HONOR AND DEATH: An Adventure for 4 to 7 Ronin

 HONOR AND DEATH
A Basic D&D 5e and Savage Worlds
Tournament Module
for 4-7 ronin of levels 3-5 or Seasoned Rank

Avenge your lord. Restore your honor.
 
One year ago, your master was ordered to commit suicide by the shogun. Your master, Enya no Hangan, was young and inexperienced; the cruel elder Lord Kô no Moronō played on your master’s naiveté and humiliated Lord Enya in front of the court. Enraged, Lord Hangan drew his sword and attacked Lord Kô in the shogun’s presence. Such disrespect – such endangerment of the shogun – could not go unpunished. Enya no Hangan was ordered to commit suicide, his lands were forfeited to Kô no Moronō, and you – his retainers – were made masterless ronin.
You cannot fault the shogun for enforcing the law, but you can revenge yourselves on the one who twisted the law to his advantage. You have trained and waited for a year, luring Kô no Moronō into a false sense of security. Now, on a moonless winter night, you have gathered to attack Lord Kô’s mansion in the shogun’s capital city. You will infiltrate the mansion, kill all who oppose you, and take Kô no Moronō’s head to lay on your master’s grave.
Survival is not an option. Even if you are victorious in your quest, your deeds will make you criminals in the shogun’s eyes and he will send all his forces to hunt you down. Death lies before you, so make it a good death, an honorable death. Only in restoring your own honor can you restore that of your fallen lord.
HONOR AND DEATH is a tournament-style site-based adventure inspired by Chūshingura, the famous story of the 47 Ronin. It is set in a high fantasy version of Edo-era Japan, but can be easily adapted for use in Japanese-inspired settings like Kozakura and Wa (parts of Kara-Tur in the Forgotten Realms) or less easily adapted for other settings. Pre-generated player characters with back stories related to the adventure have been included.
The player characters are ronin – former samurai and other dispossessed retainers – attempting to avenge their master. They must sneak across the shogunal capital in the dead of a winter’s night, infiltrate the home of their dead lord’s betrayer, kill the enemy lord, and sneak back across the city to present his head to their lord’s ghost. They will have to fight the enemy lord and his retainers but also try to sneak past the shogun’s patrols. Once their mission is complete, they can gain extra renown by taking charge of their destinies and committing seppuku.

HONOR AND DEATH uses creatures found in the Monster Manual; DMs without access to the full Monster Manual may find the creatures in the D&D Dungeon Master's Basic Rules (DMB) and the Princes of the Apocalypse Adventure Supplement (PotA).

Savage Worlds statistics refer to Savage Worlds Deluxe (SWD).
I. Running the Adventure
The best case scenario for HONOR AND DEATH is a total party kill. As the DM, your goal is to attempt to prevent this.

The villains of the scenario win if characters are captured to face the law rather than killed. While the villains will obviously fight with lethal force to defend themselves, they will also attempt to overwhelm the PCs and arrest them. The shogun’s forces in particular will attempt to restrain and detain the characters.

Because of the competitiveness inherent in this scenario, it is encouraged that the DM roll in the open rather than behind a screen, assuring the players that their defeat is in the hands of the dice.

Strategy: Stealth vs. Strength
The player characters have been charged with infiltrating the urban mansion of their late lord’s enemy, slaying said enemy, and carrying the enemy’s head to their lord’s grave on the far side of the city. They must balance stealth and martial skill to succeed. If they alert the city watch, then their quest is ultimately doomed to failure, as the shogun will set his limitless forces against them. At the same time, they must arm themselves well enough to bring death and doom to Lord Kô.

Since they are members of the warrior caste, the former samurai PCs are entitled to wear their daishō (paired swords) openly on the streets, but wearing full armor and carrying ranged weapons will draw suspicion from the shogun’s city watch. This means the smart choice is attacking the mansion unarmored; thankfully most of the guards in the mansion will only be clad in kimono as well.

Commoner PCs (such as the ninja) are forbidden from carrying swords. They’re not even allowed to carry obvious weapons (except knives) even if one of the samurai claims they’re “just holding them” for her. Of course, there’s no reason a ninja or other commoner can’t grab a katana from a fallen foe.

Scoring

HONOR AND DEATH is described as a “tournament-style” adventure because a scoring mechanism is used to determine what player wins the scenario. While cooperation is necessary to complete the ronin’s objectives, players are also encouraged to compete to see who wins the most Honor Points.

