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Swords of the Daimyo
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Official Game Adventure
Swords of the Daimyo
by David Zeb Cook
Adventure Book of Miyama
Table of Contents
Adventures ................................................. 2
Adventure 1: Over the Waves We Will Go ........................... 3
Adventure 2: Riders of the Black Temple . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Adventure 3: Lord of the Black Temple ............................ 10
Timeline of Kozakura ......................................... 16
New Creatures ................................................. 18
Player Characters ................................................. 20
Maps ............................................................ 25
Kozakuran Provinces ........................................... 25
Shoen Map of Miyama ..................................... 26
Tamanokuni Map ......................................... 28
Mura Map .................................................... 29
Monastery/Temple Map ........................................ 30
Shoen Residence of a Jito or Zussho ............................ 31
Small Town House of a Samurai/Commoners’ Houses ............... 32
CREDITS
Adventures: Zeb Cook and Kelley Foote
Editing: Mike Breault
with Anne Gray McCready
and Karen Martin
Interior Art: Jeff Easley
Cartography: David C. Sutherland III
Dennis Kauth
Marsha Kauth
Typography: Linda Bakk
Keylining: Colleen O’Malley
Distributed to the book trade in the United States
by Random House Inc. and in Canada by Random
House of Canada Ltd. Distributed to the toy and
hobby trade by regional distributors. Distributed in
the United Kingdom by TSR UK Ltd.
ADVANCED DUNGEONS & DRAGONS, AD&D,
PRODUCTS OF YOUR IMAGINATION, and the
TSR logo are trademarks of TSR Inc.
This adventure is protected under the copyright
laws of the United States of America. Any repro-
duction or other unauthorized use of the material
or artwork contained herein is prohibited without
the express written permission of TSR Inc.
©
1986 TSR Inc. All Rights Reserved. Printed in U.S.A.
TSR Inc.
TSR UK Ltd.
POB 756
The Mill, Rathmore Road
Lake Geneva,
Cambridge, CB1 4AD
WI 53147
United Kingdom
Printed in U.S.A.
ISBN 0-88038-273-2
9164
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THE ADVENTURES
This book contains three adventures for
use with the AD&D ® Oriental Adventures
rules. Each adventure is set in the Koza-
kuran province of Miyama, described in
the accompanying Province Book. Also
included is a color map of Miyama Prov-
ince. On the inside of the adventure cover
is the Ocean Voyage Map for use with
Adventure 1. The remaining maps and
tables for the adventures are found in the
back of this book.
The adventures given here are
designed for use with a complete Oriental
Adventures campaign. With the exception
of Adventure 1 (“Over the Waves We Will
Go”), they are meant to be played in the
order listed. Characters are expected to
rise in level as they play. The level range
for each adventure is listed at its start.
Adventures of your own design (or other
TSR adventures) can be used between
the different adventures listed in this book-
let. The adventures given here do not
need to be played uninterrupted, but they
should be played in the order listed. By the
time you have finished with these adven-
tures, most player characters in your cam-
paign should have from five to seven
levels of experience.
Before playing these adventures, you
should read the Province Book up to the
Gazetteer section. You may also read the
Gazetteer if you wish, but it is not neces-
sary at this time.. You are now ready to
read the first adventure. While reading it,
you should also read any Gazetteer
descriptions of locations mentioned in the
adventure. Once you have read every-
thing thoroughly, you are ready to play the
adventure. At the end of this book (on
page 20) are some beginning characters
for use in an Oriental campaign. These
include character statistics, physical
descriptions, personalities, backgrounds,
ancestries, and families.
Adventure 1 (“Over the Waves We Will
Go”) is a special adventure that enables
you to introduce gajin characters to the
Oriental world. Play it first if you wish to
take non-Oriental AD&D characters from
your campaign into the world of Oriental
Adventures.
There is more to Swords of the Daimyo
than the adventures it contains. A number
of the maps at the end of this booklet are
not used in the adventures. Some of these
maps are keyed to one or more places on
the Province Map. You can use these and
the other maps for your own adventures.
