test of the samurai, Dungeons and Dragons

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Kara-Tur
The Eastern Realms
Test of the Samurai
by Rick Swan
Table of Contents
Introduction .......................................................................
2
Prologue: Tempat Larang ............................................................ 6
Chapter 1: Fochu Peninsula ........................................................
10
Chapter 2: Qui ...................................................................
40
Chapter 3: Yun Chi ............................................................... 52
Epilogue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
5 7
Interludes
Interlude 1: Sea Mother ......................................................... 58
Interlude 2: Ghost Theater ....................................................... 62
Interlude 3: Peachling Girl ........................................................
66
Interlude 4: Restless Dead .........................................................
71
Interlude 5: Moody Dragon
.......................................................
75
Interlude 6: Scaly Cult ............................................................
78
Interlude 7: Black Citadel
.........................................................
82
Appendix
Scheduled Events . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 7
Prophecies ..................................................................
88
New Monsters
.................................................................
89
Figure 1 .......................................................................... 92
Player Character Sheets ..............................................................
93
insert
Maps 1-4 ...................................................................
Cover
Regional Map (Map 5)
DMs Tracking Chart
DMs Map (Map 6)
...................................................
outside panel
.....................................................
inside panel
..................................................... inside panel
Credits:
Design: Rick Swan
Editing: Jon Pickens
Cover: Jim Holloway
Interior Art: Valerie Valusek
Cartography: Diesel
Typography: Kathleen C. MacDonald
Graphic Design: Roy E. Parker
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 Ltd.
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INTRODUCTION
Test of the Samurai is a companion module to OA6 Ronin
Challenge. Set in Kara-Tur, the easternmost region of the
Forgotten Realms, this adventure begins in the ruins of a
lost city in a desolate Shou Lung mountain range and leads
to an investigation in the Fochu Peninsula of Wa and the
mysterious realm of Qui. Although Test of the Samurai be-
gins where Ronin Challenge left off, familiarity with the
previous adventure is not necessary. Both modules are self-
contained and can be played independently.
The DM should have access to the AD&D
®
game rules and
Oriental Adventures book to run this adventure. The Kara-
Tur boxed set contains a wealth of additional background
information. Also, more details about some of the non-
player characters appearing in the adventure can be found
in FR7 Hall of Heroes. Though both latter works are helpful
resources, neither is necessary to play this adventure.
The following information is for the eyes of the DM only.
Since the adventure is somewhat detailed, the DM should
familiarize himself with the entire module before beginning
play.
packing Chart indicates when scheduled events and spe-
cial encounters occur (see the Running the Adventure sec-
tion below).
MOVEMENT
Under normal conditions, an unencumbered human char-
acter can walk 24 miles across clear terrain in a ten-hour
day. At this rate, it would take him just over a day (1.25 days,
to be exact) to travel a distance equal to one inch on the
color map of the Fochu Peninsula. This rate is reduced in
rugged terrain and improved if the character pushes him-
self or rides a horse. Those wanting more detailed rules for
movement should consult the Wilderness Survival Guide or
Volume II of the Kara-Tur boxed set.
TIME
The adventure will become more difficult for the players as
game time passes. Use the DMs Tracking Chart on the in-
side left panel of the module cover to keep track of the pas-
sage of time. At the end of each day of game time, mark off
the appropriate box. As explained in the text, Day One be-
gins when the PCs arrive in the Fochu Peninsula at the he-
ginning of Chapter One. The entire Prologue occurs before
the Tracking Chart comes into play.
PLAYER CHARACTERS
Pre-generated characters are provided in a special section
in this book. If the players have completed Ronin Challenge,
they can continue with the same characters; the characters
retain any equipment acquired in the previous adventure.
Players should read the new character descriptions care-
fully, however, as each includes important information not
revealed in Ronin Challenge.
If a given character was killed in the previous module, the
player can choose an unused character or change the name
and background of the given character, using the same sta-
tistics and equipment. For instance, if Tsao Ho was killed in
the previous module, his brother, Tsao Eisai, might take
over for this adventure. Tsao Eisai would use the statistics
and equipment given on Tsao Hos character card.
With the approval of the DM, players can use their own
characters. A good mix of characters is recommended, and
none should be of evil alignment. The adventure also as-
sumes that the PCs are not natives of Wa. The DM may al-
low PCs to be Wa natives and adjust the text accordingly,
but the adventure will be less interesting for the players.
