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Ninja Wars
Ninja Wars
By Nigel Findley
Table of Contents
Chapter I: Introduction ..........................
2
Chapter II: History of Aru
........................ 4
Chapter III: Aru Town
........................... 6
Chapter IV: Politics
............................. .10
Chapter V: The Main Events
..................... .13
Introduction ................................. ..13
Act 1 Introductions
........................... .13
Act 2Scene of the Crime
....................... .16
Act 3The Monster of the Shrine
................ .18
Act 4For Whom the Bell Tolls.. ................. .20
Act 5Rumors ................................
.21
Act 6Fire!
................................... .23
Act 7Ungrateful Dead?
........................ .24
Act 8The Monks Revenge .....................
.27
Act 9Conversation with a Mute
................. .28
Act 10Warning. ..............................
.30
Act 11Sunset Audience ........................
.30
Act 12Guard Duty
......... ................... .33
Act 13Death in the Streets
..................... .35
Act 14Smoke and Moonlight ...................
.37
Act 15Buntaro Abroad
........................ .38
Act 16Two Messages ..........................
.39
Act 17Meeting at the Shrine
.................... .40
Act 18Strangers in the Night ................... .43
Act 19Caught in the Act .......................
.44
Act 20Hiros Welcome ......................... .45
Act 21Gambit Declined ........................ .46
Act 22Back at the Castle .......................
.47
Act 23Meeting with a Ninja
.................... .49
Act 24The Grand Finale .......................
.50
Concluding the Adventure. ......................
.52
Chapter VI: Mini-Adventures
..................... .54
Chapter VII: Nonplayer Characters ...............
.59
Chapter VIII: Encounter Generator
................ 67
Chapter IX: New Adventures .....................
.70
Credits:
Designed by Nigel Findley
Edited by William W. Connors
Black & White Art by Mark Nelson
Cover Art by Fred Fields
Cartography by John Knecht
Production by Sarah Feggestad
ADVANCED DUNGEONS & DRAGONS, AD&D, FORGOTTEN REALMS, PRODUCTS OF YOUR IMAGINATION,
and the TSR logo are all trademarks owned by TSR Inc.
©1990 TSR Inc. All Rights Reserved
Distributed to the book trade in the United States by Random House Inc. and in Canada by Random House of Canada, Ltd. Distributed to the toy and hobby trade
by regional distributors. Distributed in the United Kingdom by TSR Ltd.
This product is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained
herein is prohibited without the express written permission of TSR Inc.
Printed in the U.S.A.
ISBN 0-88038-895-1
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United Kingdom
Chapter I: Introduction
Welcome to Ninja Wars, the latest in the series of
Oriental Adventures modules set in the world of Kara-
Tur. To use this module, you need to have a copy of the
Oriental Adventures hardcover. Although it isnt
strictly necessary, it would be useful if you had access
to the Kara-Tur Campaign Set and the module Blood of
the Yakuza since these products contain information
on the land of Wa, where this adventure takes place.
This package contains enough information for the
DM to be able to use it without reference to these ear-
lier products; however, the additional information
found in Kara-Tur and Blood of the Yakuza will help
the DM in developing and maintaining the atmos-
phere that is so vital to a successful Oriental Adven-
tures session.
self in the position of daimyo. To reach that end, hes
hired a newly-formed family of ninjasthe Yama-
guchi clan, led by Takahashi Yamaguchi to help
him out. In a carefully-planned campaign of ninja as-
sassinations and terror tactics, Eichiro plans to stir up
enough fear and commotion in Aru to attract the at-
tention of the distant shogun. When the commotion
has reached its peak, Eichiro plans to march into town
at the head of his small personal army, and destroy
the evil influences that have been causing all the
trouble. This involves betraying and destroying Taka-
hashi Yamaguchi and his ninjas, of course, but nothing
must stand between Eichiro and his eventual success.
