English edition v1.3.3

#Onryo of the Minamoto House

Contents

3rd~5th dan PCs. 2~3 sessions. What looks like an exorcism scenario is actually an encounter with a heroic spirit. Depending on how the fight ends, the PCs either gain a Divine Treasure and Yoshitsune vanishes, or Yoshitsune joins as an Elite-grade ally.

  • Recommended party: 3~4 PCs (3rd~5th dan). At least 1 Swordsmanship Master is recommended (to answer the duel).
  • Difficulty: Intermediate (the key is judging how to face a heroic spirit -- in a straight fight, the party is disadvantaged)
  • Rules Covered: investigation phase / duel declaration / school secret art / encounter with a heroic spirit / Divine Treasure transfer / Elite-grade NPC recruitment / Three Ways and Six Hearts disturbance

5 Swordsman Haunts


#Background

Historical Context: Minamoto no Yoshitsune (源義経, 1159-1189). A great commander of the late Heian period. The decisive day at Dan-no-ura, where he destroyed the Heike clan, and the Koromogawa in Hiraizumi, Oshu, where he was betrayed by his brother Yoritomo and died by his own hand: these make him a tragic hero. Throughout his life, battle was his joy and his everything.

Sengoku Situation: About 400 years later. A small northern Oshu domain -- the small village of Kazao (風緒) at the foot of Gassan. In the woods near this village stands a ruined shrine said to be Yoshitsune's grave. His main grave in Hiraizumi remains at its historical location; this shrine preserves only the legend that one matching piece of Yoshitsune's armor was buried there. It has been forgotten for 400 years.

Recent 3 Months: Near Kazao village, sightings of "the spirit of a white-armored warrior" have increased. Every night, the woods ring with the sound of helmet and blade striking together. Seven samurai from another domain, traveling in warrior training, entered the forest and did not return. The domain lord Wakizaka Yoshikatsu asks the PCs to perform an exorcism.

Truth: It is not an onryo. It is Yoshitsune's heroic spirit. After the betrayal at Koromogawa, his soul could not ascend, but he did not become an onryo bound by anger. Instead, he remained as a heroic spirit who endlessly seeks battle itself. The reason he woke after 400 years in the shrine is Usumidori, his old beloved blade, which surfaced again after recent soil disturbance in the forest. When the sword woke, its master followed.

Yoshitsune has no malice. The samurai who entered the forest are not dead -- they merely lost one-on-one duels and are too exhausted to return. Yoshitsune keeps them hidden in the forest, and once their strength returns, challenges them again. His first joyful game in 400 years.


#Scent (香)

#Sense of the First Scene

The moment the PCs enter the forest: the smell of rotting wood from a moss-covered wooden torii. Beneath it, cherry petals drift down despite it not being spring and settle on the backs of their feet. The petals do not decay. They do not crush when stepped on.

On the stone steps of the old shrine lies the bitter, green scent of cedar resin. Through it comes a thin sound: a blade cutting the air. The source cannot be seen. When the wind stops, the sound stops as well.

The earth beneath their feet carries a faint warmth. Even after 400 years, this place is not a grave. Someone is still awake.

#Voices of Key NPCs

Village Head Shigeroku (first meeting -- low, hoarse voice, wary):

"You are not from this land. It has... many stories one is ashamed to speak of. Young people need not trouble themselves to enter the forest."

Village Head Shigeroku (after trust is gained -- low, but softened):

"The name Kazao means 'the end of the wind.' There is a legend that 400 years ago, someone left his soul at this land's end. The one abandoned by his brother at Koromogawa... even I, telling it, still only half believe it."

Minamoto no Yoshitsune (first appearance -- young and gentle, yet endlessly cold):

"I have waited long. For 400 years, many have stood before me, but not one could receive my sword. One of you... no, only one. Numbers ruin it."

Amida Yuzo (right after discovery -- whisper with a nearly cracked laugh):

"He was smiling. Not like an onryo -- like a child who had found a playmate. I endured 30 exchanges, and he still did not cut me down. He told me to drink water."