Player characters begin at 0 Honor Points and may gain Honor Points by achieving objectives. Any character who scores 20 Honor Points has restored his or her honor and may die triumphant. The character that ends with the most Honor Points wins the scenario and will go down in history as the most loyal and brave of Lord Enya’s retainers.

Honor Points are rewarded as follows:
  • Slay Kô no Moronō: 20 Points (team reward; can be awarded posthumously to deceased ronin)
  • Cross the capital and place Kô’s head on Enya’s grave: 10 Points (team reward; awarded only to ronin who are present)
  • Die an honorable death: 10 points (individual reward; commit honorable suicide or die defending your allies against overwhelming odds)
  • Defeat/slay Kô no Tsunanori or Lady Koi: 5 points (team reward; awarded only to ronin who are present)
  • Defeat/slay any other retainer of Kô no Moronō: 1 point (individual reward)
  • Fight a retainer of the shogun: -1 point (individual penalty)
  • Slay a retainer of the shogun: -5 points (individual penalty)
  • Die a dishonorable death: -10 points (individual penalty; characters captured by the shogun's forces are automatically assumed to be beheaded like criminals)
II. The Adventure
Stage 1: The Old Temple
A light snow drifts through the night sky as the ronin gather at the old temple. Far from the brightly-lit, comfortable mansions of the great lords, the family temple of the Enya clan is cold and dark. Ever since the clan was stripped of its lands, there has been no money to support the temple. Only the alms gathered by Lord Hangan’s former retainers keeps rice in the bowl of the old priest and cobwebs from gathering on the tomb stones.
 
An eerie bluish light begins to burn as the ronin gather in the cemetery. Lord Hangan’s ghost (MM p. 147 or SWD p. 137) appears before the PCs. His body burns with blue flame; his face is contorted in agony. He is burning in hell, consumed by his rage. The PCs know they cannot let this continue.
 
(If necessary, the ghost can tell the story of his fall, exhorting his former retainers to avenge his death. Any ronin who commits the baffling sin of assaulting or attempting to turn his former master receives a -10 penalty to Honor Points.)
 
Allow the ronin to determine their plan. Will they risk discovery by the shogun’s forces by stealing across the city in full armor? Will they proceed in their normal clothes, attempting to blend in with the crowd? Will they disguise themselves as members of the household or merchants or whatever and attempt to talk their way past the guards?
 
The ronin know the following:
  • The year the ronin have spent waiting for their revenge has lulled their foes into a false sense of security. No one is expecting an attack this night.
  • Kô no Moronō can be found this night at his mansion (or kamiyashiki) in the shadow of the shogun’s castle. The mansion is unfortified but not indefensible. It is surrounded by a 10 ft tall wall surmounted by a tiled roof; there is no space on the wall for a patrol to walk, but it does act as a barrier to easy entry. There is a two-storey watchtower rising from the wall at each corner of the rectangular compound where watchmen equipped with bows and warning bells are stationed. There are three gates: a broad main gate in front near the main house, a grand ceremonial gate for visits from the shogun that opens on the garden, and a small back gate for servants. Every wall fronts onto one of the streets surrounding the house.
  • Lord Moronō’s samurai guards greatly outnumber the ronin. Two guards are at each gate with another two in each watchtower; the gate guards wear ceremonial lamellar armor and carry naginata in addition to their swords while the tower watchmen carry bows but have no armor. In addition, approximately [# of ronin x 2.5] samurai wait on their master within. When the attack begins, these samurai will only be armed with their wakizashi; if the alarm is sounded, they will have the chance to change into armor and grab their katana.
  • Lord Moronō’s granddaughter, Kô no O-Tsuna, attends her grandfather this night. O-Tsuna is known as an honorable and valiant swordswoman and will be quick to fight by her grandfather’s side. She will be a formidable opponent.
  • Lady Koi, Moronō’s lover, is rumored to be a hengeyokai – one of the monstrous changing beasts. She is likely to be either a kitsune (a foxwoman) or a nekomata (a vampire cat), but could be something worse. She maintains separate apartments on the far side of the compound from Moronō’s wife. She is well known to be vicious and vengeful.
  • Kô no Moronō himself is renowned as an onmyōji – a diviner that serves the shogun by predicting auspicious dates and reading the future. Most onmyōji also employ servitor spirits called shikigami. Lord Moronō’s exactitude earned him a position as the shogun’s master of etiquette, which he has used to exact tremendous bribes from daimyo new to the court.
  • Lord Moronō’s neighbors hate him. If the neighbors are left unmolested, then they will not come to Moronō’s aid.
Once they decide their plan, the ronin receive the blessings of the Enya family priest and Lord Hangan's ghost. Every character receives inspiration.
 
