English edition v1.3.3

#Silence of Ryugu (龍宮の沈黙)

Contents

Naval-combat scenario (2~3 sessions). 2nd~4th dan PCs. Teaches surface / underwater zone rules. 3 ending routes: suppression / negotiation / smuggling exposure.

  • Recommended party: 3~5 PCs (2nd~4th dan)
  • Difficulty: Standard
  • Rules Covered: surface combat / underwater zones / sea yoma / negotiable yoma / smuggling system

#Background

South of Sakai Harbor. Recently, many merchant ships have vanished. Gin'emon of the Sakai Guild hires the PCs to investigate and resolve the cause.

True Cause (for GM):

  • The seal on Ryugu (undersea temple) is weakening. The attacks by the Ryugu Emissary side are warnings.
  • Some Sakai Guild merchants provoked Ryugu's anger through smuggling (yoma-material contraband).
  • A kappa is trying to act as intermediary.

#Scent (香)

#Sense of the First Scene

Harbor dawn begins with the fishy smell of the docks. The sun has not yet risen, but red light hangs only on the tips of the masts.

Each step on the planks makes the old boards breathe. Palms are rough from salt water. The ropes are twisted in the Nanban way: the smell of Sakai Harbor.

The wind from the sea is cold. A chill touches behind the ears. Far away: not a bell, but something like a bell. The sound of someone knocking on the bottom of a ship.

People keep their mouths shut. The harbor merchants do not meet anyone's eyes. Ill omen cannot become words. Once it becomes words, it becomes evidence.

#Voices of Key NPCs

Gin'emon (client, 4th-dan Sakai Guild merchant):

"Hah... another merchant ship has failed to return. The sixth already. The sea swallowing ships is not unusual, but this time is somewhat different."

"Fifty gold. Twenty gold in advance. If you do not return... well, that too must be the sea's will."

Kawajiro the Kappa (Veteran, negotiable yoma):

"Kuku... if humans came to this reef carrying cucumbers, that means they are sincere. I decided to listen once before eating."

"Ryugu is quiet. Quiet is the most dangerous thing. You still do not know what your merchants stole."

Ryugu Emissary (Elite, Act 3 route B):

"People of the land. Do you know the law of waves? A wave returns. What you cast into the sea, the sea will return to you."

"Show evidence. Oaths of the tongue dissolve in salt water."

#Mood Turns

Act 1 fog scene: when the ship enters the fog, the GM lowers the lights or cuts the music and leaves 10 seconds of silence. "...You cannot see ahead." The funayurei hallucinations erupt after this silence.

Act 1 -> Act 2 transition: when a thread (絲) marked with Ryugu's sign emerges from a funayurei's neck, the GM describes its texture as "silk so fine it might cut your finger." This is the moment the request gains another layer.

Act 2 reef scene: the first encounter with the kappa is not on the boat, but from "looking down from above." When the PCs raise their heads, it is there. Before the negotiation check, if a player offers a cucumber, the GM should show a one-beat change in the kappa's eyes through RP.

Act 3 route turns:

  • Route A entry: the sound of breaking waves suddenly swells. The opening note of battle.
  • Route B entry: the waves stop. Impossibly, the sea becomes a mirror. Signal for the Ryugu Emissary's appearance.
  • Route C entry: when the ship turns back toward the harbor, the wind blows from behind. The physical sensation of "you are returning."

#Background Music and Color

Primary colors: deep teal, silver scales, ink-black fog. Only in route B does gold (金) seep in: Ryugu's light.

Lighting tone: Act 1 cloudy gray; Act 2 evening purple and persimmon; Act 3 depends on route: red (A), platinum (B), sunset (C).

BGM image: low wave tones as the base. In the funayurei section, a thin high sound like plucking strings (弦) in reverse. When the Ryugu Emissary appears, a single shō (鉦) sounds.


#NPC

Gin'emon (4th-dan Sakai Guild merchant): client. Merchant on the surface, cautious underneath. Has smuggling information (hidden).