#Mood Turns

  • Early Act 1: fog + missing people + no corpses = horror and mystery tone. The villagers' eyes are heavy when they look toward the forest.
  • After Clue #2 (the smiling survivor): strange dissonance. "This may not be an onryo story."
  • Discovery of Amida Yuzo: fear changes into the resonance of legend. The name of the sasarindo crest is spoken.
  • Yoshitsune appears at the shrine: every sound in the forest cuts off. Birds stop. Wind stops. The heroic-spirit drama begins.
  • During the duel: time slows. The ring of steel, petals, breath -- everything else fades.
  • Just before the ending: Yoshitsune's final smile. A tragic peace that resolves 400 years of waiting.

#Shadow of Koromogawa

There is no "grudge" anywhere in Yoshitsune's story, but his very existence is the scar of betrayal. The name of his brother Yoritomo does not come to his lips -- but if a PC mentions that name, the air stiffens for about one breath. That is all, and that alone is enough. The GM may let this name fall only once.


#NPCs

#Allies

Domain Lord Wakizaka Yoshikatsu (Elite, Wounds 4)

  • A solemn warrior around 40. Battle-experienced. Skeptical of the Yoshitsune legend.
  • Request attitude: "Whether it is an onryo or something else, if it harms the village, destroy it. But first learn its identity and report to me."
  • Reward: 30 gold coins (10 advance, 20 balance). In addition, +2 for each 1 captive samurai rescued.

Kazao Village Head Shigeroku (Mob)

  • Around 60. The only living transmitter of local legend.
  • Knows of Yoshitsune's shrine and the old rite in a nearby cave.
  • At first he hides it (low trust in outsiders). On success at 2d10+Presence+Negotiation >= 14, he opens up.

3 Missing Samurai Survivors (each Mob, Wounds 0, found throughout the forest in Defenseless state)

  • Amida Yuzo (3rd-dan samurai), Takase Eitaro (2nd-dan ronin), Sakai Kinjiro (4th-dan samurai).
  • All are alive. When found, they are dehydrated and exhausted. "He is... not an onryo. He was smiling..."
  • Each provides a different clue when rescued (see investigation phase).

#Neutral -- Main Opponent

Minamoto no Yoshitsune (Elite-grade heroic spirit, duel state)

Wounds: 4 (stable spirit-form state -- with Usumidori)
Defense: 14 (black-laced kozane armor + spirit-form protection)
Energy: 13 (Finesse +3 + heroic-spirit bonus)
Attributes: Finesse +3, Courage +3, Fate +2, Presence +1, Physique +0, Wisdom +1
Domination contribution: +4
Swordsmanship proficiency: Master (+3)
School: Kurama-ryu (鞍馬流) -- legendary swordsmanship learned from tengu in childhood

Techniques:

TechniqueTypeEnergyLimitEffect
Usumidori ComboAttack A (Finesse)2--2d10 + Finesse(3)+Swordsmanship(3) >= Defense. On hit, 1 Wound. On Critical Hit, 2 Wounds + 1 additional technique at 0 Energy.
Hasso-tobi (八艘跳び)special movement22 times per roundLeap over an adjacent zone or 2 terrain squares. No Breakthrough or forced check required. Dan-no-ura legend.
Parry and Counterdefense reservation1 reserved/2 improvised--Negate the attack + 2d10 + Finesse(3) >= attacker's Defense. On success, immediate counterattack for 1 Wound.
Kurama-ryu Secret Art -- Shofu-ken (松風剣)Attack A (Finesse)41 time per duelAutomatic Critical Hit. Pierce all. On hit, 2 Wounds + target Defenseless for 1 round. Secret art taught by the tengu of Mount Kurama.

Principle 3 Applied:

  • Yoshitsune is the heroic spirit of the original owner, so he may carry all the equipment from his lifetime (Principle 3, Exception 4).
  • Equipment: Usumidori (薄緑, Divine Treasure tachi) + wakizashi (side sword) + kozane armor. Two hands = 2 weapons, but he is not dual-wielding, so he uses only one at a time.