 
Stage 2: The City Streets
The ronin must now make their way unmolested to Lord Moronō’s mansion. This requires a DC 15 Dexterity (Stealth) check to avoid the shogun's town watchmen. The PCs have advantage on this check if they wear no armor and carry no equipment outside of what their rank allows, but they have disadvantage if they are wearing armor or carrying unusual weapons.
 
If the players fail their Stealth check, they encounter a patrol of 5 shogunate watchmen that tries to question them. If the ronin are not wearing armor or carrying missile weapons, then the watch patrol merely asks for their names and destination as a matter of routine. If the watch have reason to be suspicious, it will require a DC 20 Charisma (Deception) check for the ronin to talk their way past them.
 
If the PCs attempt to flee or violence ensues, then the watch will attempt to subdue and arrest the ronin. If any of the watch are fatally wounded or the fight lasts more than two rounds, they blow whistles to try to summon help. A second watch patrol will arrive in 5 + d4 rounds.
 
Shogunate Watchman (D&D)
Medium human, lawful neutral
AC: 14 (chain shirt worn under kimono)
Hit Points: 11 (2d8 + 2)
Speed: 30 ft.
STR 13 (+1), DEX 12 (+1), CON 13 (+1), INT 11 (+0), WIS 11 (+0), CHA 10 (+0)
Skills: Athletics +3, Intimidation +2, Perception +2
Senses: passive Perception 12
Actions
  • Katana: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) or 6 (1d10 + 1) slashing damage.
  • Sasumata, sodegarami, or tsukubō: Attack: +3 to hit, reach 10 ft., one target. Hit: 4 (1d6 +1) or instead the watchman may attempt to grapple or shove as a bonus action. These three unusual-looking polearms are the symbols of office of the watch; they are used to bind and entangle foes.
  • Grapple: The samurai may make a Strength (Athletics) check at +3, contested by the target's choice of Strength (Athletics) or Dexterity (Acrobatics). A grappled target has a speed of 0; the condition ends if the samurai is incapacitated or if the target is removed from the grapple's effect.
  • Shove: The samurai may make a Strength (Athletics) check at +3, contested by the target's choice of Strength (Athletics) or Dexterity (Acrobatics). If the samurai wins the contest, the target is knocked prone; prone creatures have disadvantage on attack rolls while attackers within 5 ft. have advantage. Standing up -- which uses movement equal to half the creature's speed -- ends the condition.
Shogunate Watchman (SW)
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6, Notice d6
Charisma: +0; Pace: 6; Parry: 6; Toughness: 7 (2)
Hindrances: Code of Honor, Loyal
Edges: --
Gear: Chain shirt under kimono (+2), lantern, ink, katana (Str+d6+2; AP 2), pole arm (sasumata, sodegarami , or tsukubō; Str+d4 OR grapple, Reach 1, 2 hands), wakizashi (Str+d6), winter kimono and cloak.

Stage 3: The Mansion of Lord Moronō
The Kô family compound is a standard kamiyashiki of the kind most daimyo own. It occupies an entire city block. Avenues forty feet wide run on the east and west sides of the compound while alleys fifteen feet wide separate Lord Moronō's home from his neighbors to the north and south. One of the moats separating the shogun's castle from the rest of the capital flows on the far side of the avenue behind the Kô compound; the massive bulk of the shogun's castle looms beyond.
 
The mansion is surrounded by a thick wall pierced with two formal gates and one servants' entrance. Watchtowers sit at each corner of outer wall, while the wall itself serves as row houses for Lord Moronō's retainers. Inside the walls sits Lady Koi's modest residence, a viewing garden, and the main house. The neighboring mansions north and south of the Kô compound have essentially identical layouts.

click to kaiju-size
 
A and B. Main Gate and Shogun's Gate
The main difference between both gates is the extra ornamentation found on the shogun's gate; it is only opened to welcome the shogun on his rare visits, otherwise most traffic comes through the main gate. The gate doors have AC 15 and 30 hit points; jimmying the bolt out of position requires a DC 15 Dexterity (thieves' tools) check or a DC 20 Strength (Athletics) check (though the latter rattles the gate and alerts the household). Each gate is guarded by 2 gate guards warmed by a small charcoal brazier that stands between them; they know no guests are expected this night and it would require a DC 25 Charisma (Deception) check for the ronin to talk their way past the guards.
 
