Heroes of Rokugan I
- Plans and Storyline Development - A Discussion
- Satsume's Tournament
- Kitsuki Evidence
- A Chance Meeting
- Spiritual Presence
- Legacy of the Dark One
- Winter Court: Kyuden Asahina
- The Face of Fear
- Arrows From the Woods
- Evil Feeds Upon Itself
- A Mantis and His Rat
- The Falling Darkness, Soul of Iuchiban
- The Ties that Bind
- The People's Expense
- Occult Murders, Soul of Iuchiban
- Lies, Lies, Lies
- Drawing Out the Darkness, Soul of Iuchiban
- A Foreign Legacy
- A Magistrate's Duty, Soul of Iuchiban
- Fury of the Elements
- To Do What We Must
- Winter Court: Kanrinrin's Duty, Soul of Iuchiban
- The Fate of a Hantei, Soul of Iuchiban
- Smoke and Mirrors, The Lion and the Crane
- A Hidden Blade, The Lion and the Crane
- Treachery and Deceit
- Winter Court: Shiro Kyotei
- Ancestral Dictate, The Lion and the Crane
- A Heart of Vengeance, The Lion and the Crane
- Soul of Akodo, The Lion and the Crane
- Darkness Beyond Darkness, Shadow's Path
- The Chrysanthemum Festival, The Lion and the Crane
- Kuro's Fire
- Duty on the Wall
- Fist of the Earth, Shadow's Path
- Day and Night
- The Scorpion's Sting
- Flower's Kiss
- In Time of War
- Winter Court: Shiro no Kaiu
- Proposal of Peace
- Way of Deception
- A Walk Through the Mountains, Shadow's Path
- Narrow Ground
- Peasant Defense
- The Price of Loyalty
- Dark Eyes on the Wall
- Tao of the Naga
- The Cost of Duty
- Storm and Forest
- Stain Upon the Soul
- Command of the Kami
- The Jade Championship
- Twisted Forest
- Funeral Pyre
- Time to Pay the Price, Shadow's Path
- Damning Evidence, The Hidden Temple
- Test of Courage
- Winter Court: Kyuden Bayushi
- Corrupted Ground, Shadows of an Iron Citadel
- A Question of Honor, Shadows of an Iron Citadel
- A Last Wish, Shadows of an Iron Citadel
- Blood of Midnight, Shadow's Path
- Fires of Retribution, The Hidden Temple
- Faith in My Clan
- Along the Coast at Midnight
- Unmaker's Shadow, Shadow's Path
- The Dragon's Heart, The Hidden Temple
- Time of the Void
- The Day of Thunder
Heroes of Rokugan II
- Plans and Preparation
- ➔ The Topaz Championship
- Treacherous Terrain
- Writ of Justice
- Tears of a Fox's Heart
- Wrath of the Kami, Remorseful Seppuku
- Unrequited Love
- Devoured by the Sea
- Scholarship, Remorseful Seppuku
- Uncertainty
- Unquiet Graves, Remorseful Seppuku
- Way of Death
- The Sapphire Tournament
- Bloom of the White Orchid
- The City of Lies
- The Bon Festival
- Stolen Relics
- Forgotten Shrine, Remorseful Seppuku
- A Say's Sail, Shipping Lanes
- Charge of the Baraunghar
- The House of a Thousand Stories
- Winter Court: Shiro Hanagensai
- In Search of the Future
- Compassion, The Code of Bushido
- Bayushi Lineage: Fathers and Sons
- Unexpected Find
- Legacy of My Ancestors, Shipping Lanes
- Corrupt Officials
- Grave of Heroes, Ominous Portents
- Voice of the Emperor, Ominous Portents
- Imperial Funeral
- Test of Purity, Ominous Portents
- Essence of Yume-do
- Shadows on the Court
- Strength From Weakness, Twenty Goblin Winter
- City of the Lost, Twenty Goblin Winter
- Failure of Courage, Twenty Goblin Winter
- Kharmic Vengeance
- Sleepless Nights
- Honesty, The Code of Bushido
- Journey to the Burning Sands
- The Tortoise and the Hare
- Harsh Lessons
- A Champion's Heart
- Corrupted Region, Shipping Lanes
- Unexpected Betrayal
- Courage, The Code of Bushido
- City of Empty Dreams
- Campaign Fiction: Scenes from the Empire, Summer 1502
- Secluded Village
- Cursed Gift
- Touch of Obsidian
- The Siege of Shiro Usagi
- Campaign Fiction: The Seppuku of Bayushi Tenkai
- Retirement
- Shadows of Beiden
- Into the Darkness
- Heated Discussion, The Code of Bushido
- Campaign Fiction: Scenes from the Empire, Autumn 1502
- Broken Words
- Assigning Blame
- Winter Court: The High House of Light
- Winter Court: Shiro no Shosuro
- Duty and Honor, The Code of Bushido
- The Cherry Blossom Festival
- Campaign Fiction: Scenes from the Empire, Spring 1503
- Undignified Death
- Loyalty, The Code of Bushido
- Marriage Celebration
- Fall Before the Master
- Border Conflict
- Campaign Fiction: A Summer of War, Parts 1-4
- Nemesis of Justice
- Summoned to Justice
- Essence of Toshigoku
- Doom of the Crab
- The Hidden Heart
- A Long Journey, Shipping Lanes
- Allegiance to the Emperor
- Campaign Fiction: A Summer of War, Part 5 and 6
- Contest of Artistry
- Reverence for Chikushudo
- Masterpiece: Iron Crane Chef
- Mujina Tricks, Remorseful Seppuku
- Spider's Lair
- Words and Deeds
- The Final Interactive: Weekend in Rokugan 2010
- Campaign Fiction: Brother and Sisters
- A Fallen Friend
- Truth and Falsehood
- A Hard Rain Will Fall
- An Arranged Marriage
- Whispers of the Moon
- Fate of the Assassin
- March Unto Death
- Celestial Journey
- Words Cut Like Steel
- To the Last Breath
L5R Homebrew
- A Root Problem: Conflicting Themes
- Power Levels and Power-Creep
- Defense Versus Offense
- Raises
- Narrative Control Mechanics
- Wounds and Death Part 1
- Thugs Versus Characters
- Dueling
- Wounds and Death Part 2
- Schools, Techniques, and Kata Part 1
- Spells and Secrets
- Schools, Techniques, and Kata Part 2
- What's with these Shugenja, anyway? br>
- Unofficial 5th Edition
Download The Adventure
Download Cert 1
The preliminary/intro mod for HoR2 was designated as only playable by brand-new Rank One characters (to prevent absurdities) and was set chronologically a year before the rest of the campaign. Note the module numbering system I introduced here… this was obviously in emulation of the old RPGA system, and was designed to make module requests more efficient. The “ST” stood for “Sapphire Throne.”