Furthermore, the Gazetteer section of the
Province Book describes many locations
that are ideal for mystery and adventure.
These should provide you with campaign
activities for a long time to come.
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ADVENTURE 1
OVER THE WAVES WE WILL GO
This adventure should be used only if you
are introducing characters from a normal
AD&D ® campaign into an AD&D Oriental
Adventures campaign. No pregenerated
characters are supplied for this adventure.
The characters either come from your own
AD&D campaign, or they are created for
this adventure. Since nearly all of this
adventure occurs at sea, it is strongly rec-
ommended that player characters be at
least 6th level, although characters of 10th
level or greater may not find the adventure
challenging.
It is essential to this adventure that the
player characters be enticed to undertake
the dangerous sea journey to Kozakura. It
is more fun if the player characters do not
have a clear idea of where they are going.
If you are using this adventure in your own
campaign, decide on the most appropriate
way to introduce the information. Listed
below are several suggestions.
armada. It arrived in a nearby port, where
it is said to have unloaded its cargo of silk,
spices, gold, silver, exotic art objects, and
a few powerful magic items. Supposedly
this armada makes a single voyage every
year to some place far across the ocean.
The captain and the navigator keep their
destination a close secret. For years no
one knew where they sailed. Now, how-
ever, a rival captain claims to know their
port of call.
* There are rumors of a fabulous trea-
sure galleon that sails somewhere out in
the ocean. Several captains claim to have
sighted it (although their testimony is
hardly reliable) and one says he captured
its cargo, only to lose it later to pirates. The
crew is said to be human but of some dif-
ferent and far distant land. The PCs must
talk to the captains to gain the information
below.
Other methods of intriguing the PCs can
be devised as appropriate for your cam-
paign. All of the preceding methods yield
the following information:
1. The journey is long, taking at least
one month with good weather and longer if
the winds are bad.
2. Sail west! Follow the setting sun to
reach the lands of the East.
3. Be prepared for dangers—storms,
sea monsters, and terrible terrors.
4. The land you sail to is different. Your
welcome may not be what you expect. It is
a deadly land for the unwise.
sword+ 1 chainmail): Alonso is a portly,
middle-aged man. A bristling mustache
and beard hides most of his drink-flushed
face. He dresses in shabby clothes and
swears continuously while he talks.
Alonso meets the characters over a
meal, where he displays outrageous table
manners—slurping, belching, spitting,
throwing scraps on the floor, and wiping
greasy fingers through his hair. He
demands the most exorbitant price possi-
ble for his ship or passage (whichever is
desired). Furthermore, he tells the charac-
ters they will have the pleasure of dining
with him on the trip. Alonso is, however, a
good captain and navigator. His crew is
dependable and competent. He begins
with a Mutiny Rating of 10.
Iyawaei of Konghani (Barbarian, 8th
level; hp 38; AC 5; MV 12”; #AT 3/2;
THAC0 14; Damage 1d8 + 1; SA see Bar-
barian in Oriental Adventures book; AL N):
Iyawaei is a wiry, black man of unknown
age. His face is weather-lined and cracked
but when he smiles, which is often, it
breaks into a happy, youthful glow. He
speech is thickly accented, almost incom-
prehensible at first. Sprinkled liberally
throughout his conversation are foreign
words and phrases that he never explains.
In addition to the sword carried at his
side, he has a dirk strapped to his left fore-
arm. His clothes are a hodge-podge of
styles and tastes, none of which match.
Although good humored, he has a very
quick temper and rules his ship with a sav-
age, occasionally cruel, discipline. Flog-
gings and irons are not unknown to his
crew, and he has ordered the hanging of
at least two mutineers in the past. His crew
fears and respects him. He begins the
game with a Mutiny Rating of 12.