Gate Guard (D&D)
Medium human, lawful neutral
AC: 15 (lamellar armor)
Hit Points: 11 (2d8 + 2)
Speed: 30 ft.
STR 13 (+1), DEX 12 (+1), CON 13 (+1), INT 11 (+0), WIS 11 (+0), CHA 10 (+0)
Skills: Athletics +3, Intimidation +2, Perception +2
Senses: passive Perception 12
Actions
  • Naginata (glaive): Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 6 (1d10 + 1) slashing damage.
  • Wakizashi or katana. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) or 6 (1d10 + 1) slashing damage.
Gate Guard (SW)
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6, Notice d6
Charisma: +0; Pace: 6; Parry: 6; Toughness: 8 (3)
Hindrances: Code of Honor, Loyal
Edges: --
Gear: lamellar armor (+3), katana (Str+d6+2; AP 2), naginata (Str+d8, Reach 1, 2 hands), wakizashi (Str+d6).
C. Watchtowers
The windows to the watchtowers stand 15 ft. above the street. DMs are reminded that climbing does not require an ability check unless the surface is particularly slick or tall. The 2 tower watchmen inside each tower watch observe the streets only lazily, but will be roused by a cry for help or howl of pain. Two towers can fire arrows at each gate. Clever ronin who hug the walls gain half cover, while the watchmen themselves have three-quarters cover as long as they snipe from the windows.
 
Tower Watchman (D&D)
Medium human, lawful neutral
AC: 12 (padded kimono)
Hit Points: 11 (2d8 + 2)
Speed: 30 ft.
STR 13 (+1), DEX 12 (+1), CON 13 (+1), INT 11 (+0), WIS 11 (+0), CHA 10 (+0)
Skills: Athletics +3, Intimidation +2, Perception +2
Senses: passive Perception 12
Actions
  • Daikyu (longbow): Missile Weapon Attack: +3 to hit, range 150/600, one target. Hit: 5 (1d8 + 2) piercing damage.
  • Wakizashi or katana. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) or 6 (1d10 + 1) slashing damage.
Tower Watchman (SW)
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6, Notice d6, Shooting d6
Charisma: +0; Pace: 6; Parry: 6; Toughness: 8 (3)
Hindrances: Code of Honor, Loyal
Edges: --
Gear: daikyu (2d6, Range 15/30/60, RoF 1), katana (Str+d6+2; AP 2), wakizashi (Str+d6).
C. Watchtowers
The windows to the watchtowers stand 15 ft. above the street. DMs are reminded that climbing does not require an ability check unless the surface is particularly slick or tall. The 2 tower watchmen inside each tower watch observe the streets only lazily, but will be roused by a cry for help or howl of pain. Two towers can fire arrows at each gate. Clever ronin who hug the walls gain half cover, while the watchmen themselves have three-quarters cover as long as they snipe from the windows.

Tower Watchman (D&D)
Medium human, lawful neutral
AC: 12 (padded kimono)
Hit Points: 11 (2d8 + 2)
Speed: 30 ft.
STR 13 (+1), DEX 12 (+1), CON 13 (+1), INT 11 (+0), WIS 11 (+0), CHA 10 (+0)
Skills: Athletics +3, Intimidation +2, Perception +2
Senses: passive Perception 12
Actions
  • Daikyu (longbow): Missile Weapon Attack: +3 to hit, range 150/600, one target. Hit: 5 (1d8 + 2) piercing damage.
  • Wakizashi or katana. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) or 6 (1d10 + 1) slashing damage.
Tower Watchman (SW)
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6, Notice d6, Shooting d6
Charisma: +0; Pace: 6; Parry: 6; Toughness: 8 (3)
Hindrances: Code of Honor, Loyal
Edges: --
Gear: daikyu (2d6, Range 15/30/60, RoF 1), katana (Str+d6+2; AP 2), wakizashi (Str+d6).

D. Servants' Entrance
Two gate guards guard the small servants' door as well. The door has AC 15 and 15 hit points.

E. Row Houses
The exterior windows of the row houses are small and barred with wooden slats. A DC 20 Strength (Athletics) check can rip the slats off; if broken open, they have AC 15 and 10 hit points. A Small or smaller creature can slip through a window with ease; a Medium creature will have to wriggle through with a DC 15 Dexterity check.

