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 the Cert
From the beginning of the campaign I had intended that Miya Shikan would be secretly assassinating daimyo who threatened to disrupt his carefully-forged universal peace. This allowed me to start out the Crane with one notably competent leader – Daidoji “Iron Serpent” Hayashi – with the intent that he would soon be killed off and replaced by his artisan-trained younger brother Kowaru. Around the start of 2006 I came up with this module to depict exactly how this would happen.
The concept of the “Hira-gumi” – a tiny inbred remnant of the losers from the Foxfire War in the 6th century – drew inspiration both from the Foxfire story itself (originally printed in the vassal families sections of Secrets of the Crane) and from an obscure 1980 movie called “The Island” (based on a novel by Peter Benchley of “Jaws” fame) about a group of Caribbean pirates living on an isolated island for 300 years. The movie was pretty terrible but had some fun moments, and I felt that the concept of a decrepit inbreeding remnant group holding onto ancient traditions would actually work pretty well in Rokugan. There was probably a touch of backwoods-hick-horror influence (more H.P. Lovecraft than “Deliverence”) as well.
The true villain of the module is the mysterious figure called “Kageko” who found the Hira-gumi and let them know that their hated enemy, the Daidoji daimyo, would be in Friendly Traveler Village at the scheduled time. The PCs cannot learn anything more about Kageko than his name and superficial appearance – another example of early foreshadowing in the campaign. My concept for Kageko had just formed when I wrote this module and it underwent a number of changes over the next few years; initially, he was simply going to be Shikan’s chief aide (and secret assassin) Miya Hanzu, and the whole Shikan/Hanzu plotline would have wrapped up quickly with Shikan getting assassinated by one of the potential Big Bad NPCs (most likely Moto Temujin). However, a combination of story pacing and the growing interest of many players in Shikan’s cause resulted in the Imperial Herald’s lifespan being extended and Hanzu/Kageko becoming a more significant and longer-running sub-villain. Eventually this would result in both the epic Shikan-as-Khadi plotline and the idea that there were actually TWO Kageko’s, twin brothers, sharing the public name of “Miya Hanzu.”
I chose Friendly Traveler Village as the setting for this module because I had carried over the “divided rule of the Yasuki lands” concept from the then-current Gold/Diamond CCG era. This placed FTV right in the middle of ongoing Crab-Crane tensions and thus provided an excellent excuse for Daidoji Hayashi to be visiting there at the same time as the PCs. The village had actually been completely mapped out in the official L5R adventure “Bells of the Dead,” so I traced over that map and then modified it to reflect three further centuries of development. (Doing this sort of thing, depicting how Rokugan had changed since the twelfth century, was one of the campaign’s more enjoyable aspects for me.) This also let me plan out the course of the Hira-gumi’s rampage through the village, selecting various Crane targets and deciding how each of them would die.
One interesting smaller element in this module was the Hira-gumi using pongi sticks to ambush anyone who pursued them into the marshes… this could result in a PC getting an infected wound, a long-term problem that would endure until cured. This was, again, an attempt to introduce longer-term continuity into the campaign, as well as an extra touch of gritty realism: an injury that could actually be something more than mere generic “Wound Points” easily healed up between modules. In fact, we had at least one PC who lived with his infected wound for the better part of a year and was nearly killed by its effects. Later, I would not only use this idea again but would also employ more extreme consequences such as lost limbs and lost eyes.
Speaking of long-term continuity… this module also included a humorous minor NPC, a street-entertainer called “the Candyman,” who would show up several more times over the course of the campaign. He was actually based on a real person, a traditional Japanese street performer who appeared every year at the Japanese Festival in the St Louis Botanical Gardens. I liked throwing in these little recurring bits, since it made the campaign feel that much more like a unified ongoing world rather than a set of discrete stand-alone adventure. Another such recurring concept that first showed up around this time (though I do not recall if it was in this module or another) were the “Happy Bowl” noodle-shops, Rokugan’s first-ever restaurant franchise, branches of which would appear in many different modules over the course of the campaign’s five-year arc.
Five-Year Arcs
It is worth noting at this point that when I launched HoR2 I did not have any specific intention that the campaign would run five years. As I noted in some of my earlier notes, the five-year schedule of HoR1 happened more or less by accident, and I had actually felt unhappy with the story-compression that it had forced on me in the campaign’s final year. Accordingly, while HoR2 was much more structured in its first two years than HoR1 had been, and was intended from the beginning to eventually lead into a climactic battle with the Big Bad, I did not go into the campaign with any specific notion that it would run for only five years – indeed, I sometimes talked about how it could easily last six or seven years if the story supported it.
Ultimately, of course, HoR2 did end up replicating HoR1’s five-year schedule. This decision evolved naturally over the course of the campaign’s first three years, as I saw the pace of how the story was developing and how fast the PCs were advancing in Insight Rank. By early 2008, I had pretty much decided that the campaign would aim for a five-year arc… which proved a wise choice when, a few months later, I became one-third of the L5R 4th Edition design team and learned that 4th Ed would be launched in mid-2010.