While this move will purportedly be a friendly ges-
ture towards Benjuin fact, an attempt to solve the
problems before Benju gets in troubleEichiro hopes
that the shogun will interpret it in a different light: as
an indication that Eichiro can take care of business,
while Benju is an impotent blunderer.
Although he doesnt know the details of the plot,
Benju has learned through his intelligence network
that something unpleasant is afoot. Realizing that his
position and honor depend on maintaining the
smooth running of the pilgrim season, the daimyo has
decided to invest in a little insurance." Benju has
hired his own ninja familythe clan Ohara and
charged them with protecting the pilgrims . . . and, in-
cidentally, Benju and his family.
A third faction at work in Aru is the local yakuza
clan. The clans network of informers has told the
oyabun the basis of Eichiros plan. In fact, the oyabun
is better informed than Benju, since he knows that Ei-
chiro is behind everything. The yakuza clan sees this
as a great opportunity. While Benju is distracted by Ei-
chiros maneuvering, perhaps the yakuza can grab a
little more influence in Aru. Thus its in their best in-
terest to indirectly aid Eichiro by stirring up more
trouble . . . but not too much. They know how life
would be with the ruthless Eichiro as daimyo, and
dont relish the prospect at all.
If that werent enough, a wandering wu jen of great
power Daisake Mayazato has moved into the
area. For his own reasons, he wants the pilgrimages
stopped, and believes that force is the only way to
guarantee this. He is backed by three ninjas of great
power, rogues who have left the family that trained
them. Daisake has nothing against Benju as daimyo,
and certainly doesnt like Eichiro. But if the removal of
Benju is the price the wu jen must pay to stop the pil-
grimages, then so be it.
Its into this volatile situation that the PCs have wan-
dered. As travelling adventurers, they represent a
fresh perspective on the problem, and Benju immedi-
ately recognizes this. One way or another, he per-
suades the PCs to work with him. Benju is very careful
about what he tells the PCs; initially, he tells them only
that there have been some incidents in Aru, and that
he wants them to investigate them to the best of their
ability.
As matters begin to escalate, the PCs discover evi-
Story Line
Heres a brief overview of the story line of the mod-
ule. It will help familiarize the DM with the names of
important places and NPCs, and give a broad strokes
picture of how the adventure will probably develop.
The adventure takes place in and around the town
of Aru, a remote community on the west coast of the
island nation of Wa. Its only claim to fame is that its
the site of a famous shrine the Shining Temple of
Bishamon that is the destination of tens of thou-
sands of pilgrims each summer. Because of its remote
location, the shogun pays little attention to the town
or its politics, and never notices the actions of Arus
daimyo (or lord) . . . unless that daimyo makes a mis-
take. The easiest way for the daimyo to make a mis-
take is to let something happen which interferes with
the steady and smooth flow of pilgrims into and out of
the town. If this should happen, the shogun is certain
to notice, and is quite likely to replace the daimyo with
a member of another clan. This removal from office
will usually be accompanied by permission from the
shogun for the disgraced daimyo to take the final
step on the road of life. Over the past several decades,
the daimyate has been held by members of five clans.
In only one case the Matsutomo clanhas the
daimyate been held by more than one member of that
clan. In fact, there have been five Matsutomo dai-
myos, four of whom have been removed from their
posts because of some failure or other.
The current daimyo is Benju Matsutomo. Once a
bold samurai, Benju is very much aware of his clans
heritage of bad luck when it comes to ruling Aru.
Thus, he is doing everything in his power to make
sure that the pilgrimage season is running smoothly,
and that everything is well-prepared for the upcom-
ing Ceremony of the Three Thousand Steps at
the Shining Temple.
Unfortunately for Benju, theres another inhabitant
of the Aru region that would very much like to see the
pilgrimage season and the Ceremony disrupted. This
individual is Eichiro Tanaka. For personal reasons,
he hates Benju and would love to see that worthy
forced out of office. Eichiro would also like to see him-
2
dence pointing to a spy in Benjus household. Benjus
son-in-lawa young firebrand named Buntaro
whose arrogance gets on most peoples nervesis act-
ing suspiciously, and the PCs are placed in a position
where they can challenge and arrest the young man.