After determining the number of samurai retainers at the mansion that night (# of ronin PCs x 2.5), the DM should distribute them through the row houses by the following table:

1d6
1 = House is empty
2 = 1 samurai retainer is inside
3 = 2 samurai retainers are inside
4 = 1 samurai retainer and a family member are inside
5 = 1 samurai retainer and 2 family members are inside
6 = 2-3 family members are inside

Family members may include spouses, children, and aged parents; they are treated as commoners (MM p.345 or DMB p. 54). If any samurai retainers have not been assigned to a row house, they will be encountered in the entry corridor of the main house.

If an alarm is sounded, the samurai who are alone or with other samurai will rush unarmored and armed only with wakizashi to the gate that sounded the alarm. The other samurai will be assisted by their family members with changing into their armor; this takes 5 minutes, so the ronin may not encounter them until they have finished attacking the main house.

Samurai Retainer (D&D)
Medium human, lawful neutral
AC: 11 (unarmored) or 15 (lamellar armor)
Hit Points: 11 (2d8 + 2)
Speed: 30 ft.
STR 13 (+1), DEX 12 (+1), CON 13 (+1), INT 11 (+0), WIS 11 (+0), CHA 10 (+0)
Skills: Athletics +3, Intimidation +2, Perception +2
Senses: passive Perception 12
Actions
  • Wakizashi or katana: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) or 6 (1d10 + 1) slashing damage.
  • Shove: The samurai may make a Strength (Athletics) check at +3, contested by the target's choice of Strength (Athletics) or Dexterity (Acrobatics). If the samurai wins the contest, the target is knocked prone; prone creatures have disadvantage on attack rolls while attackers within 5 ft. have advantage. Standing up – which uses movement equal to half the creature's speed – ends the condition.

Samurai Retainer (SW)
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6, Notice d6
Charisma: +0; Pace: 6; Parry: 6; Toughness: 5 or 8 (3)
Hindrances: Code of Honor, Loyal
Edges: --
Gear: katana (Str+d6+2; AP 2), lamellar armor (+3 if equipped), wakizashi (Str+d6).
F. Apartments of Lady Koi
Lady Koi is an oni-baba, a female oni (treat as a sea hag; PotA p. 31). If the ronin manage to infiltrate the mansion compound by stealth, Lady Koi will be encountered at her apartments. If the ronin sneak past her passive Perception, then she is idling in her beautiful human form in front of a mirror, toying with jewels taken from the Enya clan. If she perceives them, then she stalks the ronin while invisible, attacking by suddenly appearing among them and using her horrific appearance and death glare.

If the watchtowers or gate gruards have sounded the alarm, then Lady Koi has gone to Lord Moronō's side to defend him.

Lady Koi (SW WC)
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d12, Vigor d12
Skills: Fighting d8, Intimidation d8, Notice d4, Stealth d6
Charisma: -2; Pace: 6; Parry: 6; Toughness: 8 (human-sized) or 11 (oni-baba)
Hindrances: Bloodthirsty
Edges: --
Gear: stolen gems and kimono.
Special Abilities
  • Claws: Str+d6 (in oni-baba form)
  • Power Points: 10
  • Powers: disguise, fear, invisibility
  • Size: +3 (in oni-baba form)
G. Garden
Samurai retainers will fall back to the bridges across the pond to make a stand. The bridges are only 10 ft, wide and made of stone; they have AC 17 and 50 hit points.

H. Main House
In addition to housing Lord Moronō and his formidable niece O-Tsuna, the main house is protected by (# of members of the party + 2) ninja disguised as servants and hiding in the ceiling. Every time the ronin activate the nightingale floor (see below), 1d4-1 ninja ambush the ronin from the celing of the next set of rooms that they enter. These ninja have three-quarters cover on the first turn as they hurl kunai from above, but they will then jump down to attack the ronin in melee on the next turn.

