 4 Spells
  Divine Healing
  Remove Curse
  Range: touch
  The recipient receives 6d6 hit 
  points of magical healing.  The ef-
  fects of Disease and Poison are 
  neutralized.  Wisdom bonuses are 
  applied to each d6 rolled.
  Range: touch
  A curse is removed.
  Summon Guardian
  Duration: 3 hours
  The caster summons a celestial guardian.  
  For the duration of the spell (or when the 
  guardian is killed), the guardian acts as an 
  NPC in the service of the caster. 
  Celestial Guardian: AC 1[18], HD 6, Attack 
  1d6+1, Move 12/18(fly), Save 11
  
  74
  Introduction
  While the previous chapters in this book are written for both the Players 
  and the Referee, the remaining chapters are written specially for the Ref-
  eree.  This chapter focuses on the monsters that inhabit the world of East-
  ern Adventures.  In Eastern Adventures, monsters are any creatures that 
  presents a potential threat to the PCs; monsters can be wild animals, hu-
  mans, demi-humans, demons and undead.  The monsters presented in this 
  chapter are only a sample of the possible creatures that exist in the ‘game 
  world’.  You are encouraged to create your own monsters and to modi-
  fy the existing monsters to fit your setting.  As well, the descriptions for 
  the monsters are vague.  This has been done intentionally; allowing you to 
  come up with your own descriptions and interpretations of the monsters.
  Monster To-Hit Rolls
  Appendix C lists the ‘to-hit’ rolls for the monsters based on their Hit Dice 
  (HD).  The ‘to-hit’ rolls are calculated by adding the monster’s HD (up to 
  a maximum of 10) to the roll needed to hit.  The ‘to-hit’ rolls apply to the 
  monster’s melee, missile and magical attacks (if applicable).  If you are us-
  
  75
  ing Ascending Armour Class (ACC), you can simply add the monster’s ‘to-
  hit’ bonus to the d20 roll.  For instance, let’s say a 4 HD monster is attacking 
  a character with an AC of 16.  A d20 roll of 12 or better (d20 + 4) is needed 
  to hit the AC 16 character.
  Poison and Disease
  Some monsters have poisonous attacks or spread diseases.   Appendix D 
  lists the effects of poison and disease.
  Spells
  Some of the monsters have the ability to cast spells.  The number of spells 
  in the monster’s profile indicates the number of spells the monsters can 
  cast each day.  It will be up to you to choose the spells the monster has.
  Monster Experience Points
  Awarding experience points will be discussed in the next chapter.  Table 26 
  lists the experience points awarded based on the HD of the monsters.  You 
  are encouraged to modify the experience points listed below.  After all, the 
  experience points listed here are only guidelines; the actual experience 
  points awarded will be up to you to decide.
  Table 26: Monster Experience Points
  Hit Dice:
  XP:
  Hit Dice:
  XP:
  <1
  20
  11-12
  1,500
  1
  30
  13-14
  1,800
  2
  50
  15-16
  2,100
  3
  100
  17-18
  2,400
  4
  180
  19-20
  2,800
  5
  280
  21-22
  3,200
  6
  400
  23-24
  3,700
  7
  550
  25-26
  4,100
  8
  750
  27-28
  4,400
  9
  1,000
  29-30
  4,700
  10
  1,300
  31+
  5,000
  
  76
  Animals
  Dogs and Wolves
  Domestic
  War/Guard
  Wolf
  Armour Class
  7[12]
  6[13]
  6[13]
  Hit Dice
  1-1
  1+1
  2
  Attack
  1d6
  1d6+1
  1d6+1
  Special
  None
  None
  None
  Move 
  18
  18
  18
  Save
  17
  16
  15
  Dogs and Wolves 
  Dogs are descendants of wolves.  Domestic dogs are the ‘working dogs’ 
  found on farms and the pets people keep in their homes.  War/Guard dogs 
  are trained for combat and are accompanied by a handler.  Wolves are 
  highly intelligent social animals who are only a threat to humans if cor-
  nered.
  Giant Spider
  Giant Spiders
  A giant spider’s lair is filled 
  with spider webs.  Any crea-
  ture moving through the webs 
  suffers a -4 penalty to their 
  AC and attack rolls.  As well, 
  their movement is reduced to 
  half.  Giant spiders can move 
  through their webs without in-
  curring any penalties.
  Armour Class
  4[15]
  Hit Dice
  4
  Attack
  1d6 + poison
  Special
  Poison II
  Web
  Move 
  12
  Save
  15
  Horses
  There are three broad categories of horses: draft horses, riding horses 
  and war horses.  Humans and humanoids monsters frequently use horses.  
  Please see Chapter 4 (Table 15) for more details.
  
  77
  Snakes
  Standard
  Large
  Giant
  Armour Class
  6[13]
  6[13]
  4[15]
  Hit Dice
  1-3 hp
  1+1
  3
  Attack
  1 dmg 
  1 dmg 
  1d6 
  Special
  Poison I
  Poison I
  Poison II
  Move 
  12
  12
  12
  Save
  19
  18
  16
  Snakes
  Standard snakes are 1 to 2 feet long; large snakes are 5 to 8 feet long.  
  Standard and large snakes inflict 1 point of damage (plus Poison I) on a 
  successful hit.  Giant snakes are over 15 feet long; their attacks inflict 1d6 
  damage (plus Poison II).  
  Rats
  Normal
  Giant
  Dire
  Armour Class
  6[13]
  6[13]
  4[15]
  Hit Dice
  1 hp
  1-3 hp
  1+1
  Attack
  bite
  1 dmg
  1d6
  Special
  Disease I
  Disease II
  Disease III
  Move 
  18
  18
  18
  Save
  20
  19
  17
  Rats
  A normal rat is the standard breed of rats found on farms and in sewers.  
  A normal rat does not inflict damage on a successful hit; however, it does 
  spread disease (Disease I), and the victim of a rat’s bite must make a saving 
  throw.  A giant rat is the size of a small dog.  Giant rats inflict 1 point of 
  damage on a successful hit (plus Disease II).  Dire rats are the size of large 
  dogs; they inflict 1d6 damage (plus Disease III).
  
  78
  Humans
  Bandits or Wakou
  Bandit/Wakou
  Elite
  Captain
  Armour Class
  7[12]
  5[14]
  5[14]
  Hit Dice
  1
  2
  4
  Attack
  By Weapon
  By Weapon
  By Weapon
  Special
  None
  None
  None
  Move 
  12
  9[12]
  9[12]
  Save
  16
  15
  13
  Bandits
  Bandits roam the country side plundering farms and small villages for 
  whatever resources they can find.  Approximately 1 in every 10 bandits 
  will have 2 HD.  Bandits typically operate from secret strongholds, hidden 
  in the mountains or forests; each bandit stronghold is commanded by a 
  Captain.
  Wakou
  Wakou are pirates, who plunder 
  coastal villages for loot and slaves.  
  Roughly 1 in every 5 Wakou will be 
  an elite warrior with 2 HD.  A Wakou 
  ship carries a compliment of 40 to 80 
  pirates; each ship is commanded by 
  a Captain.  Below the Captain are 1 
  to 3 Lieutenants; each having 3 HD. It 
  is common to find Shugenja serving 
  aboard the ship.
  
  79
  Ikko-ikki
  Ikko-ikki
  Leader I
  Leader II
  Armour Class
  9[10]
  5[14]
  3[16]
  Hit Dice
  1-1
  2
  4
  Attack
  By Weapon (simple)
  By Weapon
  By Weapon
  Special
  Berserk
  Inspire
  Inspire
  Move 
  12
  9[12]
  9[12]
  Save
  17
  15
  13
  Ikko-ikki
  Ikko-ikki are mobs of fanatical peasants driven into a frenzied state by char-
  ismatic leaders chanting words of inspiration.  While in the frenzied state, 
  Ikko-ikki receive a +3 bonus ‘to-hit’ and damage and will protect their lead-
  ers at all costs.  However, should their leaders fall in battle, the mob loses 
  their frenzied state; their morale soon breaks, and the mob flees.  Smaller 
  groups of Ikko-ikki (less than 10) are led by a single leader; while larger 
  groups have multiple leaders.
  Normal Human
  Normal Humans
  Normal humans are non-com-
  batants; they are the ordinary 
  people characters encounter in 
  towns and villages.  
  Armour Class
  9[10]
  Hit Dice
  1-1
  Attack
  By weapon (simple)
  Special
  None
  Move 
  12
  Save
  19
  
  80
  Soldiers
  Soldier
  Sergeant
  Captain
  Armour Class
  5[14]
  5[14]
  3[16]
  Hit Dice
  1+1
  3
  5
  Attack
  By Weapon
  By Weapon
  By Weapon
  Special
  None
  None
  None
  Move 
  9[12]
  9[12]
  6[12]
  Save
  15
  13
  11
  Soldiers
  Soldiers are professional warriors 
  equipped with a combination of 
  martial weapons and bows.  Sol-
  diers can be town guards, law en-
  forcement officers, mercenaries or 
  in any number of other martial pro-
  fessions.
  Samurai & Ashigaru
  Samurai.  Samurai are a class of professional warriors in the service of a 
  feudal lord.  Samurai are Bushi of various levels, outfitted with medium or 
  heavy armour.  It is common for Samurai to own a war horse.
  Ashigaru.  Ashigaru are the common foot soldiers in a samurai’s lord’s 
  army, comprising the bulk of the fighting force.  Use the Soldier statistics 
  for Ashigaru.
  Ronin. Ronin are master-less samurai, who wander the lands seeking a 
  master to serve.
  
