Page 16 - FULL SANZO EBOOK
P. 16

PART 2a. “We Didn’t Listen to the Beggar”                                 TOWNSMAN
                                                                 How ‘bout, you give what you got, and no one gets
         Location: Takashiro District
                                                                                     hurt, eh?
            The Beggar pauses the group at the intersection.
         He is looking down the road, passed the luxury         NAME: Takashiro Townsman
         homes and into the trees that follow after.  His happy  Attributes                     Belt Level: Purple
         -go-lucky facial expression has changed to uncertain.       HEA  CAR  PhB  MOV  AWA  DEF  STR  STA  STE
         A breeze blows through.
                                                                   128   8    5     2     3     5     3    5    4
         GM NOTE: Secretly role 1D4 Odds & Evens to see
         if the Beggar will lead the team down the street.      Techniques:                  Ki Energy: 210

         If yes, the Beggar will say:                           -Attack Heights: Low      -Non-Proj Tech: Basic Vertical
                                                                                           Strike
                              BEGGAR                            -Attack Heights: Medium   -Non-Proj Tech: Basic Hori-
           Alright, follow me quietly.  Act as though you are   -Attack Heights: High      zontal Strike
              lost, and do something with that damn bag!        -Special Tech: Jump       -Projectile: Sure Shot I
         If No, the Beggar will say:                            -Non-Proj Tech: Proper  Grip I  -Projectile: Overdraw II
                                                                -Non-Proj Tech: Proper Grip   -Projectile: Sure Shot II
                              BEGGAR                             III                      -Projectile: Overdraw III

         There’s no way in hell we would make it to the other   -Striking Tech: Jab       -Non-Proj Tech: Def. Parry
          side, and we have bigger problems when we get to      -Striking Tech: Straight Punch   -Non-Proj Tech: Def. Clash I
                the shop.  Follow me this way instead.          -Projectile: Body Pos.    -Projectile: Sure Shot III
            After a final check, the Beggar turns off the path   -Projectile: Overdraw I   -Project: Long Shot I
         and quietly leads the group through a passage be-      -Standing Grapple Tech: Side   -Non-Proj Tech: Def.  Disarm I
         tween the last two houses on the left.                 -Standing Grapple Tech: Back   -Non-Proj Tech: Adv. Strike to
                                                                                          Neck
         PART 2b: “Why We Listened to the Beggar”               Weapons: N/A
         Location: Takashiro District                           GM NOTE: The PC(s) need to escape the enemies.

            From the intersection, the PC(s) can see dark       Fighting them, may prove fruitless as they are far
         black smoke rising over the distant trees that must be   more advanced than the PC(S) at this point.  The
         coming from the Blacksmith shop they are attempt-      Beggar will hold them off should he need to in order
         ing to get to.  An eerie chilly breeze passes between   for the PC(s) to escape.
         the buildings that line the house and to the characters.    PART 3   “That Was Close”
            The PC(s) walk down the dirt road toward the
         Blacksmith shop, many apparently hostile men will      Location: Takashiro District
         come out of the trees and bushes until the PC(s) are      The group now stands in front of the Blacksmith
         out outnumbered and encircled.                         shop they were sent to.  The building has an ominous
                                                                feel, and had it not been for the beggar, they may
         GM NOTE: Eight Purple Belt level characters will
         encircle the PC(s) when they are half way to the       have turned around.  Once the group reaches the
         Blacksmith shop.                                       door they pull on the handle and it is locked.  Sounds
                                                                of metal work echo through the doors, but the PC(s)
                            TOWNSMAN                            cannot see inside.
             Haven’t seen you around here.  Who are you?
                                                                GM NOTE: Allow the PC(s) to attempt several,
                            TOWNSMAN                            fruitless efforts of gaining access into the Blacksmith
          Ya know, there’s a fee for coming down this street.    Shop.  It will take four attempts at entry before the
                     What do you have of value?                 Blacksmith will address the group.

            The townsman eyes the blue bag containing Kiyo
         Manata’s sword.
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