#First Blood (初の血)
Contents
A 1st-dan introductory scenario. 1 session(about 2~3 hours). A one-act scenario that lets new players experience the basic combat/squad/zone rules.
- Recommended Party: PC 3~4 people (1st dan)
- Difficulty: Easy~Moderate
- Rules Covered: rounds/counts/one breath/Immovable Formation/Flank Zone ambush/Breakthrough/squad orders/incorporeal beings/yoko disguise
#Background
A mountain road in northern Kagura Domain. Several merchant carts have recently gone missing. The domain lord orders an investigation. The PCs are assigned as 1st-dan warriors belonging to Kagura Domain.
True cause: an oni faction from Shuten Mountain is tracking a spirit-vein. The merchants on that road were accidental victims. A small band led by the oni warrior Akatsuki.
#Scent
#Sensation of the First Scene
A late-autumn afternoon, with the sun caught on the western ridge. The smell of wet fallen leaves. Fog lies knee-deep along the mountain road. Each footstep parts it, and it quietly closes again.
A single gust sweeps the forest, and cedar treetops creak long and low. One crow calls in the distance. After that, nothing. Far too much nothing.
The first thing to reach your nose is the smell of wet earth. Next comes a very faint, but unmistakable, smell of blood. Something not yet dry. Dark red marks continue in dots along the grass by the road. About one finger apart.
In the fog, the black silhouette of an overturned cart appears first. One wheel is slowly turning toward the empty air. That means it has not stopped yet.
#Voices of Key NPCs
Jiro, the Cartman — hoarse voice, short breaths. His sentences often break off.
"Five... there were five with horns. Little ones below them... too many to count."
"Yoji... Yoji should be safe. He hid behind the cart. Go... please check, my lord."
"Save me... please save me. I have three daughters at home."
Akatsuki, Oni Warrior — low, slow bass. Each ending falls heavy.
"The smell of humans. It comes before blood."
"Stand aside. You are not what I came to cut today. ...But if you remain standing, I may cut you."
"The spirit-vein is ours. This mountain, that mountain, and every place beyond your knowing."
Yoko(disguised as Yoji) — trembling boy's voice. Somehow one beat late.
"I... I was only riding on the cart. As you can see, I have no weapon."
"I met Elder Jiro in Sakai. I am certain. Truly."
#Atmosphere Turning Points
First blood: the moment lesser yoma 6 burst out from the cart wreckage. The fog pulls back all at once, and sunset light falls slantwise onto the road. The GM stops reading here and asks for the first initiative check. From silence to combat, the rhythm changes at once.
Roar: the scene where Akatsuki appears on the ridge. The wind turns the other way, and the squad's spear tips tremble faintly. Rather than calling out the Cohesion -1 as a number, portray it as "one subordinate nearly drops the spear from their hand."
When the mask comes off: the moment the yoko's disguise is seen through. The sun has already set, and the first torch is lit. Yoji's face smiles one beat late. That smile is not human.
#Background Music and Color
The dominant colors are wet gray and green. Red only mixes in during the brief moment when sunset enters. During combat, leave only the orange light of a torch. BGM image: the sustained tone of low strings + an occasional small drum. A genre where silence is more frightening.
#NPCs
#Allies
Jiro, the Cartman (Mob, Wounds 0)
- A surviving witness. His wounds make walking difficult.
- Can provide information to the PCs: "Five oni, and more than ten smaller things..."
- A civilian who must be protected during the scenario.
Kagura Domain Spearman Squad (Minion 5 people, Cohesion 3)
- A squad assigned to one PC(the commander).
- Equipped with yari. Defense 12(light armor). Wounds 1.
- Squad order 2 Energy (Wisdom+2 discount).
Kagura Domain Archer Squad (Minion 3 people, Cohesion 3)
- A squad assigned to one PC(Rear Zone commander).
- Equipped with bows. Defense 11. Wounds 1.