Special Behavior Pattern:

  • Prefers duels: Yoshitsune despises "many vs 1." If the party enters a melee, he does not try to defeat them in 1 round, but withdraws (vanishes by Hasso-tobi). He waits again for an unavoidable one-on-one situation.
  • No fear effect: He is not an onryo, so he does not inflict fear, curse, or status abnormalities. Only a pure swordsmanship contest.
  • Does not kill: When a target reaches Wounds 0, he stops attacking. "You fought well. Recover and return." Then he looks forward to the next duel.
  • Does not touch those who flee: If the PCs leave the forest, he does not pursue.

Three Ways and Six Hearts State: Joy -- pure joy in battle. No grudge, anger, or regret at all. This can be understood with a Perception check (2d10+Wisdom >= 15).


#Scenario Structure -- 3 Acts

[Act 1: Request and Search]
   ↓
[Act 2: Investigation and Truth]
   ↓
[Act 3: Duel and Branch]
   ↓
[Ending A: Victory + Divine Treasure Gained]
[Ending B: Victory + Recruited by Mercy]
[Ending C: Defeat + Released Alive]

#Act 1 -- Request and Search (1/2~1/3 session)

#Opening

At the castle of Wakizaka Domain, the PCs receive the request from the domain lord. The lord's presentation:

"A white-clad onryo has appeared in the forest and is swallowing samurai. Three months ago it was only rumor, but now seven are missing. Not one corpse has been found. Whether it is an onryo or a yoma, destroy it and report the truth. If you bring back any of the missing alive, the reward is doubled."

#First Day of Search -- Entering the Village

Arrival at Kazao village (half a day by horse from the domain castle). At the village entrance, Village Head Shigeroku receives the PCs. He is polite at first, but tight-lipped.

Clue #1 -- Villagers' Testimony (comes from anyone asked; gained automatically):

"No one who entered the forest has returned. But... no one has seen the dead either. That is strange. If it were an onryo, should there not at least be corpses?"

Clue #2 -- Testimony of Village Miko Umi (young shrine attendant, Mob) if actively engaged:

"Last month, a samurai came out of the forest, drank water at the village well, and left. He did not speak, and his face was pale -- but he was smiling. Not like someone smiling from madness. Like someone happy."

Clue #3 -- Village Head Shigeroku (on success at 2d10+Presence+Negotiation >= 14):

"Do you know why this village is named Kazao (風緒)? Because of a legend that 400 years ago, a hero was buried here. They say his soul remained at this land's end like the wind. Who? -- Lord Minamoto no Yoshitsune. It is not certain. But it is true that there is an old shrine deep in the forest."

Once the 3 clues are satisfied, the PCs begin to suspect: there are no corpses for an onryo, someone is smiling, and there is a shrine of a famous figure. Something is different.

#Second Day of Search -- Forest Encounter

When the PCs enter deep into the forest, the first encounter occurs.

Encounter Check: 2d10+Finesse+Perception >= 13.

  • Success: they first find Amida Yuzo (1 missing samurai) collapsed from exhaustion behind a tree. He can speak.
  • Failure: in the forest fog, a white shadow spots the PCs first. Yoshitsune only observes from a distance. He does not declare a duel yet.

#Amida Yuzo's Testimony (Clue #4 -- Key Turning Point)

Amida speaks in exhaustion:

"He was... a person. Not an onryo. I drew my sword first. He smiled and said, 'Come.' His swordsmanship was twenty times faster than mine. I endured 30 exchanges, but collapsed from exhaustion. He did not cut me down. He said, 'You fought well. Drink water and return,' then laid me here.

He wore the Minamoto house crest on his armor. Sasarindo (笹竜胆). That is all I remember."

Confirming the Minamoto Crest: With 2d10+Presence+Bearing >= 11, any PC recalls the house's history.

"Sasarindo is the crest of the Seiwa Genji. Among its most famous descendants was -- Minamoto no Yoshitsune."

At this point, the PCs' understanding shifts from an onryo scenario to a heroic-spirit scenario.