  81
  Yakuza
  Gangster
  Elite
  Boss
  Armour Class
  9[10]
  9[10]
  9[10]
  Hit Dice
  1
  2
  4
  Attack
  By Weapon
  By Weapon
  By Weapon
  Special
  Thievery 2
  Thievery 3
  Thievery 4
  Move 
  12
  12
  12
  Save
  16
  15
  13
  Yakuza
  Yakuza represent the criminal underworld found in many towns and cities.  
  Yakuzu possess some Ninja skills which includes picking locks and pockets, 
  detecting and disabling traps, hiding in shadows and moving silently.  As 
  such, Yakuza have a Thievery score, which shares the same d6 mechanics 
  as the Ninjutsu roll.  As well, Yakuza have the Ninja skill of backstab. 
  Monsters
  Amabie
  Ambie
  Ambie are a three-legged race 
  of aquatic humanoids.
  Armour Class
  8[11]
  Hit Dice
  1
  Attack
  1d6
  Special
  Swim
  Move 
  12 or 18 (swim)
  Save
  15
  
  82
  Ashinaga-tenaga
  Ashinaga-tenaga
  Ashinaga-tenaga are a cursed 
  race of humanoids who either 
  have disproportionately long 
  legs or arms.  Ashinaga-tenaga 
  with long legs have a move-
  ment rate of 18.
  Armour Class
  9[10]
  Hit Dice
  1+1
  Attack
  1d6
  Special
  None
  Move 
  12 or 18
  Save
  16
  Bakemono, Lesser
  Cutthroat
  Elite
  Chieftain
  Armour Class
  7[12]
  7[12]
  7[12]
  Hit Dice
  1-1
  2
  4
  Attack
  By Weapon
  By Weapon
  By Weapon
  Special
  Ninjutsu 2
  Ninjutsu 3
  Ninjutsu 4
  Move 
  9
  9
  9
  Save
  17
  15
  13
  Bakemono, Lesser
  Lesser Bakemono are ugly 
  humanoids standing 4’ to 
  5’ tall.  Lesser Bakemono 
  possess the same skills as 
  Ninja and favour stealth 
  and guile over brute force. 
  Lesser Bakemono may be 
  encountered on their own 
  or as retainers for Greater 
  Bakemono or Oni.
  
  83
  Bakemono, Greater
  Soldier
  Sergeant
  Captain
  Armour Class
  5[14]
  5[14]
  3[16]
  Hit Dice
  1+1
  3
  5
  Attack
  By Weapon
  By Weapon
  By Weapon
  Special
  None
  None
  None
  Move 
  9[12]
  9[12]
  6[12]
  Save
  16
  14
  12
  Bakemono, Greater
  Greater Bakemono are a hu-
  man-size race of bakemono 
  who possess sound military 
  tactics and strategy.  Greater 
  Bakemono often employ Lesser 
  Bakemono in their service; us-
  ing their smaller cousins’ skills 
  to their advantage.
  Bakeneko
  Bakeneko
  Bakeneko are an intelligent 
  race of cats capable of human 
  speech.  Bakeneko appear as 
  normal domestic cats.  Most 
  never know the true nature of 
  Bakeneko, believing they are 
  ordinary cats.
  Armour Class
  6[13]
  Hit Dice
  1 hit point
  Attack
  -
  Special
  None
  Move 
  12
  Save
  17
  
  84
  Hibagon
  Armour Class
  6[13]
  Hit Dice
  3
  Attack
  1d6+1
  Special
  None
  Move 
  12
  Save
  15
  Hibagon
  A hairy race of humanoids cov-
  ered from head to toe in thick 
  fur.  A fully grown hibagon 
  stands over 6 feet tall and weighs 
  around 250 lbs.  Hibagon are shy 
  creatures, living deep within for-
  ests, avoiding contact with out-
  siders.  
  Hitotsume-kozo
  Hitotsume-kozo
  An ugly race of humanoids with 
  oversized bald heads and a sin-
  gle massive eye encompassing 
  most of their face.   
  Armour Class
  9[10]
  Hit Dice
  1
  Attack
  1d6
  Special
  None
  Move 
  12
  Save
  18
  Inugami
  Inugami
  A long-lived intelligence race of 
  dogs capable of human speech.
  Armour Class
  6[13]
  Hit Dice
  1
  Attack
  1d6-1
  Special
  +6 for Save vs 
  Magic
  Move 
  18
  Save
  17
  
  85
  Jorogumo
  Mistress
  Matriarch
  Giant Spider
  Armour Class
  8[11]
  8[11]
  2[17]
  Hit Dice
  6
  9
  10 or 13
  Attack
  1d6 + poison
  1d6 + poison
  2d6 + poison
  Special
  Poison III
  Shugenja Spells:
  Level 3: 2 spells 
  Level 2: 4 spells 
  Level 1: 4 spells
  Poison III
  Shugenja Spells:
  Level 4: 2 spells
  Level 3: 4 spells 
  Level 2: 6 spells 
  Level 1: 6 spells
  Poison III
  Spider’s Web
  Move 
  12
  12
  18
  Save
  10
  7
  10 or 7
  Jorogumo 
  Jorogumo are a shapeshift race of giant intelligent spiders who can take the 
  form of a beautiful woman.  Jorogumo delight in using their human form to 
  lure unsuspecting victims to their death.  In their human form, Jorogumo 
  are powerful arcane spellcasters and carry poisoned blades soaked in their 
  venom.  A Jorogumo’s poison is very lethal and is categorized as Poison III.  
  In their natural form, Jorogumo appear as giant spiders.  A 6 HD Jorogumo 
  will have 10 HD as a giant spider; a 9 HD Matriarch will have 13 HD.
  A Jorogumo’s lair is filled with fine silk-like strands of spider’s web, which 
  the Jorogumo and her minion glide across.  Adventures will have to cut 
  through the web to travel through the lair.  It takes a full action to cut a 5’ 
  area of web.  Adventurers who pass through the web will have to make a 
  saving throw for every 5’ they travel.  A failed save results in the Adven-
  turer being stuck in the web (-5 penalty AC and attack roll while stuck).  
  Jorogumo will often keep giant spiders as pets and Tsuchigumo as servants.
  
  86
  Kappa
  Warrior
  Ninja
  Shaman
  Armour Class
  2[17]
  4[15]
  4[15]
  Hit Dice
  3
  2
  1+1
  Attack
  1d6
  1d6
  1d6-1
  Special
  None
  Ninjutsu 3
  Shugenja Spells: 
  Level 2: 1 spell 
  Level 1: 4 spells
  Move 
  9 or 12 (swim)
  9 or 12 (swim)
  9 or 12 (swim)
  Save
  14
  15
  15
  Kappa
  A turtle-like race of humanoids founds near lakes and ponds.  A fully-grown 
  Kappa stands 4’ to 5’ tall.  When encountered, Kappa will either be war-
  riors, ninja or shamans.  
  Karura
  Initiate
  Warrior-Monk
  Master Monk
  Armour Class
  4[15]
  4[15]
  2[17]
  Hit Dice
  2
  3
  5
  Attack
  1d6+1
  1d6+1
  1d6+1
  Special
  None
  Sohei Spells: 
  Level 1: 3 spells
  Sohei Spells:
  Level 1: 1 spell
  Level 2: 2 spells 
  Level 1: 3 spells
  Move 
  9[12]
  9[12]
  6[12]
  Save
  14
  13
  11
  
  87
  Karura
  Karura are humanoids with heads 
  resembling those belonging to a 
  bird of prey.  Karura wear armour 
  and fight with long bladed polearms 
  (two-handed martial weapons).  
  Approximately one in every five 
  Karura encountered will be a war-
  rior-monk, with the ability to cast 
  low level Sohei spells.
  Kirin
  Kirin
  Kirin are an intelligent race of 
  magical beasts capable of hu-
  man speech and flight.  Power-
  ful warriors have been known 
  to befriend Kirin and ride these 
  magnificent beasts into battle.  
  Kirin have the ability to cast di-
  vine spells.
  Armour Class
  1[18]
  Hit Dice
  7
  Attack
  2d6
  Special
  Sohei spells:
  Level 3: 2 spells
  Level 2: 3 spells
  Level 1: 3 spells
  Move 
  24 or 32 (fly)
  Save
  10
  Kitsune
  Kitsune can be found in most human towns and cities, living secret lives in 
  their human form.  A Kitsune’s life spans several centuries, and as such a 
  Kitsune will move from town to town every dozen or so years; there, they 
  would assume a new identity; begin a new life.  It is common for a Kitsune 
  to be told by an elderly person how much they look like a friend from their 
  youth.  When encountered, Kitsune will either be Shungenja or Ninja of 
  various levels.
  