#Enemies
Akatsuki, Oni Warrior (Elite)
Wounds 4, Defense 14, Energy 10
Courage+3, Finesse+0, Physique+2
Domination +4
Techniques:
| Technique | Type | Energy | Check | Effect |
|---|---|---|---|---|
| Heavy Blow | Attack A (Courage) | 3 | 2d10 + Courage(3) >= Defense | 1 Wound + enemy Domination -1 |
| Sweeping Strike | Attack B (Physique) | 3 | 2d10 + Physique(2) >= Defense | Each of 2 bodies in the same zone checks. 1 Wound each. |
| Kanabo Block | Defense | reservation 2/improvised 3 | 2d10 + Physique(2) >= enemy attack | Negates the hit. |
Special: Roar (upkeep) — during lull, adjacent-zone squad Cohesion -1.
lesser yoma x 6 (Mob) — Wounds 0, automatically killed when attacked. Domination 0.5 each.
Gaki Squad (Minion 4, Defense 11) — commanded by Akatsuki. No separate Energy (uses the commander's Energy).
- Claw Tear (when 2 Energy is paid): 2d10+0 >= Defense. 1 Wound.
One yoko (Minion, disguised)
- Appearance: the cartman "Yoji." Actually a yoko.
- Maintaining disguise: if Perception >= 13 fails, cannot be seen through.
- If seen through: Defense 12, Wounds 1, claws + disguise evasion.
#4 Pregens (1st Dan)
#Hayashi Genzaburo — Samurai 1st Dan
Courage+2, Finesse+1, Physique+1, Wisdom+0, Presence-1, Fate+0
Energy 11 (10+Finesse 1), Wounds 5 (3+Physique 1+Tough), Defense 14 (medium armor)
- Traits: Immovable Formation [stance], Family Name [aptitude] (Fallen Noble), Tough [general]
- Skills: Swordsmanship(Trained), Fighting Spirit(Novice), Horsemanship(Novice), Military Science(Novice), Bearing(Novice), Intimidation(Novice), Perception(Novice), Negotiation(Novice)
- Equipment: uchigatana, medium armor
- Three Ways and Six Hearts: Way of Rites 忠
- Squad: spearmen 5 assigned
#Kuro — Ronin 1st Dan
Courage+1, Finesse+2, Physique+0, Wisdom+0, Presence+1, Fate+1
Energy 12 (10+Finesse 2), Wounds 3 (3+Physique 0), Defense 12 (light armor)
- Traits: Blade of the Wind [aptitude] (movement Energy -1, free Core Zone), Wanderer's Instinct [aptitude] (Wanderer)
- Skills: Swordsmanship(Trained), Speed(Novice), Perception(Novice), Survival(Novice), Infiltration(Novice), Negotiation(Novice), Footwork(Novice), Scouting(Novice)
- Equipment: ninjato (short weapon), light armor
- Three Ways and Six Hearts: No Heart (無心)
#Enku — Esoteric Monk 1st Dan
Courage+1, Finesse+0, Physique+2, Wisdom+1, Presence-1, Fate+0
Energy 10 (10+Finesse 0), Wounds 6 (3+Physique 2+Tough), Defense 10 (unarmored)
- Traits: Shura Seal [aptitude] (Core Zone melee -1 Energy, free Core Zone), Child of Scripture [aptitude] (Temple-Raised), Tough [general]
- Skills: Exorcism(Trained), Fighting Spirit(Novice), Barrier(Novice), Prophecy(Novice), Hardiness(Novice), Negotiation(Novice), Sorcery(Novice), Medicine(Novice)
- Equipment: katana, unarmored, vajra(sidearm)
- Three Ways and Six Hearts: Way of Emptiness 慈
#Maria — Gaijin 1st Dan
Courage+1, Finesse+1, Physique+0, Wisdom+1, Presence+0, Fate+1
Energy 11 (10+Finesse 1), Wounds 3, Defense 11 (Nanban bulletproof vest)
- Traits: Foreign Gunpowder [aptitude] (teppo [Pierce all], fixed target 11), Foreigner's Affinity [aptitude] (gaijin automatic)
- Skills: Archery(Trained, covers bow+teppo), Perception(Novice), Speed(Novice), Navigation(Novice), Deceit(Novice), Survival(Novice), Negotiation(Novice), Disable(Novice)
- Equipment: tanegashima(teppo), dagger(sidearm)
- Three Ways and Six Hearts: Way of Mystery 眞
- Squad: archers 3 assigned
#Scene Structure (1 Session)
#Act 1 — Entering the Mountain Road (about 30 minutes)
Location: mountain-road entrance. Overturned cart. Jiro is hiding, covered in blood.
Events:
- PCs discover the cart. Rescue Jiro.
