#Village of Seven Swords (七劍の里)
Contents
4-act structure (3~5 sessions). Kurosawa's 7 Samurai × Konsei Reiyotan. Request→recruitment→preparation→decisive battle→aftermath. Recommended for 2nd~3rd-dan PCs.
- Recommended Party: PC 4~7 people (2nd~3rd dan). Each takes one role among the "Seven Swords."
- Difficulty: Moderate~Hard
- Rules Covered: squad command/faction traits/farmer training/yoma negotiation/Core Zone contest/spirit veins/3-wave escalation
#Background
Hagoromo(羽衣), a small village at the foot of Mount Ibuki(伊吹山). A spirit-vein intersection lies beneath the village, but the villagers do not know. Akagumo's(赤蜘蛛) faction from Shuten Mountain is advancing to absorb this spirit vein. The 3rd wave is scheduled for the harvest season three months from now.
Rikichi, the village headman's grandson, has gone down to Sakai to hire "seven swordsmen." They do not have enough gold. They can only offer food and lodging.
#Scent
#Sensation of the First Scene
Evening at Sakai Harbor. Merchant-ship sails block the red sun, and the wharf smells of miso soup and salted fish. Street lanterns are being lit one by one. The wind from the sea is salty and lukewarm.
Rikichi sits in the corner of the cheapest tavern in the alley. Worn straw sandals. Inside the bundle on his knees, six gold coins clink. The boy touches them again and again. The hands of someone who knows that even giving all of it will not be enough.
On the day you arrive at Hagoromo, the scenery changes all at once. Rice fields before harvest lie golden, and morning smoke rises in rows above thatched roofs. Peaceful. So peaceful that the fact this place will soon collapse feels like a lie.
At night, wind descends from Mount Ibuki. The mountain smell is sweet and cold. Mixed into it is a faint muddy odor — the smell of rotting spiderweb. Experienced PCs notice it.
#Voices of Key NPCs
Okina, Village Headman — a hoarse old man's hollow voice. He saves words.
"A spirit vein... I saw such a thing only once when I was young. A night when light rose from the bottom of the well."
"Please protect the village. We lack gold. What we can give you is rice, a place to sleep, and — this old man's head."
Rikichi — fourteen-year-old boy. Speaks quickly and bows often.
"Swordsmen, I know this is not enough. Still... please, even one of you, even one, come with me."
"I can fight too. My grandfather taught me how to hold a yari. Truly."
"Hagoromo has good rice. And... good people."
Akagumo — low metallic voice. Before words, the sound of dragging spider silk arrives.
"A spirit vein is a flow. It is not something you humans can dam."
"Seven, is it. Good. If there are seven, I will hold seven funerals."
#Atmosphere Turning Points
Six gold coins: Act 1, the moment Rikichi pours the gold coins onto the table. Shift the tone from job negotiation to human drama. If you encourage price negotiation, the mood immediately cools — and that is good.
First scream: Act 2, the moment 1st-wave scouts reach a hut on the village edge and a home burns. Daytime peace breaks for the first time. The GM reads the scene where yellow harvest fields turn red in firelight.
Well seized: Act 3, when the 2nd wave occupies the central village well and allied Domination is pushed back by -1 for the first time. The villagers' eyes turn to the PCs — "Can these people really protect us?" Stage that doubtful look.
Spirit-vein resonance: Act 4, the first round when Akagumo reaches the Core Zone. A low rumble from the earth. Well water flows backward, and the village dogs all begin barking at once. The space feels changed.
#Background Music and Color
Low yellow-gold — pre-harvest rice fields and straw. Night is deep indigo, with only moonlight. When combat begins, red firelight collides with indigo. In spirit-vein manifestation sections, white light is mixed with blue. BGM: long shakuhachi breaths + taiko repeating more and more toward the latter half. The siege tone of Kurosawa's 7 Samurai is the baseline.
#NPCs
Okina (village headman, Mob) — age 70. Has seen a spirit-vein sealing rite in the past. Holds key information.
Rikichi (Mob) — age 14. PC assistant. Eager about farmer training.
Tenko (kotengu, Veteran) — friendly yoma. Can temporarily cooperate to protect the spirit vein. Negotiation Target Number 15 (Enryo Etiquette +3).
#Enemy Composition (3-Wave Escalation)
#1st Wave — Scouts (end of Session 1)
- lesser yoma x 8 (Mob) + Kooni squad (Minion 10 people)
- No commander → treated as wandering, base Energy 10
- Difficulty: Easy. Raids the village edge.
#2nd Wave — Main Force (end of Session 2 or Session 3)
- Kurokage (Veteran squad, 3 people) — black-spider yoma. Poison fangs + spider silk.