RUNNING THE ADVENTURE
Organization
The structure of Test of the Samurai is somewhat different
than other modules, and for that reason, it is very impor-
tant for the DM to become familiar with the entire module
before play begins.
The characters begin the adventure with the events in the
Prologue and end with events in the Epilogue. In between
are three chapters that contain the hulk of the adventures
events and encounters. The characters will also experience
a number of scheduled events, interludes, and special
encounters. Scheduled events occur at specific times, re-
gardless of the partys actions. Interludes are extended
encounters that add depth and excitement, along with in-
creased risks and rewards. Special encounters are trig-
gered by the partys success or failure in the interludes.
These occur later in the adventure.
Boxed text can be read directly to the players, or it can be
paraphrased by the DM.
MAPS AND PLAYING AIDS
Most of the action in this adventure takes place in an area of
southern Wa informally known as the Fochu Peninsula. This
region is detailed on one side of the enclosed fold-out color
map (Map 1). The color map of the Fochu Peninsula can be
used as a playing aid as the DM sees fit. This side of the color
map also includes district maps of Fochu and Jasuga (Maps 2
and 3), two major cities of the Fochu Peninsula.
The other side of the color map features a detailed map of
Qui (Map 4). The keyed areas of this map are detailed in
Chapter Two.
The color panel of the module cover shows the general re-
gions of Kara-Tur featured in the adventure (Map 5). On the
inside right panels of the cover is a smaller version of the
Fochu Peninsula color map (Map 6). This map shows the lo-
cations of the encounters in the text and is exclusively for
the use of the DM. Tactical maps for specific encounters are
included at various places in the text.
On the inside left panel of the module cover is the DMs
Tracking Chart. The chart is used to keep track of the pas-
sage of time during the adventure and also indicates the
current season in Qui (see Chapter Two). Additionally, the
Encounters
Encounters are adventure episodes keyed to specific areas
on the map. When the PCs cross the border of a new area,
refer to the corresponding number in the text; the encoun-
ter occurs immediately. In many cases, the text explains
what happens if the PCs make a return visit. Otherwise, ei-
ther rerun the same encounter or use common sense (for
instance, if the PCs destroyed a bridge in a certain (encoun-
ter area, the bridge will still be destroyed if they return).
Many of the encounter areas in the Fochu Peninsula are
designated as encounter zones. The party has an immediate
encounter when an encounter zone is first entered. Several
possible encounters are listed for each encounter zone.
When the PCs first cross the border of an encounter zone,
roll as indicated in the text to randomly select an encounter
from the listed possibilities. The PCs experience this encoun-
ter immediately. If the PCs remain in the encounter zone or
return to it later, roll for another encounter as directed.
2
Encounter zones often include information that is of spe-
cial significance to the adventure. For that reason, the DM
should not feel restricted by the whim of the dice as to
which encounters the PCs experience. Rather than roll ran-
domly, the DM can select a specific encounter from the list.
Likewise, he can forego all of the listed encounters if he
feels the PCs are too weak, are getting bogged down, or
have already received enough clues. Unless otherwise indi-
cated, encounters may be repeated at the DMs discretion.
Certain encounters are designated as prophecies. When a
prophecy encounter is indicated, refer to the Prophecies
section of the Appendix for more information.
special encounter is listed, choose randomly.
(Example: On the Week
5 line of the Tracking Chart, the
DM has listed SE 1, EZ 4 and SE 2, EZ 4. This means that
both Special Encounter 1 and Special Encounter 2 may oc-
cur in Week 5 when the PCs are in Encounter Zone 4. Lets
assume the PCs are in Encounter Zone 4 during Week 5, and
a roll on the Encounter Zone Table gives the special encoun-
ter result. Since two special encounters are possible, the
DM picks one at random and runs it immediately.)
DMS BACKGROUND
Scheduled Events
Scheduled events occur during specific weeks, regardless
of the location of the PCs or their previous actions. At the
beginning of every new week, the DM should consult the
Tracking Chart to see if a scheduled event occurs. If so, con-
sult the Scheduled Events section in the Appendix and pro-
ceed as directed.
Qui and the Celestial Bureaucracy
The Celestial Bureaucracy is a government of the spirits
that supervises and regulates the affairs of Kara-Tur. Like all
large governments, the Celestial Bureaucracy oversees a
number of lesser ministries and committees responsible for
a multitude of administrative duties.