Unfortunately for the PCs, it turns out that, while
Buntaro did have a hidden agenda, it was perfectly
harmless. In addition, Buntaro is unaccountably one
of Benjus favorite relatives. Shamed, the PCs are ex-
pelled from Benjus household.
Eichiro learns of the PCs dismissal immediately, and
suspects a trick; perhapshe thinksBenju is hoping
that Eichiro will try to recruit the disaffected" adven-
turers. Eichiro decides to send a message to Benju . . .
a message that will take the form of the PCs corpses.
Should they manage to escape Eichiros attempt on
their lives, the PCs are able to uncover some valuable
intelligence with which they can buy their way back
into Benjus good graces.
With only a day or two left before the ceremony, the
PCs must uncover Eichiros plans. If they can prove to
Takahashi Yamaguchi that Eichiro plans to turn on the
ninja clan and destroy them, then the ninja leader will
dissolve his contract with Eichiro, and will testify
against him to anyone who will listen. The ninjas testi-
mony will seal Eichiros fate, and stabilize Benjus posi-
tion of authority.
Chapter II gives a brief history of Aru, both the
town and the province.
Chapter III describes the layout of Aru town, and
describes some of the points of interest.
Chapter IV describes the intricate political situa-
tion in Aru, and the balancing act that Benju Matsu-
tomo is forced to maintain. Much of this has already
been hinted at in the Story Line section above.
Chapter V contains the encounters and events that
make up the main story line of the adventure.
Chapter VI contains mini-adventures and adven-
ture ideas. Aru is an active town, after all, particularly
as the Ceremony of the Three Thousand Steps ap-
proaches. There is much more going on than the
events relating to the major story line. This chapter
provides the DM with story starters for background"
encounters and events. Some of these encounters tie
inat least peripherallywith the main adventure;
some are red herrings, and some are totally unre-
lated. The DM can pick and choose from among them,
and use as many or as few as he or she sees fit. Many
of these story starters can be used in other adven-
tures as well, or might even plant the seed for a full-
scale gaming session on their own behalf.
Chapter VII contains the complete descriptions of
the major NPCs involved in this adventure. Minor
NPCs are described in the text of the adventure when
they occur.
PC Involvement
Chapter VIII is an Encounter Generator." This is a
way for DMs to quickly generate random encounters
The success or failure of Eichiros planand hence
to spring on the PCs whenever it seems appropriate.
Benjus lifedepends entirely on the actions of the
Chapter IX contains a series of brief adventures
that can be used as sequels, side adventures, or stand
to uncover the true nature of the threat against him
alone games. For those who need to fill a single game
and thus combat it. Eichiros ninjas will stage an inci-
session, these are excellent tools.
dent threatening to disrupt the Ceremony of the
Three Thousand Steps, then Eichiro himself will lead
his army into town and eradicate the ninjas he himself
hired. The shogun will certainly hear of these events,
and Eichiro will replace Benju as daimyo.
At this point, the wu jen and his ninjas will step up
their campaign to stop the pilgrims. Finding himself in
a position chillingly similar to the one he placed Benju
in, Eichiro must try to negate the threat of the wu jen
and his followers. Without help he will be unable to
do so, and the Ceremony and subsequent pilgrimages
will be disrupted. Eichiro will, in turn, be replaced.
With three daimyos in such a short time span, the en-
tire Aru province will be thrown into chaos.
Obviously, the success of the PCs is pivotal to the
continued well-being of the whole province.
How to Use This Book
Ninja Wars is divided into several chapters, each of
which serves a distinct purpose in unfolding the story
described above. By reading over the following chap-
ter outline, the DM can quickly find the information
he requires on any subject. Since this is, obviously,
Chapter I, the outline begins with Chapter II.
3
PCs. Without their involvement, Benju will be unable
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