- Shiroiba (Veteran squad, 3 people) — white-fang yoma. Bite-tear + roar.
- Commander: lower oni warrior (Elite, Wounds 3, Defense 13)
- Difficulty: Moderate. Attempts to enter the village.
#3rd Wave — Akagumo Himself (end of Session 3 or Session 4)
Akagumo (赤蜘蛛) — upper Elite-grade
Wounds 5, Defense 15, Energy 12
Courage+3, Finesse+2, Physique+2, Wisdom+1
Domination +5
Techniques:
| Technique | Type | Energy | Check | Effect |
|---|---|---|---|---|
| Poison Fang | Attack A (Courage) | 2 | 2d10 + Courage(3) >= Defense | 1 Wound + poison(each lull -1, Physique>=13 removes) |
| Great Spiderweb | Attack B (Finesse) | 4 | 2d10 + Finesse(2) vs enemy 2d10+Physique | Binds many enemies in the zone(cannot move for 1 round) |
| Spiderweb Block | Defense | reservation 2/improvised 3 | automatic | Negates hit (spider silk absorbs impact) |
| [Licensed] Spirit-Vein Absorption | Kata | 5 | — | Recover Wounds +1 every round from the Ibuki spirit vein (only in the spirit-vein zone) |
Special: Spirit-Vein Resonance — while on the spirit vein, all bonuses +1.
#Pregens "Seven Swords" (each 1st~3rd dan)
#Commander — Hogo Masako (Samurai 3rd Dan, Fallen Noble Restoration Route)
Courage+3, Finesse+1, Physique+2, Wisdom+1, Presence+0, Fate+0
Energy 11, Wounds 6 (3+Physique 2+Tough), Defense 14
- Traits: Immovable Formation, Family Name, Tough, Duel Declaration(3rd dan), Retainer Summons(5th-dan route, not yet 5th dan — only free placement of a 1st-dan Veteran squad)
- Equipment: uchigatana, medium armor
#Swordsman — Hayame (Ronin 3rd Dan)
Courage+2, Finesse+3, Physique+1
Energy 13, Wounds 4, Defense 12
- Traits: Blade of the Wind, Wanderer's Instinct(Wanderer), Combo Slash(3rd dan)
- Equipment: ninjato
#Archer — Maria (Gaijin 2nd Dan, not Katori)
Courage+2, Finesse+2, Physique+0
Energy 12, Wounds 3, Defense 11
- Traits: Foreign Gunpowder, Outsider Affinity
- Equipment: tanegashima
#Strategist — Sosui (Scholar 2nd Dan)
Wisdom+3, Presence+1, Fate+1, Physique+0
Energy 10, Wounds 3, Defense 10
- Traits: Divine Calculation and Ghostly Strategy(Energy transfer), entering Military Science Master
- Equipment: fan
#Healer — Enku (Esoteric Monk 3rd Dan)
Courage+1, Physique+3, Wisdom+1
Energy 10, Wounds 7 (3+Physique 3+Tough), Defense 10
- Traits: Shura Seal, Child of Scripture, Tough, Vajra Invulnerability(3rd dan — Defense+2 stance)
- Equipment: katana, vajra, unarmored
#Scout — Kage (Shinobi 2nd Dan)
Courage+1, Finesse+3, Fate+1
Energy 13, Wounds 3, Defense 12
- Traits: Shadow Crossing, Viper Mark(2nd dan)
- Equipment: ninjato
#Heretic — Seika (Onmyoji 2nd Dan)
Wisdom+3, Presence+1, Fate+1
Energy 10, Wounds 2, Defense 10
- Traits: Shikigami Control (1 shikigami → increases to 2 at 2nd dan)
- Equipment: talismans
#Act 1 — Request and Recruitment (Session 1)
Location: Sakai Harbor.
- Rikichi has only 6 gold and is searching for "seven swordsmen."
- PCs join for different reasons: money, boredom, faith, curiosity, restoring a family name.
- Travel to Hagoromo Village (describe 1~2 days of travel; optional light 1st-wave encounter on the way).
#Act 2 — Farmer Training + 1st-Wave Scouts (Sessions 1~2)
Farmer Training System:
- Can train 20 village adults as "Mob militia."
- Training check: 2d10 + Wisdom + Military Science >= 13.
- On success: create 4 Mob squads (5 people each). Cohesion 2.
- During training, each PC takes a specific role:
- Sosui(scholar): Military Science +3 command
- Masako(samurai): Intimidation +2 discipline
- Enku(esoteric monk): Wounds reinforcement(Hardiness training)
- Enku/Seika: fear-immunity prayers
1st-Wave Defense: repel lesser yoma + Kooni scouts at the village edge. Test case for farmer militia. 1~2 squads may Rout at Cohesion 0 — tension.
