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Chapter 9: A Ronin’s Path
Hounding
the Troops
The characters can investigate, asking after for the missing soldiers with
a
TN 3 Courtesy (Earth 2, Fire 4) check or simply looking around the
place with a
TN 2 Survival (Fire 1, Air 4) check. It shouldn’t take more
than thirty minutes to find the samurai, but the PCs can reduce the time
needed by ten minutes for each bonus success. If the PCs reduce the
search time down to zero or ten minutes, this can give them enough time
to talk to an additional officer, or for one character to join another if they
have split. If they fail the check,
they still find the soldiers, but it takes
enough time that they lose a chance to speak with another officer. Even-
tually, they find the soldiers hiding in a small stable, sleeping off a night
of heavy drinking.
The characters can wake the soldiers up and lead them back to
Tsukiko, but they should be careful not to admonish the soldiers: not
only are they still slightly inebriated, they also drank themselves to a stu-
por after two days of nonstop fighting against terrible creatures that took
the lives of many of their friends. While their method of grieving wasn’t
particularly honorable, many samurai stationed at the Wall turn to such
diversions to briefly escape the horrors of life. If provoked, the soldiers
don’t hesitate to start a fistfight with the PCs, regardless of their status.
The GM should run this as a skirmish.
When
the PCs return, Tsukiko orders the troops back to their posts
and finally turns her attention to the PCs. She is once again blunt and
straight to the point: she wants Tomonatsu to open the gates for her
troops to charge through, straight at the enemy. While she has complete
respect for the traditional defensive fighting strategy of the Crab, she
believes the enemy is too numerous for them to survive a war of attrition.
Her troops are, one to one, superior to the masses of the Shadowlands;
she thinks she can lead an assault that will destroy the enemy leadership,
after which their army will collapse into smaller groups. She is ready to
die trying if necessary and understands this is a significant risk, but she
thinks it is the best course of action.
Hiruma Yukito,
Scout Leader
The leader of the scouts is harder to find, as he is still outside the Wall,
coordinating the last scouting efforts and making sure all his samurai
get back to the Wall before the battle starts. The player characters need
to request that a Crab samurai take them outside the Wall. This samurai
first gives them each a small piece of carved jade (a “finger,” in Crab jar-
gon: see page 148) to protect them from the corrupting influence of the
Shadowlands. Although they will barely go beyond the Wall, the samurai
warns them to remain vigilant and to carry the jade on their persons at
all times. He takes them through the tunnels below the Wall, warning
them not to try to enter them without the guidance of a local samurai. He
points them in
the direction of Hiruma Yukito, telling them that if they
don’t find Yukito, Yukito will find them.
Read the following passage as the PCs emerge on the other side of
the Wall:
As you make your way into the Shadowlands, you are struck by
the apparent stillness of the place. There are no signs of life: only
emptiness between the rocky plain under your feet and the overcast
sky above your heads. Yet only a few steps away from the Wall, you
notice odd details, such as the desiccated corpse of a tree whose
branches move the wrong way in the wind, or how your voices don’t
carry as far as they should, as though the air is denser somehow.
The reassuring presence of jade feels like the only protection against
the foul nature of this place.
As
predicted by the Crab samurai, Yukito finds the PCs first—he has
scouts across the area who are adept at hiding behind the smallest rocks
and blending with the environment, and they report the PCs’ approach
to him. He is a small, lithe man who wears light armor and a bow, and
his hair has gone gray prematurely (if needed, use the profile for a
Vet-
eran Bushi, on page 197, with the
Crafty template, page 194, and the
Ambitious demeanor, page 192). He seems gloomy and exhausted as he
approaches the PCs, but he is willing to cooperate. He has seen the enemy
army and confirms that it outnumbers the Crab three to one at least. It
comprises a variety of Shadowlands creatures: goblins, zombies, skel-
etons, and stranger creatures still. He plans to make sure all his soldiers
retreat behind the Wall and form an archery unit, as they are too few to
efficiently harass the opposing forces.
Unexpected Allies
Hiruma
Yukito is hiding something, however. It is obvious to the PCs
(and the GM should tell them this) that he is nervous about something
other than the approaching army. To find out more, the PCs can do one
or more of the following:
• A
TN 2 Sentiment (Air 1, Fire 4) check reveals that Yukito knows
something that he isn’t sharing, but that pressing him directly could
get him to open up.
• Investigating with a
TN 3 Design (Water) check or a
TN 2 Smithing
(Water) check can be used to spot a strange item in his quiver: a stick
decorated with teeth and ribbons of rough fibers, with bite marks all
along its length. It is certainly not made by the Crab, and Crab charac-
ters automatically recognize it as something
made by the nonhuman
sentient species known as the Nezumi.
• Finally, the GM can have any characters who are stumped make a
TN
3 Theology (Earth) check (
TN 2 for members of the Crab Clan). Suc-
cess means that they remember stories of a strange race of rat people
who hate the creatures of the Shadowlands and have provided unex-
pected aid to the Crab in the past.
Regardless of whether the PCs press Yukito regarding the informa-
tion he’s withholding, point out the strange stick he’s carrying, or simply
broach the topic of the Ratlings with him, Yukito sighs and begins to
discuss the issue. He has established an alliance with a small tribe of
Ratlings—who he calls Nezumi—hidden in the tunnels beneath the Wall,
and he believes they could be of great assistance. He knows Rokugan
thinks of Nezumi as little more than vermin, however,
and he asks the
PCs to keep his involvement a secret if they desire the Nezumi’s help. The
Crab are unlikely to think badly of it, as such alliances are common, but
Yukito’s younger brother is betrothed to a samurai of the Crane Clan,
and he doesn’t wish to shame his brother through his association with
the Nezumi. If the PCs agree, he can guarantee the Nezumi will strike the
enemy by surprise at the most opportune moment.
Optional Scene: Goblin Scouts
If the group of player characters is particularly martially focused,
or if the group has enough time to add another scene (or the PCs
are simply anxious to unsheathe their katana), the GM may add an
optional skirmish against a group of six
Shadowlands Goblins (see
page 204).
The goblins have been sent by Teeth-Taker and are tasked with
finding cracks in the Crab’s defenses along the Wall. The goblins
are skittish, and will avoid directly confronting
a large group of PCs
if they can avoid it, instead using their goblin-sized bows to harass
smaller groups of PCs from afar. If threatened, they will attempt to
flee back to the rest of the horde, fighting to the death only if they
become trapped.