#Act 2 -- Investigation and Truth (1 session)

#Discovering the Old Shrine

By the village head's guidance or Amida's directions, the PCs reach the old shrine (ruin). It stands in a small clearing deep in the forest, surrounded by cedar trees.

Shrine Condition:

  • An old wooden torii covered in moss.
  • The main shrine building has half-collapsed, but the altar remains.
  • The ground before the altar shows exposed earth, as if recently dug up.
  • In the dug-up spot, one tachi is half drawn from the earth -- the scabbard is corroded, but the blade is clear, without one speck of rust. It carries a pale green tint. Usumidori.

#Sensing the Divine Item

If an onmyoji, esoteric monk, shugenja, performer, or another spiritually sensitive character is present:

"A spirit dwells in this sword. But there is neither grudge nor curse. Only -- the pure joy of battle."

Success on a sensing check (2d10+Wisdom+Perception >= 13).

#Yoshitsune Appears

The moment a PC touches Usumidori, the air in the entire forest stops. A being walks out between the cedars.

Spirit-Form Description:

  • A short, lean young warrior. He looks about 20 (Yoshitsune died at age 31, but his spirit form appears in its prime).
  • Black-laced kozane armor. The sasarindo crest on his banner.
  • An eboshi on his head. In his left hand is Usumidori (ah, the one on the altar is a copy -- the real one is in Yoshitsune's hand).
  • A faint smile on his face. His eyes are extremely clear.

He opens his mouth. A low, gentle, young voice.

"I have waited long. For 400 years, not one person worth truly fighting came here. You, the first to stand before me, are all different. Someone among you may be the opponent of my dreams.

I am Minamoto Kuro Yoshitsune (源 九郎 義経). The one who destroyed the Heike. The one abandoned by his brother. And now -- the one who wants to fight forever.

One-on-one. One person. Who will come forward? If you come as many, I will disappear. Return tomorrow. And tomorrow again. The decision is yours."

PC Choices:

  • Accept: one person steps forward and declares the duel. Enter Act 3.
  • Refuse / delay: Yoshitsune vanishes with Hasso-tobi. They must return to the shrine the next day.
  • Try a melee: Yoshitsune laughs and vanishes with Hasso-tobi. One day later, he returns to the shrine and waits again.

#Act 3 -- Duel (Decisive Confrontation)

Duel Rules (see co-04-07-01 Samurai, 3rd-dan Duel Declaration):

  • Both sides fight 1 vs 1. No other ally or enemy may enter.
  • Both sides gain +2 technique modifier.
  • During the duel, outside attacks and support maneuvers are forbidden (honor principle).

#Battlefield

[Clearing Before the Shrine -- narrow circular space]
 Both sides stand 20 paces apart. Outside the clearing is a no-entry zone (honor principle).
 Yoshitsune: center. Usumidori in drawn stance.
 PC: opposite side. Any stance.

#Yoshitsune's Behavior Pattern

  • First round: Usumidori Combo (2 Energy) + Parry and Counter reservation (1 Energy). Breath 3, a measured opening. "It is proper to warm up first."
  • Second round: reads the PC's attack style. Focuses on defense, but if attacked, immediately counters with Parry and Counter.
  • Third round: adjusts distance with Hasso-tobi (2 Energy) + Usumidori Combo. The real fight begins.
  • If the PC gains the upper hand: when Yoshitsune falls to Wounds 2 or lower, he activates Kurama-ryu Secret Art Shofu-ken (4 Energy, 1 time per duel). Automatic Critical Hit + [Pierce all] + Defenseless.
  • When Yoshitsune reaches Wounds 0: stop combat immediately. He kneels.

#Duel Balance Reference

Assuming a 5th-dan samurai, Swordsmanship Master (+3), with a masterwork uchigatana:

  • PC average attack check: 2d10 + Courage(2)+Swordsmanship(3)+masterwork(+1) = +6 + duel +2 = +8
  • Yoshitsune Defense 14 -> Target Number 14, check total 14+. Expected d10 roll 11 -> +8 = 19. Hit rate around 85%.
  • Yoshitsune's chance to deflect with Parry and Counter: 30~40%.