Kawajiro the Kappa (Veteran, negotiable yoma)

Wounds 3, Defense 13, Energy 9
Courage+1, Finesse+2, Physique+1
Domination +3
  • Techniques: Water Whip (Attack A, 2 Energy, range adjacent zone), Underwater Hiding (stance, maintain 2 Energy).
  • Special: offering a cucumber (胡瓜) gives negotiation Target Number -3. Base Target Number 15.
  • Motive: maintain peace between Ryugu and humans. Wants to persuade the humans to stop smuggling.

Pregen NPC: Takamaru (gaijin 2nd dan, captain)

Courage+2, Finesse+2, Physique+1, Wisdom+1
Energy 12, Wounds 4, Defense 11 (Nanban bulletproof)
  • Handles the ship. Intended to become Master in teppo + Navigation.
  • The PCs' transportation during the request.

#Enemy Composition

#Funayurei (舟幽靈, Minion, Incorporeal)

A ladle and incorporeal hands clinging to the ship's edge amid the fog.

Wounds 1, Defense 11 (Incorporeal 50%)
No Energy (when commanded) — Energy 10 when wandering
  • Attack: "The ship is sinking" hallucination (Mental Save; if Courage >= 11 fails, Defenseless).
  • Special: Incorporeal: attacks by characters without Exorcism Novice (1 point) are 50% negated. [Incorporeal] attack (2d10+0, apply §Exorcism Exemption Table: Exorcism Licensed(3 points)+ uses normal Defense; Novice grants -2 partial protection).

#Umibozu (海坊主, Elite)

Wounds 4, Defense 14, Energy 10
Courage+2, Physique+3
Domination +4
  • Techniques:
  • Great Wave (Attack A, 3 Energy, 2d10 + Physique(3) vs Defense): 2 Wounds + forced movement (off the ship).
  • Grasp (Attack B, 3 Energy): bind + pull underwater.
  • Underwater Defense (Defense, reservation 2 / improvise 3): hit Wounds -2 (minimum 1).

#Ryugu Emissary (龍宮使者, Elite, negotiable)

Wounds 3, Defense 15, Energy 11
Courage+1, Finesse+2, Presence+3, Wisdom+2
Domination +5
  • Techniques:
  • Dragon Seal (Attack A, 2 Energy): 1 Wound + water pillar (-2 to defense for 1 breath).
  • Wave Barrier (Defense, reservation 1 / improvise 2): automatic, Defense +2.
  • Special: negotiation Target Number 17. If "smuggling evidence is presented," -5 (= 12). If obeyed, attacks stop.

#Act 1: Departure and First Encounter (Session 1)

Place: Sakai Harbor -> southern sea.

Events:

  1. Gin'emon explains the request. 50 gold + merchant-ship escort request.
  2. Board Takamaru's ship (Mamei-go). One day of sailing.
  3. Midway: 5 funayurei attack. Hallucination attacks in the fog.

Funayurei Combat:

  • On the ship = treated as Rear Zone. If they approach underwater, treat as Front Zone.
  • PCs without Exorcism Novice (1 point) have attacks negated 50% -> Exorcism novices (automatic for esoteric monks / Pure Land Monks / onmyoji; other classes if they invested 1 point) are the main force. When receiving [Incorporeal] attacks, Licensed(3 points)+ builds are safest.
  • Bypass: escape the fog (2d10+Finesse+Navigation >= 13).

Information Gained: an odd thread (Ryugu sign) is found around the funayurei's neck. Clue.


#Act 2: Kappa Negotiation + Smuggling Investigation (Session 2)

Place: reef island at sea. A kappa sits above, waiting.

Events:

  1. Contact Kawajiro the Kappa. First impression: seems hostile, but actually wants negotiation.
  2. Negotiation check: 2d10+Presence+Negotiation >= 15 (12 if cucumber offered, Enryo Etiquette +3).
  3. On success: obtain information on Sakai Guild smuggling.

Kappa Testimony:

  • Some Sakai Guild merchants stole and smuggled a fragment of a Ryugu divine treasure (神寶).
  • Ryugu's anger -> warning attacks by the Emissary side.
  • The smuggler's identity: one of Gin'emon's associates (specific name provided).