  88
  Komainu
  Komainu
  Komainu are an intelligent race 
  of magical beasts who guard 
  temples and other holy sites.  
  Komainu are capable of human 
  speech and can cast divine 
  spells.
  Armour Class
  5[14]
  Hit Dice
  5
  Attack
  2d6
  Special
  Sohei spells:
  Level 2: 2 spells
  Level 1: 3 spells
  Move 
  18
  Save
  12
  Koropokuru Non-Combatant
  Koropokuru
  Koropokuru are skilled artisans 
  renown for their skills; as such, 
  Koropokuru artisans and their 
  works are found throughout 
  human lands.  Those Koro-
  pokuru inclined towards ad-
  venturing usually choose the 
  Bushi class.
  Armour Class
  9[10]
  Hit Dice
  1-1
  Attack
  By Weapon
  Special
  None
  Move 
  9
  Save
  18
  Kuda-gitsune
  Kuda-gitsune
  Kuda-gitsune are intelligent 
  fox-like animals capable of hu-
  man speech.
  Armour Class
  6[13]
  Hit Dice
  1-1
  Attack
  1d6-1
  Special
  None
  Move 
  18
  Save
  18
  
  89
  Mikoshi-nyudo
  Mikoshi-nyudo
  A cursed race of humanoids 
  with large hairless heads and 
  long necks.
  Armour Class
  9[10]
  Hit Dice
  1
  Attack
  1d6-1
  Special
  None
  Move 
  12
  Save
  18
  Mizuchi (Water Dragon)
  Adult
  Elder
  Ancient
  Armour Class
  2[17]
  0[19]
  0[19]
  Hit Dice
  22
  28
  32
  Attack
  4d6
  4d6
  5d6
  Special
  Breath Weapon
  Breath Weapon
  Breath Weapon
  Move 
  24 (fly)
  24 (fly)
  24 (fly)
  Save
  5
  4
  3
  Mizuchi (Water Dragon)
  Mizuchi are a highly intelligent and ancient race of giant serpents; they 
  have long wingless snake-like bodies and are capable of magical flight.  As 
  Mizuchi age, their size and power increases; the most power Mizuchi are 
  said to be over 1,000 years old.  Mizuchi make their lairs near great lakes 
  and oceans.
  Breath Weapon.  Up to 3 times a day, a Mizuchi can make a breath attack.  
  The breath attack has an area of 20’ x 20’.  Those within this area must 
  make a saving throw.  A failed saving throw results in 4d6 damage (a suc-
  cessful save results in half damage).
  
  90
  Mujina
  Warrior
  Chieftain
  Badger
  Armour Class
  9[10]
  9[10]
  6[13]
  Hit Dice
  2
  4
  2 or 4
  Attack
  By Weapon
  By Weapon
  1d6
  Special
  None
  None
  None
  Move 
  12
  12
  18
  Save
  16
  14
  16 or 14
  Mujina 
  Mujina are an intelligent shape-changing race of badgers capable of taking 
  human form.  A Mujina’s hit points and saving throws remains the same in 
  their badger and human forms.
  Namahage
  Warrior
  Elite
  Lord
  Armour Class
  3[16]
  3[16]
  1[18]
  Hit Dice
  6
  9
  12
  Attack
  2d6+2
  2d6+2
  2d6+2
  Special
  See below
  See below
  See below
  Move 
  12
  12
  12
  Save
  11
  9
  7
  Namahage
  Namahage are ogre-like demons spawned from magical fire.  Namahage 
  have the following special abilities:
  Immune to Fire Damage.  Namahage are immune to the damaging effects 
  of fire (both mundane and magical fire).
  Spew Fire.  As a missile attack, Namahage can spew a stream of flames 
  at a target.  This attack has a range of 30’ and targets a single victim.  The 
  victim must make a saving throw; a failed save results in 3d6 fire damage (a 
  
  91
  successful save results in half damage).
  Flaming Death.  When a Namahage dies, their body explodes into a ball of 
  fire.  Those within 5’ of the Namahage must make a saving throw; a failed 
  save results in 3d6 fire damage (a successful save results in half damage).
  Nekomata
  Armour Class
  6[13]
  Hit Dice
  1
  Attack
  By Weapon
  Special
  None
  Move 
  12
  Save
  16
  Nekomata
  Nekomata are a cat-like race of hu-
  manoids.
  Nezumi
  Nezumi
  Elite
  Chieftain
  Armour Class
  6[13]
  6[13]
  6[13]
  Hit Dice
  1-1
  2
  4
  Attack
  By weapon
  By weapon
  By weapon
  Special
  None
  None
  None
  Move 
  12
  12
  12
  Save
  17
  16
  14
  Nezumi
  Nezumi are a humanoid race of rats, standing around 5’ tall and weighing 
  around 100 lbs.  Nezumi live in tunnels under cities and towns, emerging 
  to the surface at night to steal food and supplies.
  
  92
  Ningyo
  Ningyo
  Elite
  Chieftain
  Armour Class
  7[12]
  7[12]
  7[12]
  Hit Dice
  1+1
  3
  5
  Attack
  By Weapon
  By Weapon
  By Weapon
  Special
  None
  None
  None
  Move 
  18 (swim)
  18 (swim)
  18 (swim)
  Save
  16
  14
  12
  Ningyo
  Ningyo are an aquatic race of humanoids with a human upper body and 
  the lower body of a fish.  Ningyo live in underwater kingdoms.
  Nue
  Nue
  Nue are an intelligent race of 
  beasts with the head of a mon-
  key, the body of a raccoon-dog, 
  the legs of a tiger and the tail 
  of a snake.  Nue are capable of 
  humanoid speech.
  Armour Class
  4[15]
  Hit Dice
  6
  Attack
  2d6
  Special
  None
  Move 
  18
  Save
  13
  Nure-onna
  Nure-onna
  Witch
  Leader
  Armour Class
  5[14]
  5[14]
  5[14]
  Hit Dice
  3
  3
  6
  Attack
  1d6 + poison
  1d6 + poison
  1d6 + poison
  Special
  Poison II
  Poison II
  Shugenja Spells
  Level 2: 1 spell
  Level 1: 3 spells
  Poison II
  Move 
  12
  12
  12
  Save
  15
  15
  12
  
  93
  Nure-onna 
  Nure-onna are an intelligent species 
  of giant snakes possessing human 
  faces.  Nure-onna produce a deadly 
  venom and victims of a Nure-onna’s 
  attack must make a saving throw 
  against Poison II.  Approximately 1 
  in 5 Nure-onna are spellcasters. 
  Ogres (Eastern)
  Ogre
  Shaman
  Chieftain
  Armour Class
  3[16]
  7[12]
  1[18]
  Hit Dice
  5
  5
  10
  Attack
  2d6+2
  2d6+2
  2d6+2
  Special
  None
  Shugenja Spells
  Level 2: 2 spells
  Level 1: 4 spells
  None
  Move 
  9(12)
  12
  6(12)
  Save
  12
  12
  9
  
  94
  Ogre (Eastern)
  Ogres are powerful brutes, standing 8 to 
  9 feet tall and weighing as much as 600 
  lbs.  Due to their size and strength, Ogres 
  inflict double weapon damage for their 
  attacks.  Roughly 1 in 5 ogres encoun-
  tered will be a shaman.
  Oni, Minor
  Warrior
  Mage
  Leader
  Armour Class
  5[14]
  9[10]
  9[10]
  Hit Dice
  2
  1+1
  3
  Attack
  By Weapon
  By Weapon
  By Weapon
  Special
  None
  Shugenja Spells: 
  Level 1: 3 spells
  Shugenja Spells:
  Level 2: 2 spells
  Level 1:  spells
  Move 
  9[12]
  12
  12
  Save
  14
  14
  12
  Oni, Minor
  Minor Oni are a human-size race of Oni.  Char-
  acters will encounter two types of Minor Oni: 
  warriors and mages.  Warriors are professional 
  soldiers and mages are spellcasters.  Minor Oni 
  leaders are always spellcasters.  Minor Oni are 
  often found in the service of Major or Greater 
  Oni and commonly form alliances with Great-
  er Bakemono.
  