Practical combat time: average 3~4 rounds. At most 10~15 minutes of table time. The duel is a battle of concentration.

#Ending Branch Point

Branch A -- PC Victory, Choose Yoshitsune's Disappearance: The PC reduces Yoshitsune to Wounds 0 or lower and declares "the final blow (confirmed kill)."

Yoshitsune's response:

"At last... I have met the opponent of my dreams. I am glad. Take my sword. I give my name and form to the one I waited 400 years to find."

He transfers Usumidori to the PC. His spirit form gradually becomes transparent and vanishes with a satisfied smile. Cherry petals scatter over the forest, out of season. The Divine Treasure is gained.

-> The PC gains Usumidori (Divine Treasure). Yoshitsune never returns.

Branch B -- PC Victory, Recruit by Mercy: The PC reduces Yoshitsune to Wounds 0 or lower, but proposes "I will spare you. Will you fight beside me?"

Yoshitsune's response (option opens on success at 2d10+Presence+Negotiation >= 13):

"...You could kill me, yet you spared me. As one who bears a sword, to defeat me and still not kill me -- that is a mercy greater than any I possess. For 400 years, I waited only for battle. But while fighting you, I realized it was not only swordsmanship I was waiting for. It was a companion.

Put me in your squad. I will become your blade. But do not take the chance for duels away from me. My sword still desires battle."

-> Yoshitsune is recruited into the party as an Elite-grade NPC. Usumidori remains his possession. Depending on scenario and session, he functions as an Elite-grade combat supporter assigned to a PC-commanded squad.

Branch C -- PC Defeat: The PC who entered the duel reaches Wounds 0. Yoshitsune sheathes his sword, cradles the fallen warrior, and sets him down gently.

"It is still too soon. You must pass through more of your own battles and return. Go. Recover, then come again. This time as well, I will be here."

He vanishes with Hasso-tobi. The PC may challenge again in a later session or campaign. The other missing samurai also return with the PCs (Yoshitsune releases them).

-> Repeatable rematch. The next attempt is recommended after the PC gains +1 dan or gains 1 masterwork item.

Branch D -- Choose Melee (Not Recommended): The party abandons honor and rushes him together.

"...You are not swordsmen."

Yoshitsune immediately withdraws with Hasso-tobi. He does not appear before the shrine for 3 days. The PCs trigger a Three Ways and Six Hearts check -- 1 value disturbance for the wrong choice (each PC). If this news reaches the domain lord, reputation -2.

After 3 days, the PCs may try again (Yoshitsune appears again), but he accepts the duel only if they succeed at an honor-restoration check (2d10+Presence >= 14). On failure, Yoshitsune leaves forever (similar to Branch C, but a rematch becomes very difficult).


#Step-by-Step Progression Guide

CheckpointTimingWhat the GM DoesWhat the Players DoSignal (to Next Step)
Accept request10 minutes after session startPresent Domain Lord Wakizaka's pressure + reward. Emphasize the onryo frame.Ask questions and negotiate conditions. Divide party roles.Receive request document
Arrive at village30~45 minutesKazao's ominous welcome. Shigeroku's caution.First greetings and observation.Opportunity for resident conversations opens
Gather 3 cluesAround 1 hourProvide Clue #1 (no corpses), #2 (smiling survivor), and #3 (sasarindo on Negotiation check) in sequence.Perception and Negotiation checks. Accumulate suspicion.Agreement forms: "it may not be an onryo"
First forest entryLate sessionEncounter check 13. Yoshitsune only observes; no declaration yet.2d10+Finesse+Perception. Set watch formation.Amida Yuzo found
Amida's testimonyJust before Act 1 endsMention the sasarindo crest. The possibility of Yoshitsune's name.2d10+Presence+Bearing >= 11.Perception shift: onryo -> heroic spirit
  • Success Branch: all 3 clues gathered + Amida found = smooth entry into Act 2. The PCs' resolve is clear.
  • Failure Branch: if clues are insufficient (2 or fewer), the PCs see only Yoshitsune's shadow in the forest fog and return. A new search the next day is needed -- only time is delayed; progression itself is not locked.
  • GM Control: Keep the horror tone, but make the "something is different" nuance serious after Clue #2. Yoshitsune never speaks in Act 1 -- only aura.