Branch Choice (PC judgment):

Route A: Suppression:

  • Defeat the Ryugu raiding force. Umibozu + funayurei squad.
  • Short-term solution, but hostility with Ryugu is confirmed.

Route B: Negotiation:

  • Meet the Ryugu Emissary directly (guided by the kappa).
  • Target number 17. Presenting smuggling evidence gives -5.
  • On success, attacks stop + promise to punish the smugglers.

Route C: Smuggling Exposure:

  • Return to Sakai Harbor and accuse the smugglers.
  • Trigger internal conflict for Gin'emon (Gin'emon himself is innocent; an associate is guilty).
  • Internal Sakai Guild coup -> Kagura Domain intervention possible.

#Act 3: Ending (Session 3)

Climax by route.

#Route A Ending: Confrontation

  • Final battle against umibozu + 8 funayurei.
  • Includes underwater zones (Unarmed Combat +2, firearms unavailable, movement +1).
  • On victory, surface safety is restored but Ryugu becomes a permanent enemy.

#Route B Ending: Ryugu Emissary

  • Face the Ryugu Emissary.
  • Negotiation check target 17. Great success creates a peace accord.
  • Returning the smuggled fragment gives automatic success.

#Route C Ending: Storm in Sakai

  • Punish the smuggler inside the Sakai Guild. Political drama.
  • Some umibozu continue appearing (not a root solution).
  • Fame Kagura Domain +3, Sakai Guild -2.

#Step-by-Step Progression Guide

#Act 1 Progression Guide: Departure and First Encounter

CheckpointTimingWhat the GM DoesWhat the Players DoSignal (to Next Step)
Gin'emon's requestSession startPresent number of missing merchant ships and advance payment; leave room for suspicionAsk questions, Perception (2d10+Wisdom+Perception), negotiate termsRequest accepted, board Mamei-go
Departure and sailingMid-Act 1Introduce Takamaru, state shipboard = Rear Zone ruleShipboard positions, check Exorcism resourcesEnter sea fog
5 funayureiCombatDemonstrate hallucination attack and Incorporeal 50% negationExorcism novices lead, fog escape check (2d10+Finesse+Navigation >=13)Funayurei defeated
Thread (絲) clue foundAct endDescribe Ryugu sign, foreshadow request-layer shiftInterpret clue, discuss next directionSet course for kappa reef
  • Success branch: stable defeat through Exorcism focus + clue secured. More resources remain for Act 2 negotiation.
  • Failure branch: funayurei wound Captain Takamaru, ship speed -1. Kappa encounter is delayed, causing a +1 penalty to Act 2 checks.
  • GM control: make a PC without Exorcism Novice (1 point) feel the frustration at least 1 time: confirm attack 50% negation with dice. This is the scenario's core resource dynamic. But even investing only Novice 1 point gives incorporeal exemption + [Incorporeal] attack -2 partial protection. Use the scenario to show the build incentive: "without Exorcism Novice, spiritual enemies are almost impossible to fight."

#Act 2 Progression Guide: Kappa Negotiation and Smuggling Investigation

CheckpointTimingWhat the GM DoesWhat the Players DoSignal (to Next Step)
Approach the reefSession startKappa appears looking down from aboveDecide approach, reveal whether they have cucumberKappa's first line
Negotiation checkMiddleReveal Target Number 15 (cucumber -3, Enryo Etiquette +3)Declare 2d10+Presence+Negotiation, decide on Critical Hit useNegotiation success / failure confirmed
Gather testimonyOn successProvide smuggler name and divine-treasure fragment informationSort information, discuss routes A/B/CBranch route chosen
Route branchAct endSummarize likely consequences of 3 routesPC agreement, prepare next actRoute confirmed
  • Success branch: negotiation succeeds. Path to the Ryugu Emissary opens, and the smuggler's real name is secured. Players gain initiative.
  • Failure branch: negotiation fails. Kappa becomes hostile or neutral. Route B is blocked; choices narrow to A or C.
  • GM control: the route choice belongs to the players, but state in advance what each route loses. Suppression = Ryugu hostility, negotiation = harsh punishment for smugglers, exposure = loss of Sakai Guild trust. Every choice pays a price.