Rupert Brock (Fighter, 9th level; hp 52;
AC 7; MV 12”; #AT 3/2; THAC0 9; Dam-
age 1d8 + 3; AL N; magical + 2 long
sword; potion of extra-healing): Brock is a
healthy warrior in his early thirties. He is
neat in appearance. His clothes are sim-
ple and clean. His hair and beard, while
long, are clean and groomed. He is gener-
ally well-mannered, although he is not
above using highly colorful language or
flailing away in a bar-room brawl.
For all his easy outward appearance, he
is a savage taskmaster. Once at sea, he is
* The player characters find the scraps
of an old map. In scrawled notes are
vague statements about what direction to
sail, about how long it will take, the dan-
gers encountered, and the riches availa-
ble. Of course, about half of this
information is dead wrong or greatly exag-
gerated. You can make a map on a torn
scrap of paper.
* The player characters meet a crazed
seaman. He may be young or old, but he is
definitely not in his right mind. He babbles
out the information about the voyage—
how wonderful and terrible it was. He is
obviously poor and wretched, but shows
the player characters a marvelous trea-
sure (a giant pearl) he swears is from that
foreign shore.
* There is a fabulous stranger frequent-
ing the inns and taverns on the waterfront.
He is different from all others in appear-
ance, dress, speech, and behavior. No
one has ever seen anyone quite like him.
He claims to come from across the ocean
(clearly impossible!) and tells wild stories
about his homeland. The stranger can
either be rich or poor. If he is rich, he is
attempting to hire a ship to return him to
his native lands. If he is poor, he offers his
services as a navigator, promising riches
and wonders from across the ocean.
* Rumors abound of a fabulous treasure
The Ship
If the player characters have a ship of
their own, allow them to use it. If they also
have a loyal and hand-picked crew, you
can ignore this section.
Upon investigating the port, the player
characters find they have three choices
for captains who will either sail for hire or
take the player characters on as seamen
or passengers. Looking at their ships tells
the player characters nothing. All seem to
be in good repair and seaworthy. The
characters can meet the captains, if they
want to.
Alonso de Bartuella (Fighter, 12th level;
hp 68; AC 4; MV 12”; #AT 3/2; THAC0 9;
Damage 1d8 + 2; AL N; magical +1 long
3
seldom seen without a crop in his hand to
spur his sailors on. He is only a fair naviga-
tor. He cares little for the needs of his crew,
seldom stocking adequate or nourishing
supplies for them. Disease is common
below decks. Good sailors seldom sign on
with him, and his crews often consist of cut-
throats and hard-luck men. He begins the
game with a Mutiny Rating of 20.
If the PCs need to gather a crew, deter-
mine the crew’s Mutiny Rating as follows.
If the characters do not need a captain or
navigator, but still need a crew, roll 1d10
and add eight. Add four to the die roll if the
player characters openly announce their
goal. Add two to the die roll if the player
characters do not announce any destina-
tion. Subtract two from the die roll if the
player characters announce they are pick-
ing the best sailors. Subtract two if good
pay is given or a bonus is promised. Sub-
tract one for every day spent gathering a
crew. The final result is the Mutiny Rating
for the crew.
If the player characters screen every
crewmember taken on (through spells or
other powers), and only select the abso-
lutely trustworthy sailors, the crew has a
Mutiny Rating of 4. The player characters
cannot charm crew members, as such
sailors are sluggish and lack the initiative
needed for sailing. The player characters
have no difficulty raising a crew, even
within a single day.
encounter area that is closest to their
desired direction. The characters sail in
that direction into the next Encounter
Area. Once in an area, any encounters are
resolved and then the players choose a
new area to enter.
In most cases, the amount of time
needed to travel from one Encounter Area
to another is two days. Some areas, how-
ever, have arrows indicating the direction
of a major current. When a ship is sailing
with the current (in the direction of the
arrow), the time is normal, as given above.
When a ship is sailing against the current
(in the opposite direction from the arrow),
the sailing time is four days for every area
entered.
lasses. There is only a 5% chance of any-
one in the group having a magical item.
The mutineers attack at the least
expected moment, hoping to surprise the
officers. They fight at least until the situa-
tion looks hopeless and, if assured of a
gruesome fate otherwise, fight until they
are slain. Captured mutineers can hope at
best to finish the voyage in irons (only if
they are needed to crew the ship), and are
far more likely to be keelhauled, beaten to
death, or hanged.