  95
  Oni, Major
  Warrior
  Mage
  Leader
  Armour Class
  5[14]
  9[10]
  9[10]
  Hit Dice
  4
  3
  5
  Attack
  By Weapon
  By Weapon
  By Weapon
  Special
  None
  Shugenja Spells: 
  Level 2: 2 spells
  Level 1: 4 spells
  Shugenja Spells: 
  Level 3: 2 spells 
  Level 2: 3 spells
  Level 1: 4 spells
  Move 
  9[12]
  12
  12
  Save
  12
  13
  11
  Oni, Major
  Major Oni stand 6’ to 7’ tall and weigh between 250 to 350 lbs. Like Lesser 
  Oni, Major Oni are either warriors or mages and the leaders are always 
  spellcasters. 
  Oni, Greater
  Mage I
  Mage II
  Mage III
  Armour Class
  5[14]
  5[14]
  5[14]
  Hit Dice
  6
  9
  12
  Attack
  2d6 (Weapon)
  2d6 (Weapon)
  2d6 (Weapon)
  Special
  Shugenja Spells:
  Level 3: 2 spells
  Level 2: 4 spells
  Level 1: 4 spells
  Shugenja Spells: 
  Level 4: 1 spell
  Level 3: 3 spells
  Level 2: 5 spells
  Level 1: 5 spells
  Shugenja Spells:
  Level 4: 3 spells
  Level 3: 4 spells
  Level 2: 6 spells
  Level 1: 6 spells
  Move 
  18
  18
  18
  Save
  9
  7
  5
  Oni, Greater
  Greater Oni stand between 8’ to 11’ tall, with some weighing in excess of 
  1,000 lbs.  Due to their large stature, Greater Oni inflict double weapon 
  damage.  As well, their tough skin provides natural protection.  All Greater 
  Oni are spellcasters, and most are equipped with magical items.   Greater 
  
  96
  Oni often have Major and Minor Oni in their service and employ Bakemono 
  as rank-and-file soldiers in their armies.
  Onihitokuchi
  Onihitokuchi
  Onihitokuchi are a race of one-
  eyed ogre-like humanoids with 
  a love for human flesh. 
  Armour Class
  3[16]
  Hit Dice
  6
  Attack
  2d6+2
  Special
  None
  Move 
  9(12)
  Save
  12
  Onikuma
  Onikuma
  Onikuma are a race of intelli-
  gent bears that walk upright 
  and are capable of human 
  speech.
  Armour Class
  6[13]
  Hit Dice
  5
  Attack
  1d6+1
  Special
  None
  Move 
  18
  Save
  12
  Ryuu (Eastern Dragon)
  Adult
  Elder
  Ancient
  Armour Class
  2[17]
  0[19]
  0[19]
  Hit Dice
  22
  28
  32
  Attack
  4d6
  4d6
  5d6
  Special
  Lightening Bolt
  Lightening Bolt
  Lightening Bolt
  Move 
  24 (fly)
  24 (fly)
  24 (fly)
  Save
  5
  4
  3
  Ryuu (Eastern Dragon)
  Ryuu are a powerful race of massive serpent-like creatures capable of flight.  
  The Ryuu are cousins to the Mizuchi (Water Dragons) and share many of 
  the traits of their cousins.  However, while Mizuchi make their lairs near 
  oceans and great lakes, Ryuu make their lairs in the great snow covered 
  
  97
  mountain ranges.  
  Lightening Bolt.  Up to 3 times a day, a Ryuu can summon lightening bolts.  
  The lightening bolts have a range of 240 feet; all those within the path of 
  the lightening bolt must make a saving throw.  A fail saving throw results in 
  6d6 damage (a successful save results in half damage).
  Shojo
  Shojo
  Shojo are an aquatic race of 
  humanoids with a fondness for 
  human brewed alcohol.  Shojo 
  often reside near human coast-
  al settlements, where they bar-
  ter for their beloved brew.
  Armour Class
  8[11]
  Hit Dice
  1
  Attack
  1d6
  Special
  None
  Move 
  12 (land), 18 (swim)
  Save
  18
  Tengu
  Tengu are often found in close proximity to human settlements and roads, 
  where they use their skills at stealth, trickery and mimicry to steal food and 
  supplies from their victims.  In most cases, the victims are unaware of the 
  theft until after the incident has occurred.  Most tengu encountered are 
  ninja.
  Tsuchigumo
  Tsuchigumo
  Hag
  Matriach
  Armour Class
  4[15]
  4[15]
  4[15]
  Hit Dice
  5
  6
  9
  Attack
  1d6 + poison
  1d6 + poison
  1d6 + poison
  Special
  Poison II
  Poison II
  Shugenja Spells
  Level 2: 2 spells
  Level 1: 4 spells
  Poison II
  Move 
  12
  12
  12
  Save
  15
  15
  12
  
  98
  Tsuchigumo
  Tsuchigumo are a race of intelligent giant spiders, possessing human faces. 
  Approximately 1 in every 5 Tsuchigumo will be a spellcaster. Tsuchigumo 
  often keep giant spiders as pets and may serve Jorogumo as retainers.  A 
  Tsuchigumo lair is filled with spider webs (please see Giant Spider descrip-
  tion); like giant spiders, Tsuchigumo can move through the webs without 
  incurring penalties.
  Undead 
  Ghouls (Eastern)
  Ghoul
  Elite
  Lord
  Armour Class
  7[12]
  7[12]
  7[12]
  Hit Dice
  2
  4
  6
  Attack
  1d6
  1d6
  1d6
  Special
  Paralysation
  Jump
  Paralysation
  Jump
  Paralysation
  Jump
  Move 
  12
  12
  12
  Save
  17
  15
  13
  Ghouls (Eastern)
  Ghouls are intelligent undead capable of human speech.  A victim of a 
  ghoul’s attack must make a saving throw; a failed save results in the victim 
  being paralyzed for 10 minutes.  While paralyzed, the victim is in a helpless 
  state.  Ghouls have the ability to jump up to 20’.
  
  99
  Hungry Ghosts
  Hungry Ghosts
  Hungry Ghosts are people, 
  who through their karma, are 
  brought back to the mortal 
  world after death.  Hungry 
  Ghosts are intelligent undead, 
  with bloated bodies and un-
  ending appetites.
  Armour Class
  7[12]
  Hit Dice
  3
  Attack
  1d6
  Special
  None
  Move 
  12 
  Save
  16
  Skeletons
  Commoner
  Warrior
  Dog
  Armour Class
  9[10]
  7[12]
  7[12]
  Hit Dice
  1
  1
  1-1
  Attack
  1d6-1
  1d6
  1d6-1
  Special
  None
  None
  None
  Move 
  12
  12
  18
  Save
  19
  19
  19
  Skeletons
  Skeletons are mindless animated 
  corpses brought to ‘life’ through 
  necromancy.  Skeleton common-
  ers are the animated corpses of 
  ordinary folk; whereas warriors 
  are the animated corpses of sol-
  diers.  Skeleton dogs are the an-
  imated corpses of dogs or other 
  four-legged animals.
  
  100
  Vampires (Eastern)
  Vampire
  Elite
  Lord
  Armour Class
  5[14]
  3[16]
  3[16]
  Hit Dice
  6
  9
  12
  Attack
  1d6
  1d6
  1d6
  Special
  False Identities
  Shugenja Spells:
  Level 3: 2 spells
  Level 2: 4 spells
  Level 1: 6 spells
  False Identities
  Shugenja Spells:
  Level 4: 1 spell
  Level 3: 3 spells
  Level 2: 6 spells
  Level 1: 6 spells
  False Identities
  Shugenja Spells:
  Level 4: 3 spells
  Level 3: 3 spells
  Level 2: 6 spells
  Level 1: 6 spells
  Move 
  12 (fly)
  12 (fly)
  12 (fly)
  Save
  11
  8
  5
  Vampires (Eastern)
  Vampires are powerful undead spellcasters with the ability to alter their 
  appearance at will (through magic).  Vampires typically have multiple hu-
  man (or demi-human) identities.  Vampires have the ability to fly.
  Yurei
  Yurei
  Yurei are the lost spirits of the de-
  ceased trapped in the mortal world.  
  Often a Yurei’s human life is filled 
  with tragedy.  When encountered, 
  the Yurei will request the adventur-
  ers’ service.  Should the adventures 
  refuse this request or fail in fulfilling 
  the Yurei’s request, the Yurei will be-
  stow a curse upon the adventurers 
  (see Chapter 9 for curses).
  The only way that a Yurei can be 
  ‘banished’ is through the Sohei’s 
  ability to turn undead.  As such, 
  Yurei are considered 8 HD creatures 
  for the purpose of turning undead.
  Armour Class
  -
  Hit Dice
  8*
  Attack
  -
  Special
  Curse
  Move 
  12 (fly)
  Save
  -
  
  101
  Zombie
  Zombies
  Zombies are mindless walking 
  corpses.  A victim of a zom-
  bie’s attack must make a saving 
  throw to avoid becoming dis-
  eased (Disease II)
  Armour Class
  11[8]
  Hit Dice
  1
  Attack
  1d6-1
  Special
  Disease II
  Move 
  9
  Save
  20
  
