Page 35 - KURAI HITOKAGE EBOOK
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GM NOTE: If the PC does not know which yokai to PART 8 “Shisha No Dokutsu; Part 5”
invoke, the Mysterious Man will invoke them all us-
ing a swing of his staff. Number the yokai 1-4. The PC proceeds along another dark, cold and
musky tunnel. After the PC comes out of the tunnel,
MYSTERIOUS MAN they arrive inside a large open space, where they are
Now, choose wisely, and continue your walk. met by swirls of powerful spirit energy. At the far
GM NOTE: After a yokai is selected and tamed: 1. wall are twelve tunnel entrances with a number
Roll a 1D4 die to determine how many of the other above each as they were in the first room.
yokai will be offend by not being selected. 2. Roll GM NOTE: Using the original numbering for the
1D4 Odds & Evens roll for each beginner level yokai yokai, roll 1D12 to see how many other yokai will
to determine if they will attack the PC. 3. Roll 1D4 confront the PC. Roll 1D6 Odds & Evens for each
Odds & Evens to determine if the selected yokai will confrontational yokai to determine if the yokai will
assist in defending against the oncoming attacks. attack the PC or simply enquire about allowing it to
PART 6 “Shisha No Dokutsu; Part 3” take the place of the chosen yokai. Refusing the
yokai’s advances results in an Odds & Evens roll to
The PC has selected a yokai and is walking down determine if the yokai will attack out of frustration.
the next dark, cold and musky tunnel. Again, a light Use the Intermediate level attribute modifiers as
shines from the opposite end. The yokai has yet to needed.
manifest itself, yet its energy can be felt moving all
over the PC’s body. After the PCs come out of the PART 9 “Shisha No Dokutsu; Part 6”
tunnel they arrive at a large, open area much like the Proceed down the next dark, cold and musky tun-
area where they found the Mysterious Man. Swirls nel. Again, a light shines from the opposite end. Af-
of spirit energy greet them as the enter. At the far ter the PCs come out of the tunnel they arrive at a
wall are twelve tunnel entrances with a number above large, open area, much like the area where they found
each as they were in the first room. the Mysterious Man. Swirls of spirit energy greet
GM NOTE: Using the original numbering for the them as the enter. At the far wall are twelve tunnel
yokai, roll 1D12 to see how many other yokai will entrances with a number above each as they were in
confront the PC. Roll 1D6 Odds & Evens for each the first room.
confrontational yokai to determine if the yokai will GM NOTE: At this point, the yokai will appear in
attack the PC or simply enquire about allowing it to physical form to interact with the PC. The yokai will
take the place of the chosen yokai. Refusing the invite the PC to pass through the door that belongs
yokai’s advances results in an Odds & Evens roll to to them. .
determine if the yokai will attack out of frustration.
Use the Intermediate level attribute modifiers as PART 10 “Shisha No Dokutsu; Part 7”
needed. The PC walk out of the cave to a large open area
PART 7 “Shisha No Dokutsu; Part 4” atop a mountain. In front of them is a large tree
trunk. On top this tree trunk is the Kurai Hitokage
After the confrontation, the PC’s yokai suggests Shinobi Shuzoku, folded, as an offering to the stu-
that they continue through the yokai’s designated dent who has completed the Akuma No Hitokage.
door for safer travels.
GM NOTE: Should the PC collect the Shinobi Shu-
GM NOTE: This is a test by the yokai of which the zoku, the yokai invoked by the PC will appear and
PC has one chance to respond to correctly. Disa- attack. In order to claim the yokai as a Mystic Art,
greeing with the yokai will cause the PC to need to the PC must defeat the yokai. To fulfill this final
roll 1D4 Odds & Evens test, to see if the yokai may stage of the quest, the yokai must be knocked out ac-
be conjured to invoke the Mystic Art should comple- cording to the Ninja vs. Samurai RPG Player’s Man-
tion of the trail be achieved. ual rules.
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