- Jiro's testimony → information on the oni faction.
- lesser yoma 6 burst out from the cart wreckage (warm-up combat).
Lesser Yoma Combat — Warm-Up:
- Zone: mountain road (narrow path, Domination cap 4). When PCs reach the cap, Blockade(designate 1 Blockader, long weapon +1 / short weapon -1, Blockader Defense +1). New lesser yoma entry is possible only through a Target Number 15 Blockade Breakthrough.
- lesser yoma automatically die when attacked. Squad volley fire is effective.
- Learning goal: basic counts/breaths/attack checks + feel for narrow-path Blockade.
- Clear within 2~3 rounds.
#Act 2 — Defending the Cart (about 60 minutes)
Location: small battlefield centered on the cart. The forest surrounds both sides of the Front Zone.
Battlefield Layout:
[Flank Zone — forest on both sides] [Allied Front Zone — in front of cart] [Enemy Front Zone — forest exit]
Genzaburo + spearmen 5 Akatsuki + gaki 4
[Allied Rear Zone] [Enemy Rear Zone — in forest]
Maria + archers 3 (Jiro is lying prone)
Enku Yoko(disguised)
Kuro(can infiltrate the Flank Zone)
Events:
- Akatsuki appears — Roar reduces squad Cohesion -1. (automatic at act start)
- Gaki squad attacks the Front Zone — Claw Tear under Akatsuki's command.
- Kuro may attempt a Flank Zone bypass ambush (first attack check +2).
- Maria's teppo — [Pierce all] fixed target 11. Effective for dropping Akatsuki quickly.
- Enku can enter the Front Zone Core Zone (Shura Seal — free entry).
Key Combat Points:
- Genzaburo's Immovable Formation → Front Zone Domination +4. If Akatsuki fails Breakthrough, he cannot move + becomes Defenseless.
- Maria teppo 2d10 >= 11 (fixed). [Pierce all]. One shot reduces Akatsuki's Wounds -1.
- Enku's vajra Exorcism bonus.
- Kuro Flank Zone ambush → first attack check +2. On a double, it is a normal Critical Hit = 2 Wounds.
Allied Victory Conditions:
- Defeat Akatsuki (deplete Wounds 4).
- Or eliminate all gaki + force Akatsuki to flee (Wounds 2 or less + Cohesion confusion).
#Act 3 — The Yoko's Identity (about 30 minutes)
Location: after combat. Jiro receives wound treatment and points at "Yoji."
Events:
- A person named "Yoji" was lying beside the cart. No wounds (suspicious).
- PC Perception check (2d10 + Finesse + Perception >= 13). On success, see through the yoko's identity.
- Yoko — scout of Akatsuki's faction. Trying to deliver PC information to Shuten Mountain.
- If the yoko is seen through, it attempts to flee. A 2-round chase if pursued.
- Capture the yoko → learn Shuten Mountain's spirit-vein search plan. Kill it → information lost but danger removed.
Three Ways and Six Hearts Choices:
- prioritize information(Truth/strategy) → toward 眞.
- immediate execution(Loyalty/ruthlessness) → toward 覇.
- negotiate with the yoko(2d10+Presence+Negotiation >= 17) → toward 慈.
#Step-by-Step Progression Guide
#Act 1 Progression Guide
| Checkpoint | Timing | What the GM Does | What Players Do | Signal(to next step) |
|---|---|---|---|---|
| Opening | 0~5 min | Read Scent prologue(fog, overturned cart) | Opening RP between characters, confirm squad commanders | Cart discovered |
| Cart search | 5~15 min | Signal Jiro's scream, prompt Perception checks | Perception/Survival checks, rescue Jiro | Jiro's testimony |
| Hear testimony | 15~25 min | Deliver information in NPC voice | Question RP, grasp oni numbers | lesser yoma emerge |
| Warm-up combat | 25~30 min | Stage lesser yoma 6 emerging, explain narrow-path Blockade | Experience counts/breaths, designate Blockader | lesser yoma wiped out |
- Success branch: clear lesser yoma + secure Jiro's safety → to Act 2. Jiro's testimony becomes information for the next battlefield layout.
- Failure branch: if Jiro dies → clue to the yoko's identity is delayed to late Act 2. Three Ways and Six Hearts 虚 1 accumulates.