  102
  Introduction
  The focus of this chapter is on running the game; the role of the Referee 
  involves a lot of work.  The most important thing about running the game 
  is about having fun and creating memorable gaming experiences.  There-
  fore, it is important to keep the game moving without becoming ‘bogged’ 
  down with the rules.  Knowing when to use the ‘die roll mechanics’ and 
  when not to use these mechanics is the key.  Trust your ‘gut’ and rely on 
  good old fashion common sense when deciding to use die rolls.  Just as the 
  characters gain experience points through the course of the campaign, you 
  too will gain experience and develop your skills as a Referee.
  Adventures and Campaigns
  In this chapter, the terms adventures and campaigns will be frequently 
  used.  An easy way to think of adventures and campaigns is to think of 
  these as episodes in a television series.  The campaign is like a television 
  series, comprised of a series of connected episodes.  Each episode has its 
  own story arc; through these story arcs we see the characters develop and 
  witness larger story arcs unfold.  Thus, an adventure is like an episode in a 
  television series; with each adventure having its own story arc, while being 
  
  103
  connected to the series as a whole.  Through the adventures we see the 
  characters develop and grow, we see characters die, new characters intro-
  duced and plot threads for future adventures created.
  Awarding Experience Points
  Players start out as lowly Level 1 characters at the beginning of the cam-
  paign.  As the campaign progresses, characters gain experience points by 
  defeating monsters, solving problems, gaining treasure, etc.  When a char-
  acter gains enough experience points (XP), they advance to the next char-
  acter level.  It is important to note that each character who participates in 
  the adventure is awarded the same amount of XP.  For instance, after an 
  adventure, the Referee decides to award 500 experience points to each 
  character who participated in the adventure.  By awarding the same XP to 
  the characters reinforces team work and cooperation; after all, surviving a 
  monster filled dungeon is about team work and cooperation.
  The Monster Experience Points table 
  (Table 26), in the previous chapter, 
  provides suggestions for the XP the 
  monsters are worth.  XP should also 
  be awarded for creativity, role-play-
  ing, problem solving and team work. 
  For instance, using creativity, team 
  work and roleplaying to ‘trick’ a group 
  of monsters out of their treasure pro-
  duces a better outcome than killing 
  the monsters, as the party avoids the 
  risks of injury or death from combat.  
  Thus, the Referee decides to award 
  the characters more XP in this sit-
  uation than he or she would have 
  awarded the characters for defeating 
  the monsters in combat. 
  It is your decision to determine what actions warrant the awarding of XP, 
  and how much XP is awarded.  As well, it is up to you to decide when XP 
  is awarded:  Are experience points awarded after each encounter?  At the 
  end of a gaming session?  At the end of an adventure?   If you are a little 
  confused, please do not worry: An easy option for figuring out XP is to 
  come up with a base value of XP for the adventure.  Let’s say you set the 
  
  104
  base value at 1,000 XP.  You will use this base value as a benchmark; the 
  actual amount of XP you will award the players will be a percentage of 
  this value. For instance, if the players put a lot of effort into roleplaying, 
  creative game play, tactics, etc., you may decide to award the characters 
  150% of the base value: 1,500 XP per character.  Alternatively, if the players 
  put very little effort into roleplaying and displayed a lack of teamwork and 
  creativity, you may decide to award the characters 50% of the base value: 
  500 XP per character. 
  Session Zero
  Having a Session Zero is optional; however, it is helpful, especially when 
  introducing the game to new players.  Session Zero takes place before the 
  start of a campaign.  It is where the players ‘roll up’ their characters as a 
  group with the Referee.  There, the players and Referee are ‘out of charac-
  ter’ and can talk about the rules, the Referee’s expectations, the campaign 
  setting, etc.  How long the Session Zero takes will be up to you to decide; it 
  may be a short period of time (i.e. 30 minutes) right before the first adven-
  ture, or it may be a gaming session on its own (i.e. 2-3 hours).  
  Adventures and Maps
  It takes some prework and planning to create an adventure.  Having a note-
  book or a binder to keep the adventure notes in is helpful.  Adventures usu-
  ally begin at a starting location, such as a town or village.  There, an event 
  occurs that compels the characters to undertake the adventure.  Usually 
  travel is required to reach the site of the adventure.  To illustrate these 
  points, let’s look at the following example:  
  The adventure starts out in a town the characters are staying at.  One day, 
  the characters are approach by a wealthy merchant, whose daughter has 
  been kidnapped and is held for ransom by monsters. The merchant offers 
  the characters 500 Ryu for the safe return of his daughter.  The merchant 
  provides the characters with a map showing the location of the monsters’ 
  lair; an underground cave complex located some twenty miles away.  The 
  characters accept the merchant’s offer and embark on their journey to the 
  monsters’ lair.
  Since the started location is a town, you will need to come up with some 
  details for the town, such as the location (i.e. a tavern) the characters are at 
  when approached by the merchant.  Coming up with a name and a descrip-
  tion for the merchant is necessary.  Perhaps you name the merchant Kenji 
  
  105
  and you describe Kenji as a ‘well-dressed man in his middle-years, with 
  thinning grey hair and a look of sadness in his deep brown eyes’.   Perhaps 
  you give the players a map, representing the in-game map Kenji gave the 
  characters showing the location of the monsters’ lair.  The map given to the 
  players is known as a prop; props are materials given to the players (i.e. a 
  letter written from an NPC) to enrich the gaming experience.
  The journey from the town to the monsters’ lair will take the characters a 
  couple of days to complete.  The characters have a number of routes they 
  can take to reach the monsters’ lair.  For instance, the characters can take 
  a direct route through the swamps to reach the monsters’ lair in two days.  
  However, the swamps are rumoured to be filled with undead and mon-
  sters.  An alternative route around the swamps (via roads and woods) will 
  take the characters four days.  In your game notes, it is helpful to draw a 
  map of the area showing the town, the monsters’ lair, the swamps and the 
  other geographical features (lakes, roads, valleys, etc.).  Having graph pa-
  per (or hexagon graph paper) can be helpful for drawing wilderness maps.
  The journey from the town to the monsters’ lair may be filled with en-
  counters and dangers.  Perhaps the characters encounter a small caravan 
  on the road, where the caravan guards tell strange tales of a powerful 
  shape-changing demon roaming these lands.  Or, perhaps, while making 
  camp during the night, the characters are attack by ghouls.  It will be im-
  portant to write down notes of the possible encounters the characters may 
  have on their journey.  One way to do this is to create Wandering Monster 
  Tables.
  Wandering Monster Tables.  Wandering Monster Tables contain lists of 
  monsters corresponding to a die roll value.  Below are examples of the 
  Wandering Monster Tables used for the wildness encounters in this ad-
  venture.  Notice how there are different tables for different environments 
  (swamps, roads and mountains).  This represents the different monsters 
  found in the different environments.  For instance, the swamps are the 
  home of Bakemono, Oni and Undead.  Travelling on the roads is less danger 
  than the swamps; as such, the characters have an equal chance of encoun-
  tering non-hostile NPCs (merchant caravans, travelling monks and farmers) 
  as encountering hostile monsters (Ikko-ikki, bandits and cultists).  As well, 
  there is a Night Wandering Monster Table for the swamps; indicating there 
  are different monsters active in the swamps at night.
  
  106
  Swamps
  Die Roll:
  Day
  Night
  1
  Greater Bakemono (1d6+2) 
  & 1 Elite
  Zombies (2d6+3)
  2
  Lesser Bakemono (1d6+4) 
  & 1 Elite
  Large Rats (1d6+2) & Dire Rats 
  (1d6)
  3
  Minor Oni Warriors (1d6+2) 
  & 2 Spellcasters 
  Giant Spider
  4
  Skeletons (1d6+4)
  Skeletons (1d6+4)
  5
  Zombies (2d6+3)
  Ghouls (d6+2) 
  6
  Skeleton Dogs (1d6+4)
  Ghouls (d6+4) & 1 Elite Ghoul
   
  Roads/Woods
  Die Roll:
  Roads
  Woods
  1
  Ikko-Ikki (2d6+3) & 1 Leader Hibagon (1d6)
  2
  Bandits (1d6+5) & 1 Elite
  Dire Rats (1d6+3)
  3
  Dark Cultists (1d6+2) 
  & 1 Shugenja (Level 3)
  Greater Bakamono (1d6+1) 
  & Minor Oni (1d6+1)
  4
  Merchant Caravan
  Large Rats (2d6+3) 
  5
  Travelling Monks (2d6)
  Giant Snake
  6
  Farmers (3d6)
  Ogre
   