#Act 3 — 2nd-Wave Main Force (Sessions 2~3)
Battlefield: outside the village + village Front Zone.
- Kurokage/Shiroiba Veteran squads attack from 2 directions.
- They try to Blockade the village entrance with spider silk → aiming first for the Core Zone(well).
- Well Core Zone: village center. Spirit-vein entrance. If enemies hold it for 3 rounds, spirit-vein absorption begins.
- Enku/Seika are central to Core Zone defense. Hayame/Kage counterattack through the Flank Zone.
Core Zone Control Rule:
- allied Domination vs enemy Domination (offset). Advantage for 3 consecutive rounds = Core Zone erased(spirit vein sealed).
- During the 2nd wave, enemies may gain advantage for 1~2 rounds — PCs must work to retake it.
#Act 4 — 3rd-Wave Akagumo Showdown (Sessions 3~4)
Battlefield: entire village + spirit-vein intersection(Core Zone).
- Akagumo appears in person. After the main force and squads are wiped out, he charges alone toward the well.
- Stop Spirit-Vein Absorption: Akagumo recovers Wounds +1 each round in the spirit-vein zone. He must be dealt with quickly.
- Tenko Joins: if PCs succeeded at negotiating with Tenko in Acts 2~3 — Tenko voluntarily joins during the 3rd wave. Support from 1 Veteran squad(tengu).
Recommended Tactics for the Showdown:
- Masako/Enku: Front Zone defense (block Akagumo's approach)
- Maria: Rear Zone teppo sniping ([Pierce all] is favorable)
- Kage: Flank Zone ambush (first attack check +2)
- Hayame: melee damage
- Sosui: Energy-transfer support
- Seika: lure/disrupt with 2 shikigami
- Victory Condition: Akagumo Wounds 0.
- Defeat Condition: enemy controls Core Zone for 3 consecutive rounds = spirit-vein absorption = Shuten Mountain rises (campaign change).
#Step-by-Step Progression Guide
#Act 1 Progression Guide
| Checkpoint | Timing | What the GM Does | What Players Do | Signal(to next step) |
|---|---|---|---|---|
| Opening | 0~15 min | Read Scent prologue(Sakai Harbor), introduce Rikichi | Opening RP between characters, declare reasons to join | Rikichi's offer |
| Job negotiation | 15~45 min | Emphasize lack of 6 gold, explain village situation | Acceptance RP based on Three Ways and Six Hearts, divide roles | Joining confirmed |
| Journey | 45~90 min | Light 1st-wave encounter during travel(optional) | Wilderness checks, initial squad Cohesion setup | Arrival at Hagoromo |
| Village introduction | 90~120 min | Meeting with Okina, explain village terrain | Geography sketch, defense-plan draft | To Act 2 |
- Success branch: seven join + village terrain understood → Act 2 training begins. Each PC declares as volunteer for a specific role.
- Failure branch: too few PCs or failed negotiation → PCs arrive late, after the village has partially burned while defending itself. Difficulty +1.
- GM control: (1) Do not let job negotiation revolve around money. Ask each PC's personal reason first. (2) Adding a light 1st-wave encounter during the journey can let the group experience squad Cohesion early.
#Act 2 Progression Guide
| Checkpoint | Timing | What the GM Does | What Players Do | Signal(to next step) |
|---|---|---|---|---|
| Gather adults | 0~20 min | Introduce 20 village adults, include frightened and aggressive ones | Divide roles(Sosui commands, etc.) | Training check begins |
| Training montage | 20~60 min | 2d10+Wisdom+Military Science >= 13 check; on failure, Cohesion 2→1 | Training checks, personal RP scenes by PC | 4 Mob squads formed |
| Defense design | 60~90 min | Recheck village terrain, confirm barricade positions | Build formation, agree on well defense line | 1st wave foreshadowed |
| 1st-wave defense | 90~150 min | lesser yoma+Kooni scouts charge in | Use militia squads, light combat | 1st wave repelled |
- Success branch: repel 1st wave + maintain militia Cohesion → village morale rises, Act 3 Core Zone defense gains a 1-round advantage.
- Failure branch: 1~2 militia squads Rout at Cohesion 0 → insufficient training. Only 3 militia squads available in Act 3. Add emotional pressure with Okina saying, "My grandson is among them."
- GM control: (1) Do not make the training montage only checks. Split it into short personal scenes for each PC — for example, Enku teaching a frightened adult a prayer. (2) The 1st wave must be defeatable. The goal is not Wounds attrition, but laying the foundation for the 2nd wave.