One of the key offices of the Celestial Bureaucracy is the
Ministry of Animal Affairs, which is in charge of the regis-
try and regulation of all of Kara-Turs animal population.
The Ministry of Animal Affairs oversees dozens of sub-
committees, with each sub-committee assigned to monitor
the affairs of a specific region of Kara-Tur. Each sub-
committee lives and works in a secret domain, hidden away
to insulate the Officers from the distractions of the outside
world.
Assignment as a sub-committee officer is one of the most
coveted jobs in the entire Bureaucracy. The position is ex-
tremely prestigious and the work is easy, involving little
more than recording census information and territorial re-
ports. Best of all, because the Celestial Bureaucracy re-
quires continuity in the administration of its sub-
committees, officers are granted immunity from natural ag-
ing for the duration of their tenure.
One of these sub-committees is based in Qui, a domain lo-
cated in another plane of existence. The Qui sub-committee
oversees the affairs of the animal population of the Fochu
Peninsula, an area of Wa extending from the westernmost
mountains of the Jufosu Range to the southernmost plains
of Tsukishima.
Four officers make up the Qui sub-committee. Each offi-
cer oversees a specific segment of the Fochu Peninsulas ani-
mal population. One officer oversees the affairs of the
feathered citizens. A second officer is in charge of the hairy
citizens. The third officer monitors the scaly inhabitants of
the rivers and streams, while the fourth officer oversees
the scaly inhabitants of the land.
The gods allow the officers to summon and plane shift?
any animal citizen of the Fochu Peninsula to Qui to make
their reports. The gods have also placed a ring of multi-
colored bushes in one corner of Qui. The bushes, made of
magical silk, can be used as a special portal for dispatching
uninvited guests bath to the Prime Material plane.
Interludes
At various points in the text, the PCs are directed to ex-
panded encounters called interludes. All interludes are lo-
cated at the end of the book, and each has specific staging
instructions for the DM.
Interludes are self-contained mini-adventures that pro-
vide the PCs with additional clues and rewards. They are
not, however, risk-free; each poses its own dangers, and
each requires a significant investment of the partys time.
Though certain interludes include information vital to the
success of the adventure, you dont need to incorporate
them all. You can read through the interludes and decide
which ones to include (the text gives suggestions for avoid-
ing each interlude without interfering with the flow of the
adventure), or you can let the actions of the PCs determine
which interludes they will experience. Be aware that each
additional interlude makes the adventure longer and more
complex.
Interludes can also be developed into independent adven-
tures or incorporated into campaigns other than Test of the
Samurai. Suggestions are given at the end of each interlude.
Special Encounters
The PCs actions in an interlude can generate special
encounters. Like the interludes, special encounters add
depth and excitement to the main adventure at the cost of
additional length and complexity; the use of special encoun-
ters is optional.
Staging information for special encounters is given at
the end of each interlude. The information includes the
special encounters code number (such as SE 1) and the
times and locations where it may occur. When a special
encounter (SE) is generated, the DM should log its code
number and possible locations on the indicated lines of the
DMs Tracking Sheet. For instance, if the instructions for
SE1 indicate that it can occur on Week 5 in Encounter
Zone 4 and on Week 6 in Encounter Zone 7, write SE 1, EZ
4 under the special encounter heading on the Week 5 line,
and write SE 1, EZ 7 under the special encounter head-
ing on the Week 6 line. The information should be written
in pencil as it may be deleted as a result of another encoun-
ter; you may also want to jot down the special encounters
page number for easy reference.
When a special encounter is rolled in an encounter zone,
check the DMs Tracking Chart to see if any special encoun-
ters are listed for the current week. If so, the PCs experi-
ence the special encounter immediately. If more than one
The Demotion of Za-Jikku
For centuries, the officers of Qui performed their duties ef-
ficiently and quietly. All, that is, except Za-Jikhu, a pan lung
(oriental coiled dragon) officer in charge of the scaly citi-
zens of the land. Za-Jikku demonstrated a troubling ten-
dency to meddle in the affairs of Wa, usually, in order to
massage his sizable ego. For instance, Za-Jikku encouraged
a primitive tribe in the Jufosu Range to worship him as a
god. When their tribute fell short, Za-Jikku triggered a vol-
canic eruption that buried their entire village in molten
lava. On another occasion, Za-Jihku challenged a rival to a
duel in the caverns deep beneath the west coast of the
Fochu Peninsula. Za-Jikhu triumphed, but the battle set off
3
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