  It is up to you to decide when Wandering Monster Tables are rolled.  You 
  can take a random approach to the wandering monsters by leaving this de-
  cision up to the roll of a die.  For instance, for every 3 hours the characters 
  travel, you roll a d6.  If the characters are travelling on roads or through the 
  woods, a result of 6 will trigger a wandering monster roll; if they are trav-
  elling through the swamps, a roll of 5 or 6 will trigger a wandering monster 
  roll.  Alternatively, you can decide to forgo the random mechanics of a die 
  roll and roll for wandering monsters when you decide the moment is right.
  Most of the adventure will take place when the characters arrive at the 
  monsters’ lair.  Thus, a fair bit of prework will be involved here.  A good 
  starting point is to draw a map of the monsters’ lair.  The map could take 
  the form of a series of interconnected tunnels and rooms (the merchant’s 
  daughter is held in one of the rooms).  Populating the monsters’ lair with 
  
  107
  monsters, NPCs, traps and treasure could be your next step.  Adding details 
  and descriptions to the rooms adds a level of depth and excitement to the 
  adventure.  Including secret doors/passageways leading to shortcuts and 
  to hidden treasure rooms is important, as this will reward the players for 
  actively searching the lair.
  The adventure does not end when the characters rescue the merchant’s 
  daughter and exit the lair.  The characters still have to return to the town 
  with the merchant’s daughter.  Perhaps, on the journey back, the char-
  acters encounter a rival group of adventurers who wish to steal the mer-
  chant’s daughter, so they could gain the merchant’s reward.  Or, perhaps 
  the merchant’s daughter is not who she claims to be; perhaps the mer-
  chant’s daughter is a shape-changing demon with sinister plans for the 
  characters.
  Running Monsters
  Monsters are not mindless brutes; thus, like the PCs, monsters possess a 
  degree of self preservation.  When the tides of battle are turning against 
  them, most monsters will flee or try to communicate terms of surrender 
  (i.e. offering the characters their loot in exchange for their lives).  Monsters 
  also possess a degree of tactics and strategy in combat.  As well, not all 
  encounters with monsters will end in combat.  Monsters may wish to nego-
  tiation with the PCs for supplies, or they may offer to form an alliance with 
  the PCs against another faction of monsters.
  Designing Traps
  Traps present a level of danger and challenge in an adventure; they rein-
  forcement the need for caution on the part of the PCs.  When designing a 
  trap, the first step is to come up with a description of the trap.  What does 
  the trap do?  How is the trap triggered?  Where is it located?  A pressure 
  plate, disguised as a floor tile, that releases poisonous gas when triggered, 
  is one such example of a trap.  The next step is to figure out what the trap 
  does.  Some traps are designed to harm characters (i.e. a spiked pit trap), 
  while others are designed to capture characters (i.e. a net trap).  For traps 
  that harm characters, you will need to figure out how much damage the 
  trap does (i.e. 1d6+1 damage) and what other effects the trap may have 
  (i.e. saving throw to avoid being poisoned).  For traps that capture charac-
  ters, you will need to decide what chances the characters have of breaking 
  free from the trap, and if allowed to escape, what mechanics are used to 
  
  108
  break free (i.e. saving throws, ability score checks, etc.).
  Curses
  Curses add a level of depth to the game, compelling the PCs to undertake 
  quests, seek divine beings, etc., to have the curses removed.  Only Level 10 
  Sohei have access to the Remove Curse spell.  However, you should come 
  up with other ways that a curse can be removed.  Perhaps, by undertaking 
  a special quest could lead to the removal of the curse.  Thus, the purpose 
  of curses is to add future ‘adventuring hooks’ for the campaign.  In or-
  der to draw the characters into having these curses removed, the curses 
  must have a significant effect on the characters.  Perhaps, at the start of 
  each month, the curse causes a tragedy to fall upon someone close to the 
  character.  Or, perhaps on the night of each full moon, the character is 
  possessed by a vengeful spirit.  Just as it is important to create interesting 
  effects for the curses, it is equally important to create interesting causes 
  for the curses.  Perhaps, the PCs accidentally open up a portal to the oth-
  erworld and release an otherworldly being who places a curse on them; 
  perhaps, the only way to remove the curse is to capture the otherworldly 
  being and return it to the portal.
  
  109
  Introduction
  This chapter focuses on treasure and makes certain assumptions about the 
  campaign.  One of the assumptions made is treasure takes various forms 
  and adventurers need to rely on hirelings with strong backs to help carry 
  the loot out of dungeons.  As well, most of the treasure obtained from a 
  dungeon does not directly translate into monetary wealth; that is, after 
  looting a dungeon, adventurers will need to return to towns to find buyers 
  willing to purchase their loot.  Thus, if you envision your campaign differ-
  ently, please feel free to modify the treasure types listed below.  
  Treasure Types
  100-Mon. Mon are the most common currency found in the ‘game world’.  
  When large quantities of Mon are collected, they are tied together with 
  string (a Mon has a hole in its centre) and grouped in collections of 100. 
  A 100 Mon equals 1 Ryu; yet a 100 Mon takes up significantly more space 
  
  110
  and weighs much more than a single Ryu.
  Alloys.  A lot of the loot characters come find only have value in the metals 
  that make up these items.  Alloys refer to such items, which will need to be 
  sold to forges, where they can be melted down.  Steel alloys are weapon 
  grade alloys that are worth 5 Ryu per 10 lbs (5 Shu per lbs); inexpensive al-
  loys are lower quality alloys and are worth 1 Ryu per 10 lbs (1 Shu per lbs).
  Gems and Jewelry. Gems and jewelry are small, lightweight and easy to 
  carry.  A gem is worth 5 Ryu and a piece of jewelry is worth 15 Ryu.
  Heavy Armour.  The adventurers will often find great suits of armour from 
  defeated foes among the piles of loot.  Most suits of heavy armour are 
  human-size; there is a 1 in 6 chance the armour will be Koropokuru-size. 
  Since each heavy suit of armour is custom made to fit the wearer, adjust-
  ments will need to be made before the characters can wear these suits of 
  armour (please see Chapter 4 for more details).  As well, there is a good 
  chance the suits of armour will have some damage, reducing the resale 
  value (please see Chapter 6).
  Minor Magical Items.  Minor magical items consist of potions and scrolls.
  Major Magical Items.  Major magical items are weapons, armour, rings, 
  staves and miscellaneous magical items.
  Carrying Limits
  There is only so much weight an ordinary person can carry; adventurers, 
  after all, are ordinary people.  Use your judgement when deciding when 
  a character (or hireling) is carrying too much.  Alloys, heavy armour and 
  sacks of ‘100-Mon strings’ can easy weigh a character down.
  Individual Treasure and Treasure Hordes
  The Individual Monster Treasure table and the Treasure Hordes table have 
  been created as a quick way to ‘roll up’ treasure.  The Individual Mon-
  ster Treasure table represents the treasure found on an individual mon-
  ster.  The Treasure Hordes table represents the stockpiles of loot hidden in 
  dungeons.  There are five categories for each table, representing different 
  levels of wealth.  As a general rule, more powerful monsters are wealthier 
  
  111
  than less powerful monsters.
  Table 27: Individual Monster Treasure
  1
  2
  3
  4
  5
  3d6 Mon
  3d6 Mon
  1d6 Shu
  3d6 Shu
  25% chance of 
  Gem
  3d6 Shu
  2d6 Ryu
  50% chance of
  Gem
  3d6 Ryu
  75% chance of 
  Gem
  25% chance of 
  Jewelry
  Table 28: Treasure Hordes
  1
  2
  3
  4
  5
  100-Mon
  Shu
  Ryu
  Alloys,
  Steel
  Alloys, 
  Inexpensive
  Heavy 
  Armour
  Gems
  Jewelry
  Minor Magic 
  Items 
  Major Magic 
  Items
  6d6 x 10
  6d6 x 10
  3d6 x 10
  2d6 x 10 lbs
  3d6 x 10 lbs
  50%
  75%: 1d6
  50%: 1d6
  1d6-1
  30%
  1d6 x 100
  6d6 x 10
  6d6 x 10
  3d6 x 10 lbs
  5d6 x 10 lbs
  75%
  1d6+1
  75%: 1d6
  1d6
  50%
  2d6 x 100
  6d6 x 10
  6d6 x 10
  6d6 x 10 lbs
  6d6 x 10 lbs
  90%
  2d6
  1d6+1
  1d6+1
  70%
  nil
  3d6 x 100
  6d6 x 10
  nil
  nil
  x 2
  3d6
  2d6
  1d6+3
  x 1
  nil
  3d6 x 100
  2d6 x 100
  nil
  nil
  1d6+1
  4d6
  2d6
  1d6+3
  x 2
  