#Act 2 Progression Guide -- Investigation and Truth

CheckpointTimingWhat the GM DoesWhat the Players DoSignal (to Next Step)
Reach the shrineStart of Act 2Moss, collapsed torii, out-of-season cherry blossoms. The quiet of ruin.Investigate shrine and roll spirit-related Perception.Usumidori found
Sense divine itemWithin 10~15 minutes"There is neither grudge nor curse. Only joy in battle."2d10+Wisdom+Perception >= 13.Yoshitsune's existence confirmed
Yoshitsune appearsImmediately after shrine searchHe walks out between the cedars. The air stops.Reaction RP. Choose weapons and stance.Face duel declaration
Decide whether to accept the duelRight after appearancePresent 3 choices: accept / refuse / melee.Party agreement and representative selection.Act 3 if accepted; Branch D if melee
Representative confirmedEnd of Act 2Other PCs are confirmed as observers by the honor principle. Explain that support is impossible.Final equipment and secret-art check for representative.Act 3 duel begins
  • Success Branch: acceptance + representative confirmed = formal entry into Act 3 duel.
  • Failure Branch: refusal and delay only postpone Yoshitsune for one day. If delayed for 3 days or more, the domain lord presses them (reputation -1 risk). A melee attempt forces Branch D.
  • GM Control: Do not rush Yoshitsune's appearance. The tempo of one step at a time between the cedars, his smile, and the precise self-introduction -- this is the opening of legend.

#Act 3 Progression Guide -- Duel

CheckpointTimingWhat the GM DoesWhat the Players DoSignal (to Next Step)
Take positions in the clearingStart of Act 320 paces apart. Describe the circular clearing. Explain the honor line for observing PCs.Declare drawn stance or expected attack.First round
Round 1 (probing)First breathUsumidori Combo + Parry and Counter reservation. "First, let us warm up."Declare attack style. Place techniques.Both sides finish probing
Rounds 2~3 (serious fighting)MidpointHasso-tobi + distance control. Reads the PC's pattern.Decide timing for main secret art.PC advantage or Yoshitsune advantage branch
Kurama-ryu Shofu-ken activatesYoshitsune Wounds 2 or lowerAutomatic Critical Hit + [Pierce all] + Defenseless. Climax of the fight.Choose between evasion reservation / counter / endurance.Enter decisive round
Declare endingWhen either side reaches Wounds 0Yoshitsune kneels (victory) or lays the PC down (defeat).Key declaration: "kill" / "spare him, come with us" / accept defeat.Branch A/B/C fixed
  • Success Branch (A): PC victory + kill declaration -> Usumidori transfer + Yoshitsune vanishes. Cherry petals.
  • Success Branch (B): PC victory + mercy proposal -> on success at 2d10+Presence+Negotiation >= 13, Yoshitsune is recruited as an Elite-grade NPC.
  • Failure Branch (C): PC Wounds 0 -> released alive + missing people return. Right to challenge again.
  • GM Control: The duel is a 30~45-minute monodrama. To keep other PCs engaged, enrich the description on every check. Briefly check in on observing PCs' Three Ways and Six Hearts reactions (fear, respect, jealousy).