#Act 3 Progression Guide: Ending

Route A: Suppression

CheckpointTimingWhat the GM DoesWhat the Players DoSignal (to Next Step)
Encounter raiding forceStartPlace umibozu + 8 funayurei, announce underwater zonesDivide shipboard / underwater rolesCombat begins
Focus umibozuMiddleUse Great Wave (forced movement off ship) at the right timeUse firearms outside water, Unarmed Combat users enter waterUmibozu at half Wounds
Final resolutionClimaxTest temptation to retreat and attachmentSpend Critical Hits, deliver finishing blowUmibozu defeated
  • Success branch: surface safety restored, umibozu material acquired. Permanent Ryugu hostility is a seed for later campaigns.
  • Failure branch: ship sinks, PCs drift underwater. Takamaru rescues them; establish a debt relationship.
  • GM control: imprint the underwater-zone rule that firearms cannot be used at least 1 time. Push teppo-dependent PCs to change tactics.

Route B: Negotiation

CheckpointTimingWhat the GM DoesWhat the Players DoSignal (to Next Step)
Face Ryugu EmissaryStartPortray the waves stopping, announce Target Number 17Present smuggling evidence (if present, -5)Negotiation begins
Negotiation checkMiddleEmissary's test questions (confirm sincerity)2d10+Presence+Negotiation, spend Cohesion resourcesNegotiation result confirmed
Peace accordClimaxPresent fragment-return conditionDecide return / refusalResolution declared
  • Success branch: peace accord + Ryugu blessing. Sea-travel Fame +3 permanent. Ryugu handles punishment of the Sakai Guild smugglers.
  • Failure branch: on failed negotiation, immediate battle; shifts to route A, but the Emissary is added. Difficulty rises.
  • GM control: imply that without smuggling evidence, the check is practically impossible. The kappa testimony from Act 2 is designed to pay off here.

Route C: Smuggling Exposure

CheckpointTimingWhat the GM DoesWhat the Players DoSignal (to Next Step)
Return to SakaiStartPortray the harbor's anxiety and Gin'emon's reactionDecide accusation method (public / secret report / Kagura Domain)Accusation route decided
Internal coupMiddleSakai Guild splits, smuggler attempts escapeChase / arrest checks, present decisive evidenceSmuggler punished or arrested
Political resolutionClimaxDecide Kagura Domain intervention, announce remaining sea attacksClarify stance, reportResolution declared
  • Success branch: Sakai Guild reorganized, Kagura Domain influence increases. Fame Kagura Domain +3, Sakai Guild -2.
  • Failure branch: accusation collapses; even Gin'emon is suspected, and PC credibility falls. Umibozu attacks continue, setting up a retry scenario.
  • GM control: this route centers on conversation, checks, and RP, not combat. Keep the density of political drama, but leave the remaining sea threat in the background to show this is not a root solution.

#Rewards

Economic Tier Label: The gold values below are high-difficulty rewards in the Scenario Tier (co-08-05 §6.2). They may exceed the combat carry limit (20 gold), but they are compensation accumulated in the PC wallet after the scenario ends. In the next combat, PCs may bring only up to the carry limit from the wallet balance.

  • Route A: 80 gold + umibozu material (can be used for masterwork crafting).
  • Route B: 50 gold + Ryugu blessing (sea-travel Fame +3 permanent).
  • Route C: 30 gold + Sakai Guild political influence.

#GM Advice

  • Make underwater zones felt: make sure Unarmed Combat +2 and firearms unavailable are felt. Teppo-dependent PCs should be uncomfortable.
  • Incorporeal funayurei: an example showing the importance of even 1 point in Exorcism Novice. If no party member has Novice, 50% negation + [Incorporeal] attacks become nearly automatic-hit painful. With even 1 novice, the whole party can operate around that character.
  • Negotiable yoma: both Kawajiro and the Ryugu Emissary can be negotiated with. This episode breaks the assumption that "all yoma are enemies."
  • Smuggling flag: set Gin'emon as a suspicious client. Let players detect that "something is strange."