  112
  Magical Items
  The magical items in this chapter represents only a small sample of the 
  possible magical items found in the ‘game world’.  This has been done in-
  tentionally. An exciting part of being a Referee is creating your own magic 
  items tailored to your campaign.  Use your imagination to come up with 
  magical items that will be valued by the characters and play a role in the 
  larger campaign setting.   
  Minor Magical Items: Potions and Scrolls
  Minor magical items takes the form of potions and scrolls.  Select the po-
  tions and scrolls that will fit the needs of the party.  For instance, if you 
  have two Shugenja in your group, you may wish to fill the treasure horde 
  with scrolls instead of potions.  The table below provides an optional way 
  of randomly generating potions.
  Table 29: Potions
  Roll (d20)
  Potion
  Description
  1-7
  Potion of Minor Healing Heals 1d6+1 hp
  8-10
  Anti-Venom Potion
  Cures poison
  11-13
  Potion of Cure Disease
  Cures disease
  14-17
  Potion of Healing
  Heals 2d6 hp and cures poison & disease
  19-20
  Potion of Major Healing Heals 3d6 hp and cures poison & disease
  Major Magical Items
  The Major Magical table provides a way of randomly selecting magical 
  items.
  Table 30: Major Magical Items
  Rolls (d20)
  Item
  1-8
  Weapon
  9-12
  Armour
  13-15
  Ring
  16-18
  Staff
  19-20
  Miscellaneous Item
  
  113
  Magical Weapons
  +1 magical weapons grant a +1 bonus ‘to-hit’ and to damage.  For weapons 
  with favoured enemies, the weapon will glow when the favoured enemy is 
  within 100’, alerting the wielder to the threat.  The bonus for the favoured 
  enemy is used instead of the +1 bonus.  For instance, a +1 martial weapon 
  with + 3 against Undead will grant the wielder +3 bonus ‘to-hit’ and to 
  damage against undead foes. 
  Table 31: Magic Weapons
  Roll (d20)
  Weapon
  1-3
  +1 Martial Weapon
  4-6
  +1 Martial Weapon, +2 against favoured enemy
  7-8
  +1 Martial Weapon, +3 against favoured enemy
  9-11
  +1 Two-handed Martial Weapon
  12-14
  +1 Two-handed Martial Weapon, +2 against favoured enemy
  15-16
  +1 Two-handed Martial Weapon, +3 against favoured enemy
  17
  +1 Long bow
  18
  +1 Long bow, +2 against favoured enemy
  19
  +1 Short bow 
  20
  +1 Short bow, +2 against favoured enemy
  Table 32: Favoured Enemies
  Roll (d20)
  Enemy
  Description
  1-2
  Arcane Spellcasters
  Arcane magic-users, both humans and 
  monsters
  3-6
  Bakemono
  Bakemono 
  7-8
  Divine Spellcasters
  Divine spellcasters, both humans and mon-
  sters
  9
  Dragons
  Mizuchi, Ryuu and other Eastern Dragons
  10-11
  Ogres
  Ogres, Namahage, Omihitokuchi and other 
  ogre-like humanoids
  12-15
  Oni
  Oni
  16-18
  Shape-shifters
  Shape-shifting humanoids: Kitsune, Jorogu-
  mo, Mujina, etc.
  19-20
  Undead
  Undead creatures
  
  114
  Magical Armour
  There are 3 types of magical armour: +1 War Helmet, +1 Bracers and +2 
  Kusari Katabira.  The +1 War Helmet and +1 Bracers are limited to the Bushi 
  and Sohei classes; these pieces of armour are worn in addition to the ar-
  mour the characters are already wearing.  For instance, a character wear-
  ing a heavy suit of armour has an AC of 3[16].  If the character is wearing 
  the +1 war helmet, their AC will be AC 2[17]; if that character is wearing 
  both the helmet and the bracers, their AC will be AC 1[18].  
  The Kusari Katabira is a light-weight chainmail shirt worn underneath cloth-
  ing; this type of armour is favoured by the ninja. The +2 Kusari Katabira can 
  be worn by Bushi, Sohei and Ninja.  However, unlike the war helmet and 
  bracers, the Kusari Katabira must be worn in place of a suit of armour.  The 
  +2 Kusari Katabira counts as light armour.  A benefit of the Kusari Katabira is 
  that it can be easily adjusted to fit wearers of different sizes (within reason, 
  of course); that is, the Kusari Katabira can be adjusted to fit humans, Tengu, 
  Kitsune or Koropokuru.
  Table 33: Magical Armour
  Die Roll (d6)
  Armour
  1-2
  +1 War Helmet
  3-4
  +1 Bracers
  5-6
  +2 Kusari Katabira (light armour)
  Magical Rings
  Anyone can wear a magical ring and gain the benefits of the ring.  Charac-
  ter are limited to wearing two magic rings at a time; one ring on each hand.
  Table 34: Magic Rings
  Roll (d6)
  Ring
  Description
  1-2
  Ring of Defense +1
  +1 bonus to AC
  3
  Ring of Defense +2
  +2 bonus to AC
  4
  Ring of Magic Resistance
  Re-roll failed saving throws against magic 
  or spell attacks.
  5
  Ring of Poison Resistance
  The wearer is immune to the effects of 
  Poison.
  6
  Ring of Disease Resistance
  The wearer is immune to the effects of 
  Disease.
  
  115
  Magical Staves
  Magical Staves can only be used by arcane spellcasters (i.e. Shugenja).  Each 
  magical staff has a maximum of 12 charges; the charges recover at a rate 
  of 1 charge per day.  For instance, if two charges are expended in a single 
  day, it will take two days to recover these spent charges.  The charges are 
  expended in the form of magical attacks, where the user of the staff targets 
  a single creature.  A standard magical attack is made, and a bolt of energy 
  is fired at the target.  The bolt of energy has a range of 80’ and inflicts 2d6 
  damage.  Use your imagination to come up with creative descriptions for 
  the magical attacks; perhaps, the staff fires a bolt of lightening, a stream 
  of fire, etc.
  The magical staves can also be used in melee combat; they count as simple 
  weapons with a +1 bonus ‘to-hit’ and to damage.  As well, the staves can 
  generate a source of light, having the same effects as a lantern or torch (30’ 
  radius of light).  The user can command the staff to cast light and dismiss 
  this effect as many times each day as desired.
  Miscellaneous Magical Items
  Miscellaneous Magical Items can be used by all classes.
  Table 35: Miscellaneous Magical Items
  Roll (d6)
  Item
  Description
  1-2
  Bag of Holding
  When full, the Bag of Holding weighs 10 lbs, but 
  can hold as much as 500 lbs.
  3
  Sandals of Levitation
  The sandals grant the wearer the same effects 
  as the Levitation spell.  As well, when falling, the 
  wearer does not suffer damage; the sandals auto-
  matically slows the victim’s fall.
  4
  Amulet of Luck
  Up to 3 times per day, the amulet grants the wear-
  er the ability to re-roll failed saving throws.
  5
  Amulet of True Seeing
  All shape-shifters within 50’ of the wearer ap-
  pear in their true forms.  As well, the wearer re-
  ceived a +2 AC bonus against all attacks made by 
  shape-shifters.
  6
  Bottle of Healing
  A small bottle containing crystal clear water.  If 
  drank, the liquid heals 1d6 hp; there is only 
  enough liquid for a single use.  At the start of each 
  day, the bottle refills itself.
  
  116
  Appendix A: Languages
  Table 36: Languages
  Language
  Description
  Bakemono
  The language of Bakemono.
  Celestial Dialect
  The language of Komainu, Kirin, Celestial Beings, 
  High-Ranking Monks and Religious Scholars.
  Dark Speech
  The language of Jorogumo, Nure-onna and 
  Tsuchigumo.
  Draconic
  The language of Mizuchi, Ryuu and Dragons.
  Kappa
  The language of Kappa.
  Feline 
  The language of Nekomata, Bakeneko and other 
  cat-like humanoids.
  Forest Dialect
  The language of intelligent monsters living deep 
  within forests.  These include Hibagon, Kuda-git-
  sune, Mujina, Nue, Onikuma and other forest 
  dwelling humanoids. 
  Koropokuru
  The language of Koropokuru.
  Nezumi
  The language of Nezumi.
  Oceanic
  The language of ocean dwelling humanoids, 
  which includes Amabie, Ningyo and Shojo.
  Old Tongue, The
  The original language of the first human civiliza-
  tion; Common is derived from this ancient lan-
  guage.  Scholars and Academics study the Old 
  Tongue.
  Ogre
  The language of Ogres, Namahaga and Onihi-
  tokuchi.
  Oni
  The foul language of Oni and other demonic be-
  ings.
  Sea Dialect
  A dialect spoken by fishermen and sailors, which 
  is closely related to the Oceanic dialect.
  Tengu
  The language of Tengu.
  Undying Tongue, The
  The sinister and tainted language of Vampires, 
  Ghouls, Hungry Ghosts and other intelligent un-
  dead.
  