#Follow-up Guide by Branch

CheckpointTimingWhat the GM DoesWhat the Players DoSignal (to Next Step)
Branch A disappearance sceneImmediately after victory + kill declarationSpirit form turns transparent + out-of-season cherry blossoms + final smile.RP receiving Usumidori.Register Divine Treasure ownership
Branch B recruitment acceptedVictory + mercy declaration + negotiation successYoshitsune's vow dialogue. Confirm master PC.Vow to travel together. Confirm Dual-Wield trait if needed.Hand out Elite-grade NPC sheet
Branch C rematch vowDefeat + released aliveHasso-tobi disappearance. Missing people return.Plan next dan advancement.Return report
Branch D honor restoration3 days after meleeYoshitsune appears again. Require 2d10+Presence >= 14.Three Ways and Six Hearts check. Apology RP.On success, duel repeats / on failure, he leaves forever
Final report to domain lordCommon to all branchesApply reward table by branch. Adjust reputation.Summarize branch outcome.Scenario ends
  • Success Branch: In any branch, what matters is the declaration that "the ending is fixed." Leave the PCs with the feeling that they carry this result out with them.
  • Failure Branch: If Branch D fails (honor-restoration check failed), Yoshitsune vanishes from the campaign forever. This is a final failure and a long-term effect of the PCs' value disturbance (1 Three Ways and Six Hearts check).
  • GM Control: Branches A and B are choices between different virtues (legendary sword / mercy). Do not rule one side as more correct. Both are legendary endings.

#Divine Treasure Details -- Usumidori (薄緑)

Category: Divine Treasure (神器). Japanese culture. Devotion technique [understanding] paths:

  • A: Swordsmanship Master (4 points).
  • D: heroic spirit descended from the Minamoto house (automatic).
  • E: GM scenario grant (completion of this scenario).

Base Specifications:

  • Tachi (can be held in one hand).
  • Energy 2 (standard tachi).
  • If devotion technique conditions are not met, treat as an ordinary tachi.

Techniques:

TechniqueTypeEnergyLimitEffect
Slash AAttack A (Finesse)2--1 Wound
Draw ComboAttack B (Finesse)31 time per round1 Wound + on Critical Hit, 2 Wounds + priority in next round's initiative
Kurama-ryu Shofu-kendevotion technique41 time per combatAutomatic Critical Hit + [Pierce all] + Defenseless. [Understanding] condition must be met.
Parry and Counterdefense reservation1 reserved/2 improvised--Negate attack + immediate counterattack check

Divine Treasure Special -- "Chooses Its Master":

  • Usumidori functions only as an ordinary tachi for users below Swordsmanship Master (4 points). Swordsmanship Master (4 points) + [understanding] conditions are required to use the devotion technique "Shofu-ken."
  • If the user is not a descendant of the Minamoto house, make a Usumidori loyalty check at the start of each session (2d10+Presence >= 13). On failure, Shofu-ken is sealed for that session.
  • If transferred in Branch A: Yoshitsune's blessing waives the loyalty check (a user he personally approved).

Transfer Rules:

  • Once Usumidori chooses a master, it cannot be transferred to anyone else until that master dies.
  • If the master dies, it seeks a potential master again and returns to the shrine (scenario may recur).

#Yoshitsune Stats If Recruited (Branch B)

Yoshitsune (Elite-grade ally, Wounds 4, Energy 13, Defense 14)

Squad Attachment: Assigned to 1 Lord-grade PC in the party. An individual unit, not a squad (Principle 2). Not a target for squad commands.

Behavior Pattern:

  • At the start of each combat, prioritizes duels. If an Elite-grade or Lord-grade enemy is present, he goes straight for that enemy.
  • Does not accept ally support, but also does not support allies (duel principle).
  • If the battlefield becomes a melee, acts independently with Hasso-tobi.
  • Does not join ally recovery after combat (spirit form).

Energy Cost: Yoshitsune uses his own Energy pool, so he is not a target for PC Energy transfer (Principle 2 -- spirit forms have their own Energy, but also have a separate "spirit-form maintenance cost").

Departure Conditions:

  • Master PC dies: Yoshitsune returns to the shrine and waits for the next master (ending similar to Branch A).
  • If the master repeats cowardly acts (flight, stealing weapons from prisoners, breaking a duel during melee) 3 times or more: Yoshitsune leaves.
  • If the master explicitly asks him to leave: he leaves Usumidori with the master and departs (transition to Branch A).

