English edition v1.3.3

#Night in the Tenshukaku (天守閣の夜)

Contents

Political-drama scenario (1~2 sessions). 3rd~5th dan PCs. Combat is optional; negotiation and private talks are central.

  • Recommended party: 3~5 PCs (3rd~5th dan), with builds strong in Negotiation / Perception / Stratagem favored
  • Difficulty: Intermediate~advanced (RP-centered)
  • Rules Covered: Negotiation checks / reputation / private-talk events / Three Ways and Six Hearts test / 5-faction politics

#Background

Kagura Domain lord Nobutsuna has invited the representatives of the 5 major factions to the tenshukaku. On the surface: "an agreement on responding to the Spirit Realm Gate." Beneath it: the factions' interests collide. Nighttime private talks, assassination attempts, bribes, and betrayals cross paths.

The PCs are:

  • Members of Kagura Domain assigned to guard the lord.
  • Or attendants to another faction's representative.
  • Or independent diplomats.

#Scent (香)

#Sense of the First Scene

Castle keep top floor at night, ~20 swaying paper lanterns, cherry petals through an open shoji onto tatami, a brazier glow

The sun sets. The top floor of the tenshukaku. Twenty or so lanterns hung from the tiled eaves sway slowly. A few cherry petals drift through the open shoji and settle on the tatami. The first smell is the oil burning in paper lanterns; after it comes the iron smell of a freshly polished sword. When someone steps on the floorboards, they creak, a beat late.

Far away, the night watchman's wooden fish sounds twice in the castle town. It soon stops. Wind blows from the south, carrying the river's damp smell. Only by Nobutsuna's study does one stick of incense burn: aloeswood. The smell of power. From the other four representatives' rooms, different scents leak out. Anyone who passes these rooms can tell who is within by smell.

#Voices of Key NPCs

Kagura Nobutsuna (quietly, from behind): "My lord, you stand on no one's side. That is why tonight, I ask you to stand beside me. Before dawn, someone must be cut down, and someone must live. I have not yet decided."

Rennyo, Grand Sojo of the Hiei League (hands together, low tone): "The Dharma is compassion, yet compassion is also a blade. As long as the merchants' crowd incites the people, I have no intention of setting these prayer beads aside. ...You understand that righteousness as well, do you not?"

The Ikko-ikki Shonin (voice trembling, but unbroken): "The lord speaks of treaty. The Grand Sojo speaks of order. I come from a village where three children starved to death this morning. Shall I tell you their names? Will you write those names into the treaty?"

#Mood Turns

The moment the formal meeting collapses, the texture of the incense changes. The daytime aloeswood dies out, and the night's oil smell settles in fully. Half the corridor lanterns go dark, leaving only one side lit. Just after the representatives withdraw to their own rooms, the entire castle goes still as if holding one breath. In that stillness, a shinobi's footstep, the weight of a bribe pouch, and the sound of a document being torn all become distinct.

After midnight, cherry petals are swept by the wind all the way to the corridor's end. This is the GM's signal: the quiet drama now turns to the blade.

#Background Music and Color

The color is vermilion: vermilion-lacquered pillars, red lanterns, red embroidered cushions. But the shadows are not black; they are deep indigo. The music is a broken phrase of shakuhachi. For private-talk scenes, cutting the sound entirely works well. Just before an assassination attempt: one beat, then the sound of a single koto string snapping.

Scents of the 5 representatives:

  • Nobutsuna: aloeswood. The weight of power.
  • Rennyo: the smell of fire. Ash from a goma altar. Piety and repression have the same smell.
  • Gin'emon: no sword oil; instead, ink and the paper smell of ledgers. And the iron tang of silver coins.
  • Yoshihiko: old paper and dry ink. The smell of a bookworm. His room is the quietest.
  • Shonin: rice-rinsing water and sweat. A cup of sake after a speech. The most human scent.

#5-Faction Representative NPCs

#Kagura Nobutsuna (9th-dan samurai, domain lord)

Courage+3, Finesse+1, Physique+3, Wisdom+3, Presence+2, Fate+1
Energy 11, Wounds 7, Defense 15
  • Three Ways and Six Hearts: Way of Rites, Loyalty (surface) / Hegemony (underside).
  • Negotiation intent: a joint defense treaty for the Spirit Realm Gate.

#Rennyo, Grand Sojo of the Hiei League (7th-dan Pure Land Monk)

Wisdom+2, Presence+3, Physique+1
Energy 10, Wounds 6 (3+Physique 1+Tough×2), Defense 10
  • Three Ways and Six Hearts: Way of Emptiness, Compassion (surface) / Way of Rites, Hegemony (actual).
  • Negotiation intent: expansion of authority to suppress heresy.