- GM control: (1) Make initiative in the first round favorable to the PCs. The goal is rules experience. (2) Use this chance to explain Blockade — if lesser yoma enter from 2 zones at once, it naturally calls for designating a Blockader.
#Act 2 Progression Guide
| Checkpoint | Timing | What the GM Does | What Players Do | Signal(to next step) |
|---|---|---|---|---|
| Battlefield deployment | 0~10 min | Explain forest/cart zone layout, present Front Zone/Rear Zone/Flank Zone table | Declare positions, place squads | Akatsuki appears |
| Roar | 10~15 min | Stage Roar, state squad Cohesion -1 | Check Cohesion decrease, psychological RP | First round begins |
| First clash | 15~35 min | Use gaki squad Claw Tear, prompt Immovable Formation response | Manage counts, choose defense reservation/improvised defense | Kuro's Flank Zone opportunity |
| Flank Zone ambush | 35~45 min | Confirm first attack +2 and ambush declaration | Kuro's Flank Zone bypass, ambush declaration | Focus attacks on Akatsuki |
| Climax | 45~55 min | Alternate Akatsuki's Heavy Blow/Sweeping Strike, keep Energy tension | Maria teppo shot, Enku enters Core Zone | Akatsuki Wounds depleted |
| Wrap-up | 55~60 min | Stage Akatsuki fleeing/being defeated | Clear battlefield, treat wounds | To Act 3 |
- Success branch: defeat Akatsuki → obtain a Shuten Mountain letter from his belongings. The yoko remains as an observer, strengthening the Act 3 hook.
- Failure branch: PC squad Cohesion 0 + commander wounded → Akatsuki flees. The cart and Jiro are protected, but the faction remains intact. Connect to a chase in a follow-up scenario.
- GM control: (1) Do not forget that 1st-dan Wounds are 3~5. If Akatsuki tries to drop 2 people at once, pacing can run away. Save Sweeping Strike for the right moment. (2) If Kuro gives up on Flank Zone infiltration, whisper, "You can see an opening on Akatsuki's left."
#Act 3 Progression Guide
| Checkpoint | Timing | What the GM Does | What Players Do | Signal(to next step) |
|---|---|---|---|---|
| Upkeep | 0~5 min | Resolve lull, read Scent "When the mask comes off" | Reset Energy, check wounds | Yoji discovered |
| Suspicion | 5~15 min | Seed awkwardness in the yoko's speech | Perception 2d10+Finesse+Perception >= 13 | Check result |
| Branch after reveal | 15~25 min | Respond to yoko flight or negotiation branch | Choose pursuit/negotiation/execution | Result fixed |
| Three Ways and Six Hearts record | 25~30 min | Record the choice result on the character sheet | Declare direction toward 眞/覇/慈 | Scenario end |
- Success branch: capture or negotiate with the yoko → obtain Shuten Mountain spirit-vein search plan. Main campaign hook begins.
- Failure branch: the yoko flees and delivers PC information to Shuten Mountain → in the next scenario, enemies know PC tactics in advance and prepare. This is a story branch, not a penalty.
- GM control: (1) On a failed Perception check, do not immediately reveal the identity; after the session ends, leave an aftertaste with "Yoji disappeared on the road back to the village." (2) For the first Three Ways and Six Hearts shift, ask the player explicitly — "This choice is recorded as your Way."
#Rewards
- Dan advancement point: completing the first battle → 1/3 of the condition for entering 2nd dan.
- Reputation: Kagura Domain +1 (saved northern merchants). Sakai merchant alliance +1 (protected merchants).
- Gold: Jiro's gratitude — 3 gold shared by the party.
- Information: Shuten Mountain spirit-vein search plan (campaign hook).
#GM Advice
- 1st-dan survivability: Wounds 3~5. One or two hits are dangerous. Caution is required.
- Akatsuki difficulty: a frontal duel can be heavy — guide cooperation through Kuro's ambush + Maria's teppo + Enku's Exorcism.
- Yoko choice: can trigger the first Three Ways and Six Hearts shift. The GM records the result.
- Wounds 0 handling: use the basic rules in Wounds and Defeat. Because this is the first 1st-dan scenario, however, it is better to play out a Wounds 0 result as severe injury, unconsciousness, or capture when possible, and apply actual death only with player consent.