Narrative Effect per Session:

  • If Yoshitsune accompanies the party in a session and defeats an Elite-grade or higher enemy, it may count as 1 epic milestone (GM discretion; see advancement conditions: §Advancement Conditions in co-04-02-progression.md).
  • However, because Yoshitsune becomes a full ally, raise party difficulty as recommended (GM adjustment: +1 Wound to 1 enemy, or add 1 Elite-grade enemy).

#Rewards

#Common

  • Final report to the domain lord: 30 gold coins (base).
  • Per 1 missing person rescued: additional +2 gold coins (maximum +6).
  • All 3 clues gathered + accurate truth understood: at GM discretion, may count as 1 epic milestone (contributes to advancement conditions). Rule basis: the "achieve an epic milestone" clause in §Advancement Conditions of co-04-02-progression.md.

#By Branch

BranchMain SpoilsAdvancement Contribution (GM discretion)Gold
A (victory + Divine Treasure gained)Usumidori Divine Treasure1 among 2~3 completed combats + 1 epic milestone+20
B (mercy recruitment)Yoshitsune Elite-grade NPC recruited1 completed combat + 1 epic milestone+10
C (defeat, released alive)missing people rescued (Yoshitsune releases them together), right to rematch1 completed combat (defeat may also count as completion, GM discretion)+5
D (failed melee)none. Reputation -2. Domain lord disappointed.--keep only the 10-coin advance

Advancement Count Note: Konsei Reiyotan has no XP point-accumulation system. Advancement is judged by agreement with the GM based on conditions such as "complete 2~3 combats" or "achieve an epic milestone." The "Advancement Contribution" in this table is only an example of how to map this scenario's outcomes to those conditions.


#GM Tips

  1. Beginning as an onryo scenario and shifting into an encounter with a heroic spirit is the core shock of this scenario. The early atmosphere is horror and mystery. Start changing the nuance after Clue #2 (the smiling survivor) once the party enters the village.
  1. Treat the duel seriously: one PC spends 30 minutes or more facing Yoshitsune alone. The other PCs are spectators, but they should feel the Three Ways and Six Hearts and the check log together. Let dialogue, dice, and choices proceed slowly.
  1. Branch B is an atypical RP judgment: "recruit by mercy" is not a simple menu option. The GM judges from the PC's combat style, past choices, and tone of speech. If the PC usually plays "enemies who must die should die," mercy may feel awkward. If the PC has shown mercy before, it feels natural.
  1. Recruiting Yoshitsune is a strong buff. An Elite-grade dueling specialist companion. Future Lord-grade enemies in the campaign should also be adjusted by adding 1 Elite-grade enemy.
  1. Gaining Usumidori is a swordsman's dream. If this scenario is placed in the late phase of a 7th-dan or higher campaign, it becomes a symbolic reward just before gaining a Renown Title. If gained at 3rd~5th dan, it becomes a powerful motive for the next dan.
  1. Recommend rescuing all missing people: Yoshitsune did not kill them. During the session, place them so the PCs can find 1 person at a time while searching around the shrine. This is also indirect evidence that he is "not an onryo."
  1. Failure and return are also valid endings: Branch C (defeat) is not "failure," but an opportunity to create a recurring NPC who returns during the season. Yoshitsune waits for the PCs throughout the campaign.

  • Masterwork Catalog -- see Higekiri (髭切). Usumidori and Higekiri are not paired legends (nor a set from the same owner) -- carrying both requires the Dual-Wield trait (Principle 3, Exception 1).
  • Foreign Divine Items -- see [understanding] paths. A Japanese Divine Treasure is domestic culture, so foreign adaptation is unnecessary, but the devotion technique's [understanding] condition and Swordsmanship Master (4 points) prerequisite are the same.
  • Heroic Spirit Class -- Yoshitsune is an NPC implementation example of heroic-spirit rules. However, unlike the outsider class, he is "a historical figure from within this world," so classify him as a unique heroic-spirit type.
  • Scenario Template -- Scent/Law dual structure.
  • Core Interpretive Principles -- directly applies Principle 2 (unit autonomy) and Principle 3 (equipment slots).

"Leave him in the forest, take him as your swordsman, or bring back his sword. Which of the three endings is 'victory' -- your campaign decides."