  117
  Appendix B: Names
  Table 37: Given Names
  Male Given Names
  Female Given Names
  d20/d6
  1-3
  4-6
  1-3
  4-6
  1
  Aki
  Naoya
  Aika
  Mina
  2
  Daiki
  Ren
  Airi
  Minami
  3
  Daisuke
  Ryo
  Aya
  Mio
  4
  Hayato
  Ryota
  Ayaka
  Miyu
  5
  Hikaru
  Shinji
  Ayano
  Nana
  6
  Hiro
  Sho
  Ayumi
  Nao
  7
  Hiroaki
  Shota
  Chihiro
  Natsumi
  8
  Hiroki
  Shun
  Erika
  Rin
  9
  Issei
  Shuto
  Haruka
  Rina
  10
  Kaito
  Taichi
  Kana
  Risa
  11
  Kazu
  Taka
  Kanako
  Saki
  12
  Kazuki
  Takumi
  Kaori
  Saya
  13
  Kazuya
  Takuya
  Mai
  Aayaka
  14
  Keita
  Tatsuya
  Mao
  Shiho
  15
  Ken
  Yu
  Mari
  Ahiori
  16
  Kenta
  Yuki
  Mayu
  Yui
  17
  Kouki
  Yuma
  Mei
  Yuka
  18
  Masa
  Yusuke
  Miho
  Yuki
  19
  Masaki
  Yuta
  Mika
  Yumi
  20
  Naoki
  Yuto
  Miki
  Yuna
  
  118
  Table 38: Family Names
  d20
  1-5
  6-10
  11-15
  16-20
  1
  Abe
  Ishikawa
  Nakajima
  Takada
  2
  Ando
  Ito
  Nakamura
  Takagi
  3
  Aoki
  Kaneko
  Nakano
  Takahashi
  4
  Endo
  Kato
  Nakayama
  Takeda
  5
  Fujii
  Kimura
  Nishimura
  Takeuchi
  6
  Fujimoto
  Kobayashi
  Ogawa
  Tamura
  7
  Fujita
  Kondo
  Ohno
  Tanaka
  8
  Fujiwara
  Kudo
  Okada
  Taniguchi
  9
  Fukuda
  Maeda
  Okamoto
  Uchida
  10
  Goto
  Maruyama
  Ono
  Ueda
  11
  Hara
  Matsuda
  Ota
  Ueno
  12
  Harada
  Matsumoto
  Otama
  Wada
  13
  Hasegawa
  Miura
  Saito 
  Watanabe
  14
  Hashimoto
  Miyamoto
  Sakai
  Yamada
  15
  Hayashi
  Miyazaki
  Sakamoto
  Yamaguchi
  16
  Ikeda
  Mori
  Sasaki
  Yamamoto
  17
  Imai
  Morita
  Sato
  Yamashita
  18
  Inoue
  Murakami
  Shibata
  Yamazaki
  19
  Ishida
  Murata
  Shimizu
  Yokoyama
  20
  Ishii
  Nakagawa
  Suzuki
  Yoshida
  
  119
  Appendix C: To-Hit Rolls
  Table 39: Bushi Attack Rolls
  Descending Amour Class [Ascending Armour Class]
  9
  8
  7
  6
  5
  4
  3
  2
  1
  0
  Level
  [10]
  [11]
  [12]
  [13]
  [14]
  [15]
  [16]
  [17]
  [18]
  [19]
  1
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  2
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  3-4
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  5
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  6-7
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  8
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  9-10
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  Table 40: Ninja and Sohei Attack Rolls
  Descending Amour Class [Ascending Armour Class]
  9
  8
  7
  6
  5
  4
  3
  2
  1
  0
  Level
  [10]
  [11]
  [12]
  [13]
  [14]
  [15]
  [16]
  [17]
  [18]
  [19]
  1-3
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  4-5
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  6-7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  8
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  9
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  10
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  
  120
  Table 41: Shugenja Attack Rolls
  Descending Amour Class [Ascending Armour Class]
  9
  8
  7
  6
  5
  4
  3
  2
  1
  0
  Level
  [10]
  [11]
  [12]
  [13]
  [14]
  [15]
  [16]
  [17]
  [18]
  [19]
  1-4
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  5-6
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  7-8
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  9-10
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  Table 42: Monster Attack Rolls
  Descending Amour Class [Ascending Armour Class]
  9
  8
  7
  6
  5
  4
  3
  2
  1
  0
  HD
  [10]
  [11]
  [12]
  [13]
  [14]
  [15]
  [16]
  [17]
  [18]
  [19]
  <1
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  1
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  2
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  3
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  4
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  5
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  6
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  7
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  8
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  9
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  10+
  1
  1
  2
  3
  4
  5
  6
  7
  8
  9
  
  121
  Appendix D: Poisons & Diseases
  Table 43: Poisons
  Poison I
  The victim must make a saving throw.  If the victim has 
  less than 3 HD and fails their saving throw, they fall uncon-
  scious.  The victim will remain unconscious until the poi-
  son is removed; the poison must be removed in 24-hours 
  or the victim will die as a result of the poisoning.
  If the victim has 3 HD or more and fails their saving throw, 
  they suffer 2d6 damage.  If the victim’s hp are reduced 
  to less than 1, they fall unconscious and will remain un-
  conscious until the poison is removed; if the poison is not 
  removed in 24-hours, the victim will die.
  Poison II
  The victim must make a saving throw.  If the victim has 
  less than 5 HD and fails their saving throw, they fall uncon-
  scious.  The victim will remain unconscious until the poi-
  son is removed; the poison must be removed in 4-hours or 
  the victim will die as a result of the poisoning.
  If the victim has 5 HD or more and fails their saving throw, 
  they suffer 4d6 damage.  If the victim’s hp are reduced 
  to less than 1, they fall unconscious and will remain un-
  conscious until the poison is removed; if the poison is not 
  removed in 4-hours, the victim will die.
  Poison III
  The victim must make a saving throw.  If the victim has 
  less than 7 HD and fails their saving throw, they fall un-
  conscious.  The victim will remain unconscious until the 
  poison is removed; the poison must be removed in 1-hour 
  or the victim will die as a result of the poisoning.
  If the victim has 7 HD or more and fails their saving throw, 
  they suffer 6d6 damage.  If the victim’s hp are reduced 
  to less than 1, they fall unconscious and will remain un-
  conscious until the poison is removed; if the poison is not 
  removed in 1-hour, the victim will die.
  
  122
  Table 44: Diseases
  Disease I
  A failed saving throw results in the victim developing a fe-
  ver and other flu-like symptoms.  The victim suffers a -1 
  penalty to their attack rolls and AC.  At the start of each 
  day, the victim is allowed to make a saving throw to over-
  come the disease.
  Disease II
  A failed saving throw results in the victim developing a fe-
  ver and other severe flu-like symptoms.  The victim suffers 
  a -3 penalty to their attack rolls and AC.  Only after a full 
  day’s rest can the victim make a saving throw to overcome 
  the disease.
  Disease III
  A failed saving throw causes the victim to fall unconscious 
  (their hit points are reduced to 0).  The victim will remain 
  unconscious until the disease is removed/cured.  At the 
  start of the third day after contracting the disease, the vic-
  tim is allowed to make a saving throw to overcome the 
  disease.  If the victim fails this saving throw, they can make 
  saving throws to overcome the disease at the start of ev-
  ery day afterwards.
  Diseases. It is important to note the effects of diseases do not stack.  Let’s 
  say, a character is bitten by a rat, fails their saving throw and suffers -1 pen-
  alty to their attacks rolls and AC.  If that character is bitten by a rat again, 
  they would not need to make another saving throw; as they are already 
  affected by the disease.  However, if the same character is bitten by a giant 
  rat, they will have to make a saving throw, as the giant rat spreads Disease 
  II.  If the character failed this saving throw, they suffer a -3 penalty to their 
  attacks rolls and AC, as the effects of Disease I were replaced by Disease II.
  
  123
  
  124
  Designation of Product Identity: “Tasaka Games” is a trademark of Mark Tasaka, 2019.  Licensed artwork is the 
  copyright and product identity of Mark Tasaka, 2019.
  THIS LICENSE IS APPROVED FOR GENERAL USE. PERMISSION TO DISTRIBUTE THIS LICENSE IS MADE BY WIZARDS 
  OF THE COAST!
  OPEN GAME LICENSE Version 1.0a
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  125
  Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The 
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  15 COPYRIGHT NOTICE
   
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  White Box: Fantastic Medieval Adventures Game, Copyright 2016, Charlie Mason
  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch
  Swords & Wizardry WhiteBox Rules by Marv Breig, Copyright 2008-2011, Matthew J. Finch
  Re-Bush Font, Copyright 2016, Levi Szekeres.  License for use of Font purchased by Mark Tasaka 2019. 
  END OF LICENSE
  
SOURCE: textdata/thevault/Swords & Wizardry Light/Swords & Wizardry White Box-Based/SW White Box Adventures & Settings/White Box Eastern Adventures [2nd print].pdf