#Gin'emon, Sakai Guild Representative (6th-dan merchant)

Wisdom+2, Presence+3, Fate+2
Energy 10, Wounds 4, Defense 10
  • Three Ways and Six Hearts: No Heart.
  • Negotiation intent: guaranteed trade routes + amnesty for smuggling.

#Yoshihiko, Enryokan Director (5th-dan scholar)

Wisdom+3, Presence+1
Energy 10, Wounds 3, Defense 10
  • Three Ways and Six Hearts: Way of Mystery, Truth.
  • Negotiation intent: securing yoma-research resources.

#Shonin, Ikko-ikki Representative (5th-dan arahitogami / Pure Land Monk dual build)

Presence+4, Physique+1, Fate+2
Energy 10, Wounds 4
  • Three Ways and Six Hearts: Way of Emptiness, Compassion (the people), Hegemony (unrest).
  • Negotiation intent: ending pressure from the Hiei League.

#Structure

#Act 1: Formal Meeting (Day)

Location: great hall of the tenshukaku.

Events:

  1. Nobutsuna's opening remarks.
  2. Opening statements from each faction representative (RP).
  3. Agenda: treaty for responding to the Spirit Realm Gate.
  4. Clashes:
  • Rennyo vs Shonin (religious dispute).
  • Gin'emon vs Yoshihiko (economics vs scriptural interpretation).
  • Nobutsuna attempts mediation.

PC Roles:

  • Kagura Domain PC: bodyguard duty + advising the lord.
  • Other-faction PC: advocate for their representative's agenda.
  • Independent PC: mediate the dispute or gather information.

Example Checks:

  • 2d10+Finesse+Perception >= 13: grasp part of the representatives' true feelings.
  • 2d10+Wisdom+Stratagem >= 13: gain a hint for analyzing each faction's interests.
  • 2d10+Presence+Negotiation >= 15: one representative can be persuaded.

#Act 2: Night Private Talks (Evening ~ Midnight)

After the formal meeting fails, each representative holds private talks in a separate room. The PCs may attend as they choose.

d10 Private-Talk Events:

d10EventParticipating Faction
1Rennyo asks the PCs to slander Enryokan in exchange for heresy informationHiei League
2Gin'emon offers the PCs a 50-gold bribe to steer votes toward the Sakai GuildSakai Guild
3A Nobutsuna retainer attempts an assassination (Shonin is the target)Kagura Domain (secret)
4Yoshihiko asks the PCs to share yoma-research materialsEnryokan
5Shonin appeals to the PCs about the people's sufferingIkko-ikki
6A Hiei League warrior monk spies on the Ikko-ikki representative's roomHiei League
7Documents proving Gin'emon's smuggling are stolenSakai Guild
8Nobutsuna tests the PCs by asking, "Whose side are you on?"Kagura Domain
9Yoma (external intrusion): discovered inside the tenshukakuExternal
10Betrayal: one PC is secretly communicating with another factionSituation-dependent

The PCs' choices in each event affect reputation, Three Ways and Six Hearts, and later scenarios.


#Act 3: Dawn Agreement (Optional)

Depending on the results of the private talks:

  • Treaty concluded (all factions satisfied) -> campaign turns toward peace.
  • Treaty collapses (conflict explodes) -> war scenario ignites.
  • Middle path: agreement excluding one faction -> hostility with the excluded faction.

The PCs' Final Choice:

  • Prioritize Kagura Domain's interest -> strengthen Loyalty.
  • Treat each faction fairly -> strengthen Truth.
  • Side with the weaker faction (Ikko-ikki) -> strengthen Compassion.
  • Attempt to seize power (coup) -> shift to Hegemony.

#Step-by-Step Progression Guide

#Act 1 Progression Guide

CheckpointTimingWhat the GM DoesWhat the Players DoSignal (to next step)
Entry and seatingOpening 0~10 minDescribe the great hall; give one sentence of appearance for each of the 5 representativesRP their own PC's entrance (1 PC, 1 sentence)Everyone is seated
Nobutsuna opening remarks10~25 minDeliver Nobutsuna's lines and present the agendaListen, use expressions, RP small whispersDeclaration: "I will reveal the treaty draft"
5 representative statements25~60 minPerform in order: Rennyo -> Gin'emon -> Yoshihiko -> ShoninDeclare Perception 13 / Stratagem or Bearing 13 checksThe room's tension peaks after Shonin speaks
1st clash60~80 minStage Rennyo vs Shonin; Gin'emon and Yoshihiko trade barbsAttempt mediation with Negotiation 15, or stand asideNobutsuna declares "recess"
Recess and 1st stance declaration80~90 minEach representative offers private contact to the PCsDecide which representative to meet firstThe sun sets: move to Act 2
  • Success Branch: if the PCs use Negotiation 15 or higher to grasp the true intentions of at least 2 representatives, they gain +1 advantage in Act 2 (reveal 1 private-talk information card in advance).
  • Failure Branch: if Perception and Stratagem / Bearing all fail, enter Act 2 while misreading the representatives' motives. The chance of trap events in private talks increases.
  • GM Control: do not drag out the representatives' statements. Cut each person at 2~3 sentences of dialogue + 1 action, then move on. The formal meeting is the "surface"; the real drama begins in Act 2.