The following statistics can be used for
the crew: AC 9; MV 12”; 1st-3d level; #AT
1; Damage by weapon type; AL various.
Ocean Encounter Areas
Doldrums: In the center of the map are
the doldrums, areas of extremely calm
waters. No winds or currents are present
to aid navigation. The effect of the dol-
drums is built into the size of the areas.
When these are entered, you can inform
your players that the wind has died down
and the ship sits on still quiet waters. It is
like this day after day, with only a little
progress made. If the ship is fitted with
oars or magic is used to create a constant
regular wind, the amount of time required
to cross a doldrum area is halved.
Icebergs: The sea gradually becomes
choked with floating masses of ice and the
weather becomes more and more
unpleasant. The ice becomes so thick and
frequent that forward movement becomes
impossible. The ship must turn back or be
trapped in the ice and slowly crushed. For
every two days spent in the area, there is a
20% chance the ship runs aground on an
iceberg. If this happens, 10-100% (1d10 x
10) of the ship’s hull points are lost in the
collision.
Storms: When a ship enters. a storm
Encounter Area, it has been caught in a
fierce, raging gale. True navigation is
impossible. The crew can barely keep the
ship from capsizing. Secretly roll 1d6 to
determine the number of areas the ship is
blown off course. Then roll again to deter-
mine the direction: 1 = Northeast, 2 =
East, 3 = Southeast, 4 = Southwest, 5 =
West, 6 = Northwest. If no Encounter
Areas exist in that direction, roll again.
Unless the characters are able to magi-
cally lessen the strength of the storm, they
will move in that direction for the number
of areas indicated by the first die roll. Any
encounters in the new areas entered are
ignored. Do not inform the players of their
new location.
The Mutiny Rating
During the dangerous sea journey,
there is a chance that the crew mutinies
each six-day period at sea. At the begin-
ning of each period, the Mutiny Rating is
adjusted as follows, and a check is made
to see if a mutiny occurs.
+ 2 if the period was spent entirely at sea
+ 4 if the ship left a favorable island
(friendly natives, ample food, etc.)
+ 4 for harsh treatment during period
+ 2 if in doldrums
+ 2 if passed through storm
+ 1 for every point of hull damage
+ 1 for every crew member lost to
monsters
+ 2 for every officer lost to monsters
+ 8 for every officer or PC slain in
previous mutiny
+ 4 for inadequate rations during period
-2 for every mutineer slain in previous
mutiny
-10 if previous mutiny failed
-1 for good treatment during the period
-6 if sailing east
SAILING
THE OCEAN
The Ocean Voyage Map (found on the
inside of the color cover) shows the coast-
line of a continent where the characters
begin their voyage, as well as the coast-
lines of Kara-Tur. Between the two are a
number of Encounter Areas. Ships sail from
one Encounter Area to any other adjacent
Encounter Area. Ships cannot move diag-
onally from area to area (i.e., where only
the corners of two spaces touch).
The player characters begin their voy-
age at one of the three ports on the east-
ern edge of the map. The only exit from the
map is on the island of Kozakura (at Miy-
ama Province). When the player charac-
ters sail out of a port, they must announce
their direction of travel in one of eight com-
pass directions—north, northeast, east,
southeast, south, southwest, west, or
northwest. From the current position of the
player characters, select the adjacent
Add all appropriate adjustments to the
previous period’s Mutiny Rating to get the
current rating. A percentile dice roll is
made and the result is compared to the
adjusted Mutiny Rating. If the dice roll is
equal to or less than the rating, a mutiny
occurs.
When a mutiny occurs, not all the crew
rise up in arms. Naturally, the captain is
not among the mutineers. There is only a
10% chance that any of the other officers
join the mutiny. Of the remaining crew,
61% to 80% (1d20 + 60) take up arms
against the captain. The mutineers do not
have weapons better than knives and cut-
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