At the end of HoR1 I was feeling a distinct sense of creative exhaustion when it came to writing individual modules (as opposed to meta-plot planning) and found myself scrounging for ideas on what to write for the initial HoR2 mods. I ended up looking back to the 1st Edition L5R core book and its introductory scenario (called something like “Test of the Samurai” IIRC) that introduced the whole concept of the Topaz Championship. The original adventure had been designed to introduce the various skills and duties of samurai, establish the world of the Empire and its samurai, and let the PCs meet a bunch of iconic canonical NPCs. Why not do an “update” of that scenario that would serve the same function for the HoR2 world? Since the players would be coming in on the ground floor of HoR2’s storyline, just like new L5R players in 1st Edition, it seemed like a perfect match. Deciding this took a considerable amount of pressure off my shoulders heading into GenCon 2005, since I knew I could write up a “new Topaz” module fairly easily in the time between GenCon and CogCon (where the mod was scheduled to premier).
My plan got an unexpected boost when Shawn Carman posted an “official” 3rd Edition update to the Topaz Championship on AEG’s website. His version was fairly generic, but it did include updated versions of all the specific contests, which was the biggest “grunt work” of any tournament-themed module and could simply be copy-pasted into my module. This allowed me to concentrate my own creative energy on the NPC role-play and introducing the setting during the sequences in between the contests, resulting in a very satisfying module despite the rapid writing-time. (However, it did tend to run long due to the number of contests and the need to create “pairings” for each one… and that was even after I cut the archery contest to save time!)
I deliberately chose to introduce a lot of key big-name NPCs in this module and even do a significant meta-plot moment (the murder of the Lion Champion) in order to get the PCs immediately interested in the shape and story of the Empire. My own favorite among the big-name NPCs was of course O-Doji Koneko (who I would later play in an Interactive), but I also had a lot of fun with the two Imperial princes and with the various competitor NPCs, most of whom would make reappearances later on.
From the beginning of this campaign, I had the idea that the PCs’ actions, successes, and failures should all have lasting impact that would show up in later modules, and that the NPCs would also have their own stories which would show the impact of the PCs’ interactions with them. For example, in this module a male PC could have a seemingly consequence-free one night stand with a female ronin, but I knew from the start that in a future module there would be a price to pay for this “fun.” Similarly, if the PCs did not interact with one of the Crane NPCs, he would end up selling out to the Scorpion (and thus compromising himself for the future) in order to win one of the duels. Of course, the most prominent of long-term consequences was the potential for a romance between a female PC and one of the Imperial princes (this happened several times, in fact) which I did very deliberately in order to maximize emotional connections to the princes… although I did not yet know _how_ they would die, I knew they weren’t going to survive.
[Side-Topic: Plot Secrets and Module Text]
The assassination of the Lion Champion (by a ronin from the disbanded Tsume family of the Crane) was actually masterminded by Akodo Gintaku, one of my prospective Big Bad villains. However, the clues for this were deliberately kept very, very sparse, and the module text never explicitly says who was responsible. I would maintain this pattern for the vast majority of the campaign, allowing only limited clues and often writing modules in a deliberately “obtuse” style that gave the GMs only the minimum knowledge required to run the scenarios. As a general rule I only revealed the full truth about the various plotlines when they were coming to their respective conclusions.
The reason for this had to do with storytelling and dramatic pacing. I structured HoR2 very much like an epic fantasy novel (or more accurately, a multi-volume series of such novels), and that meant I was incorporating novel-type storytelling elements such as hidden villains and dramatic reveals. If the modules’ text explained everything that was going on, anyone who GM’d (or who simply requested a module, whether or not they GM’d it) would learn the whole plot and would be robbed of the enjoyment of seeing the plots unfold. Moreover, once they knew what was happening, that information would inevitably leak out into the general population of players – it was simple human nature.
So I chose to write the modules in such a way that even the GMs would not know what was “really” happening until the right time came. In fact, even my wife (who both played and GM'd, and co-wrote three modules with me) didn’t know much more than anyone else.
[End Side-Topic]