#Act 3 Progression Guide
| Checkpoint | Timing | What the GM Does | What Players Do | Signal(to next step) |
|---|---|---|---|---|
| 2nd-wave warning | 0~15 min | Read Scent "First scream," reveal enemy formation | Reconfirm defense placement, decide whether to negotiate with Tenko | Kurokage and Shiroiba appear |
| Flank Zone clash | 15~60 min | 2-direction squad attack, attempt spider-silk Blockade | Flank Zone counterattack(Hayame/Kage) | Core Zone pressure begins |
| Core Zone contest | 60~120 min | Track allied Domination vs enemy Domination accumulation | Enku/Seika defend Core Zone, Sosui transfers Energy | 3-round decision |
| 2nd-wave wrap-up | 120~150 min | Lower oni warrior flees/is defeated | Handle militia losses, evacuate wounded | Act 4 foreshadowing |
- Success branch: hold Core Zone + defeat lower oni warrior → Akagumo's main force is already worn down. In Act 4, reduce how often Akagumo reserves Spiderweb Block (GM discretion).
- Failure branch: enemy holds Core Zone for 1~2 rounds → at Act 4 start, the spirit vein is faintly active. Akagumo's Spirit-Vein Absorption recovery accelerates to +2. Maximize time pressure.
- GM control: (1) Encourage Tenko negotiation between Acts 2~3. On failed negotiation, Tenko remains neutral; on success, Tenko becomes decisive reinforcement in Act 4. (2) For the Core Zone contest, reveal Domination totals to players every round — the tension comes from the numbers.
#Act 4 Progression Guide
| Checkpoint | Timing | What the GM Does | What Players Do | Signal(to next step) |
|---|---|---|---|---|
| Akagumo appears | 0~15 min | Read Scent "Spirit-vein resonance," emphasize Domination +5 | Duel Declaration(Masako), final formation confirmed | First round |
| Front Zone collision | 15~60 min | Alternate Poison Fang/Great Spiderweb, activate spirit-vein absorption | Masako Immovable Formation, Enku Vajra Invulnerability | Core Zone entry |
| Core Zone showdown | 60~120 min | Emphasize spirit-vein zone recovery +1, offer Critical Hit timing | Maria teppo sniping, Kage Flank Zone ambush | Akagumo Wounds 2 or less |
| Climax | 120~150 min | Stage Tenko joining(if success), Akagumo's final struggle | Focus cooperation, declare Three Ways and Six Hearts | Wounds 0 or defeat |
- Success branch: Akagumo Wounds 0 → spirit-vein seal restored. Shuten Mountain uprising delayed. Enter "on victory" aftermath.
- Failure branch: enemy holds Core Zone for 3 consecutive rounds → spirit-vein absorption complete. Enter "on defeat" aftermath. Failure to uphold Loyalty, Void accumulates. Overall campaign difficulty rises.
- GM control: (1) Reveal spirit-vein absorption recovery every round — narrate "Akagumo's wounds close again." The time pressure should feel like a scene, not only a number. (2) Sending one PC close to death in the final round fits the Kurosawa tone. Actual death, however, requires player consent.
#Aftermath
On Victory:
- Hagoromo Village survives. Reputation +3 (Ibuki region), Kagura Domain reputation +2.
- Receive 6 gold (immediate thanks promised by villagers).
- If the village-defense achievement is reported to the Ibuki-side magistrate and Kagura Domain, post-scenario reward around 12 gold recommended. The economic reward for this long-form scenario should be matched through this achievement reward rather than the villagers' thanks.
- Secure Tenko permanently as a friendly NPC (if negotiation succeeded).
- Rikichi wants to become a PC assistant. Next campaign hook.
On Defeat:
- Village destroyed. PC survival condition: Wounds 0 → Physique check >= 11 success.
- Spirit-vein absorption → Akagumo advances. Campaign main enemy strengthened.
- Three Ways and Six Hearts impact (failure to uphold Loyalty, accumulation toward Void).
#GM Advice
- 3-wave escalation: Give upkeep time between waves, or PCs continue into the next wave depleted. Handle lull processing thoroughly.
- Diversity of the Seven Swords: Arrange for all 7 roles to have important moments. This is a team story, not one hero's tale.
- Tenko choice: Negotiation Target Number 15 (hard). First cooperation with a yoma — trigger for a Three Ways and Six Hearts shift.
- Rikichi and Okina: Civilian NPC survival invests emotion. Okina's inherited story of the "spirit-vein sealing rite" is a key clue.
