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*'''The Prodigy-''' ''Artisan''
 
 
'''Challenge'''
 
 
A famed seer predicts that one of the PCs will greatly enhance the fortunes of his clan by crafting a legendary item to be gifted upon the Emperor/Clan Daimyo/Rival Clan Daimyo/Friendly Clan Daimyo etc…
 
 
'''Focus'''
 
 
The PC is greatly promoted in status, showered with gifts, sycophant hound him night and day, all his wishes being catered too.
 
 
'''Strike'''
 
 
The PC is also expected to display great proficiency in the chosen artisan skill, enemies of his clan may try to prevent the “great fortune” from happening, often in violent ways, the sycophants may rob him of any relaxing time, rivals will be even more bitter, and his superiors won’t be all that patient about the time required to produce the great piece of craftsmanship.
 
 
'''''Note:''' the "Item" may very well be simply a poem or a perfect display of the Tea Ceremony.''
 
 
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*'''The Playwright-''' ''Calligraphy''
 
 
'''Challenge'''
 
 
A PC is commissioned to scribe the latest work of a known poet/playwright as a gift at the work’s premiere.
 
 
'''Focus'''
 
 
The work itself should be fairly easy, but halfway through the task the PC should realize the work is in fact a plagiarism of an old less known piece.
 
 
'''Strike'''
 
The PC now has damning evidence on the NPC. How will he handle it?
 
  
 
== Misc. CFS ==
 
== Misc. CFS ==
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'''Strike'''
 
'''Strike'''
 
 
The killer is one of the many plasterers that work in the construction or renewal of buildings in town. He is a dangerous psychopath and the responsible for the disappearance (and death) of the missing young girls.
 
The killer is one of the many plasterers that work in the construction or renewal of buildings in town. He is a dangerous psychopath and the responsible for the disappearance (and death) of the missing young girls.
  
 
Additional hooks may include finding the dumpsites of the remaining victims.
 
Additional hooks may include finding the dumpsites of the remaining victims.
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*'''Security Risk '''
 
 
'''Challenge'''
 
 
The PCs are traveling through a province. On their path they come across several deserted villages, and the agricultural fields seem to be completely unatended.
 
 
'''Focus'''
 
 
Any encountered peasant should appear dejected and somewhat afraid. Samurai should be suspicious, but once the PCs give a valid reason to be crossing the province they will be warm and agreeable.
 
 
'''Strike'''
 
 
The province's peasantry had risen in revolt just before the arrival of the PCs. The rebellion was swiftly crushed and reconstruction is already restarting. However the province's lord does not want news of the rebellion to reach outside and may very well decide the PC's are a security risk. The PC's will find themselves alone in hostile territory. Maybe they can recruit the aid of the peasantry?
 
 
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*'''The Trade'''
 
 
'''Challenge'''
 
 
As part of a political agreement two shugenja families decide to share a parcel of their libraries including some less sensible magical scrolls.
 
 
'''Focus'''
 
 
A shugenja PC is instructed to prepare a few copies of the scrolls to be delivered to the other family and to escort the texts to its destination, returning with the exchanged texts.
 
 
'''Strike'''
 
 
Carrying unciphered spell scrolls would be an invitation to have them stolen or distributed around, something that neither school wants to happen. The detail on how this will be handled is for the GM to decide, but the sensible solution would be having shugenja with the memorized spells write the scrolls at the destined library or have one of the families carry the ciphered spells to the other library, uncipher them, receive the new unciphered spells the other family prepared, cipher them, and return home (the solution with the most role-playing potential).
 
 
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*'''Wings of the Bird, Fangs of the Beast'''
 
 
'''Challenge'''
 
 
The PCs are to winter at the remote village of Gōmori-Juku, famous for its Hot Water Springs, or they are caught by an early winter at the village on their way to their winter destination.
 
 
'''Focus'''
 
 
The village is occupied by bandits who use it as their winter hideout and intend to stay until the end of winter, or of the entertainment, whichever comes first. Depending on how large or agressive the party in your game is, you may want to have the bandits arrive after the PCs so that they can ambush them.
 
 
'''''People at the village:'''''
 
 
*30-40 villagers. Mostly terrified of the bandits and merely interested on surviving.
 
 
*20 bandits, most rank 1 insight with the Ronin school techniques but a few with clan techniques, including:
 
 
:*Monnosuke (Bayushi bushi 2), a former Bayushi with a knack for throwing knives
 
 
:*Shigarami (Akodo Bushi 4/Ronin Yojimbo), the best swordsman of the gang he functions as a yojimbo to the gang's leader.
 
 
:*The Boss (Seppun Bushi), a dishonored Imperial, who while not very skilled martially, displayed enough cunning and leadership to unite a ragtag bunch of brigands into a dangerous bandit gang.
 
 
*Seven Strangers trapped like the PCs in the village:
 
 
:*Genji, a runaway smuggler who is searched by his cartel for "losing" goods.
 
 
:*O-Sen, a prostitute and thief. She is searching for a skilled, reliable warrior with a flexible sense of morality.
 
 
:*Shōyohei, an itinerant merchant.
 
 
:*Tekkan a wandering monk.
 
 
:*Jirokichi, a pickpocket.
 
 
:*Izawa, a former Kakita, who has come to Gōmori-Juku in the hope that the hot springs would alleviate his ill health. If the PCs think of enlisting his aid his bad health make him more of a liability than anything else, as he is tubercular.
 
 
:*Rokuzuke, Izawa's servant.
 
 
'''''Some events:'''''
 
 
*The only safe exit out of Gōmori-Juku is a rope bridge which is guarded (or cut) by the bandits. The only other way to escape would be to navigate through the hot springs and vents, and then climb the cliffs on the other side without being detected by the bandits (Multiple Stealth and Athletics rolls, with possible Navigation rolls).
 
 
*Right after taking the village the bandits execute a peasant as an example to the remaining villagers.
 
 
*Monnosuke will have the urge to prove himself against any PC he feels to be a skilled warrior. Of course, if he finds himself on the losing end of a fight, he won’t fight fair, and if he dies his fellow bandits won’t be kind on the PC. Some fast-talking might be in order.
 
 
*Bandits not on guard duty get drunk, rowdy and don’t let anyone rest. On the other hand is not like bandits on guard duty are very conscious either so the PC may escape during the night.
 
 
Just be careful on how you use these events. Some of the above entries are quite unpleasant, so make sure your group can deal with them, and the situation maturely.
 
Most players also like playing the hero, and don’t like feeling disempowered, so they may be spurred to action in order to stop any wrongdoing. If the GM doesn’t take that into account he may very well end up with either a TPK or a pretty little railroad.
 
 
'''Strike'''
 
 
The bandits intend to kill all strangers as a warning to the villagers and to prevent their actions from being known.
 
 
The PCs may decide to confront the bandits on their own, stealthily escape the village, enlist the aid of the villagers and strangers, challenge the bandit leader for a duel, and so on.
 
  
 
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