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Ninja Wars.pdf - Dorks and Dragons!

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Chapter V: The Main EventsIntroduction<strong>Ninja</strong> <strong>Wars</strong> is an adventure designed for charactersof 6th to 9th level. A good mix of character classes isadvisable, although it would be best if at least onecharacter were a samurai; evil characters are not recommended.For this adventure, the PCs can either beinhabitants of Wa, or strangers to this shore. If theformer, they should not be residents of Aru Province,but should come from further afield. If the latter, theDM should remember Wa natives’ tradition of arrogance<strong>and</strong> xenophobia. Because of this, the adventurewill probably prove more difficult—but much moreentertaining—if the PCs are strangers to Wa.The adventure is broken up into “Acts”; these areencounters or events. In most cases, the acts shouldbe played in the order in which they are presentedhere. There are certain acts, however, which can beplayed out of order should the DM so decide; theseare marked with an asterisk (*) next to the act title.The events in many of the acts will take placewhether or not the PCs are present or involved. Theseacts include a section called “Probable Outcome”,which describes how the events will most likely turnout without PC intervention. The DM is free to changethe outcome, of course, if doing so would enhance thestory. The DM must find an appropriate way of informingthe PCs of what has happened in any act thatthe party did not participate in. Some possible ways ofdoing this might be street gossip or perhaps an audiencewith an angry Benju.Throughout this adventure certain portions of thetext have been enclosed in boxes. As a rule, these areused to set a scene or otherwise describe an event.The DM can read such boxed text directly to the players, or can paraphrase it as appropriate.The earlier acts in this adventure have a certainlevel of subtlety to them. While the daimyo knowsthat there is ninja activity in the area, the PCsshouldn’t be aware of this initially. It’s up to the DM todistract their attention from this conclusion, at leasttemporarily. This is where the encounters in ChapterVI come in. Several of these involve—or appear toinvolve—ninja activity. The DM should interspersethese encounters with the earlier acts of this adventureso the players are never completely sure exactlywhere the “<strong>Ninja</strong> <strong>Wars</strong>” fit into the gr<strong>and</strong> scheme ofthings.The DM should feel free to intersperse other “miniadventures”drawn from Chapter VI, or encountersgenerated by the system in Chapter VIII, into the flowof the module. In the Eastern Realms, danger, excitement,<strong>and</strong> intrigue lurk around every corner.Act 1 —IntroductionsSet-upThe DM must devise a reason for the PCs to visitAru that fits well with earlier events in their adventuringlives. Perhaps the PCs have heard tell of thebeauty of the Shining Temple of Bishamon <strong>and</strong> havedecided to see it for themselves; or perhaps a PC’smaster has ordered him <strong>and</strong> his companions to travelto Aru for whatever reason; or perhaps the PCs havebeen shipwrecked on the coast near Aru town. In anycase, the DM should urge them to recuperate fromthe hardships of their journey by spending a night at“The Waiting Stone”, a local ryokan or inn (area 4 onthe city map). (Use the “Town Inn <strong>and</strong> House” map inthe Oriental Adventures hardcover book.)In terms of time, the season should be summer, <strong>and</strong>their arrival should be exactly seven days before thedate of the Ceremony of the Three Thous<strong>and</strong> Steps.(The Ceremony takes place traditionally “in high summer”,but the DM can shift the actual date so that itties in well with the actions of the PCs.)It’s difficult for the inhabitants of Aru town to ignorethe passing of time: each hour, the brass bell atthe Shining Temple of Bishamon chimes. The DM canuse this regular chime as a reminder to the PCs thattime is ebbing away, <strong>and</strong> that the Ceremony of theThree Thous<strong>and</strong> steps is fast approaching.Unquiet SlumbersIt’s chill at night, here in northern Wa, even inwhat’s supposed to be high summer. You’re gladthat your room includes a small brazier <strong>and</strong> a goodsupply of charcoal. You toss another chip of aromaticwood onto the glowing coals <strong>and</strong> disposeyourself for sleep. With crystal clarity, you hearthe great brass bell of Bishamon chime the hourfrom the hill above the town.Hardly have you settled yourselves on your futonswhen there’s a rap on the shoji of your room.A rap quiet enough to be polite, but still firm.You slide back the shoji. St<strong>and</strong>ing outside yourroom is a body of eight samurai clad in brown kimonos.Their leader bows respectfully to you . . . althoughhis h<strong>and</strong> never strays far from the hilt ofhis katana.“Konbanwa,” he says. “My master has orderedme to invite you to drink cha with him this evening.We will escort you to him. I must ask you to giveyour weapons into the keeping of my men. No dishonoris intended by this.”The leader of the samurai is Tsukku, one of Buntaro’slieutenants. If questioned, he will tell the PCs thathis master is Benju Matsutomo, daimyo of Aru Province.He doesn’t know why Benju wants to see thePCs—who Tsukku rather suspects are ronin <strong>and</strong> ne’erdo-wells,although he’ll never show this suspicion.Tsukku’s orders are to bring the PCs into Benju’s13

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