#Act 2 Progression Guide

CheckpointTimingWhat the GM DoesWhat the Players DoSignal (to next step)
Corridor movement and room choiceJust after eveningDescribe the corridor and half-extinguished lanternsDeclare which room they visit firstArrival at the first room
First private-talk eventEvening ~ nightRoll d10 and present the eventChoose a response (accept, refuse, double-deal)Outcome of the first event
Parallel progressNightCross-cut scenes in different rooms for different PCsDecide whether the party splits and shares informationMidnight bell
2nd~3rd private talksAround midnightRoll d10 again and stack overlapping eventsAccumulate Perception, Negotiation, and Infiltration checksAssassination or external-yoma event
Prepare dawn meetingJust before dawnSummarize collected information; Nobutsuna summons themDecide final stance (Loyalty / Truth / Compassion / Hegemony)Nobutsuna calls the PCs: Act 3
  • Success Branch: if the PCs stop the assassination attempt and earn one representative's trust, they gain +2 advantage toward treaty conclusion in Act 3.
  • Failure Branch: if the assassination succeeds, or if a bribe is accepted and then exposed, Kagura Domain reputation -2 and hostility with the relevant faction.
  • GM Control: simultaneous private talks are the core. Make the result of one room "audible" in another room: paper tearing, a sword being drawn, a single scream. The spaces are separate, but sound connects them. Silence is the strongest weapon.

#Act 3 Progression Guide

CheckpointTimingWhat the GM DoesWhat the Players DoSignal (to next step)
Dawn meeting summonsAround 4 a.m.Reconvene in the tenshukaku great hall; place the 5 representatives againReport a summary of Act 2 resultsNobutsuna submits the treaty draft again
Final statement orderJust after reconveningGive each representative's final stance in 1 sentence eachAttempt final persuasion with a Negotiation checkSilence before the vote
Three Ways and Six Hearts testJust before the voteAsk each PC to choose one of Loyalty / Truth / Compassion / HegemonyDeclare their own Heart (public RP)All declarations complete
Vote and treaty decisionAround dawnTally votes and announce the resultDecide acceptance, protest, or departureThe sun rises
Farewells and returnAfter sunriseApply reputation changes, confirm friendships, present follow-up hooksReceive rewards and declare the next destinationSession ends
  • Success Branch: treaty concluded: Kagura Domain +3 reputation, Sengoku +2, joint-defense campaign begins.
  • Failure Branch: treaty collapses: war-scenario hook activates. The PCs become hostile with at least one faction.
  • GM Control: keep Act 3 short. It should end within 1 hour so the aftertaste of playing through the night remains. The final declaration scene must proceed one person at a time; the other PCs listen. The declaration of Heart is the climax of the whole game.

#Combat (Optional)

#Assassination Attempt (private-talk d10 = 3)

  • 3 assassins (shinobi Veteran, wanderers). Basic Energy 10.
  • Encountered in front of Shonin's room. If the PCs are the lord's bodyguards, they protect him; if opposed, they may participate.
  • Ambush fight in the Core Zone (Shonin's room).

#External Yoma Intrusion (private-talk d10 = 9)

  • 2 invading yoma Elite (oni patrol).
  • Zone battle inside the tenshukaku. Noble / monk NPCs must be protected.

#Rewards

Agreement Succeeds:

  • Reputation: Kagura Domain +3 / Sengoku +2.
  • Gold: 30 total from the 5 factions.
  • Additional result: form a friendly relationship with 1 representative who agreed to the settlement.
  • Campaign direction: joint defense (Spirit Realm Gate).

Agreement Collapses:

  • Reputation: Kagura Domain +1, one faction -3 (hostile).
  • Follow-up: war scenario.

Betrayal of a Specific Faction:

  • Reputation: permanent hostility with the betrayed faction.
  • Secret information gained.

#GM Advice

  • A no-combat session is possible: this scenario is RP-centered. If the players do not want combat, the assassination / intrusion events can be omitted.
  • Personalities of the 5 representatives: each representative has a distinct way of speaking and philosophy. NPC performance is central.
  • Simultaneous private talks: the PCs move among several faction rooms and gather information. The GM manages these scenes in parallel.
  • Three Ways and Six Hearts test: deliberately place choices that make each PC's Heart stand out clearly.
  • Focus on the reputation system: this scenario is one of the most active episodes for reputation changes.