Nightingale Floor
Mechanical trap
The floorboards of this section of hallway rest atop pairs of overlapping nails. Walking across the boards rubs the nails together to make a loud, chirp-like squeak, alerting nearby guards.
  • While spotting the difference between a nightingale floor and a normal floor is nearly impossible, their use is ubiquitous in Japanese castles and manors. It requires only a DC 10 Wisdom (Perception) check to remind a character that an innocuous, unguarded hallway is likely to be a nightingale floor.
  • Nightingale floors count as difficult terrain. It requires a DC 25 Dexterity (Stealth) check or a DC 20 Dexterity (Acrobatics) check to traverse a section of nightingale floor and make no sound. When the trap is triggered, the piercing squeaks alert opponents within 120 ft. (assuming the nightingale floor is contained in a typical, wood and paper Japanese building). Opponents gain advantage to Wisdom (Perception) checks to detect the characters (+5 to passive Perception).
  • Powers that grant the ability to walk on water and similar effects (such as a 9th level monk’s Unarmored Movement) negate the danger of a nightingale floor.
Ninja
Medium human, lawful evil
AC: 14 (leather armor)
Hit Points: 9 (2d8)
Speed: 30 ft.
STR 10 (+0), DEX 15 (+2), CON 10 (+0), INT 10 (+0), WIS 12 (+1), CHA 12 (+1)
Skills: Athletics +4, Acrobatics +4, Deception +3, Perception +3, Stealth +6.
Senses: passive Perception 13
Actions
  • Kunai (dagger): +4 to hit, reach 5 ft. (melee) or range 20/60 (missile), one target. Hit: 4 (1d4 +2) piercing damage. This attack does +3 (1d6) more damage if the ninja has advantage on the attack roll or an un-incapacitated ally of the ninja is within 5 ft. of the target. The ninja carries 4 kunai.
  • Disappear: The ninja tosses a smoke bomb at the feet of an opponent, enveloping the attacker in non-magical darkness and blinding it. It then uses a bonus action to Hide. The smoke dissipates after the ninja’s turn.
  • Bonus Action: The ninja may take the Dash, Disengage, or Hide action as a bonus action on its turn.
Ninja (SW)
Attributes:Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d6, Intimidation d6, Notice d6, Stealth d8
Charisma: +0; Pace: 6; Parry: 6; Toughness: 6 (1)
Hindrances: Loyal
Edges: Assassin
Gear: leather armor, kunai (Str+d4, Range 3/6/12, RoF 1)

The corridor that connects the various sections of the main house is a nightingale floor – a trapped floor that squeaks musically whenever somebody walks across it.

The main house is divided into the following sets of rooms:

Inner and Outer Chamber
These rooms are used for meetings of the daimyo and his retainers; the outer chamber seats lesser retainers and the inner chamber is for the use of important councilors. The paper walls of the outer chamber can be rolled back to reveal most of the inner chamber. The square of the dressing chamber that intrudes into the Inner chamber is a curtained dais from which the daimyo looks down on his retainers.

Lord Moronō's Suite
The sleeping chambers of the daimyo; in Moronō's case, they are decorated with astrological diagrams, drying herbs, and other eerie tools of his magic. The doors to this suite are all bespelled with arcane lock (though, of course, they're all made of wood and paper). If the PCs have somehow come this far without alerting anyone, then have them make a DC 25 Dexterity (Stealth) check. Success means Moronō is actually found within; otherwise he will be in the courtyard (see below).

Parlor and Tea Room
The parlor contains the family shrine; the tea room has an excellent view of the garden.

Courtyard
The courtyard is surrounded by a verandah just like the exterior of the house. On the verandah near Moronō's suite sit 1d4+2 potted bonsai trees that are in fact awakened shrubs (DMB p. 10). The shrubs attack anyone except Moronō who walks on the verandah adjacent to his dais. Unless he's been surprised in his suite, Lord Moronō is in the courtyard in disguise.

Lord Moronō is a lawful evil mage (DMB p. 55). When first encountered in the courtyard, he has already expended two 1st level spell slots to cast disguise self and mage armor as well as one 4th level slot to cast arcane eye (only arcane eye requires concentration). In the unlikely chance he is encountered in his suite instead, then he merely has mage armor cast.

Lord Moronō sweeps the middle of the courtyard disguised as a blind, elderly servant; the rake he uses is in fact a disguised flying sword (DMB p. 20). The arcane eye allows him to see in all directions at once with both normal vision and darkvision; he will detect any ronin who approaches within 30 ft., reacting as if he’s hearing their approach and playing a doddering old fool.

If the ronin approach Moronō, the “servant” talks about how kindly Lord Moronō is and how hard he works to keep the peace in the capital. He tries to lull the ronin into a false sense of security and then casts charm person on the two most formidable-looking ronin; he follows this up with casting sleep using a 4th level spell slot, affecting 11d8 hit points worth of ronin. Failure here means he will either use dominate person to take control of the most powerful ronin (if any of Moronō’s allies – like Lady Koi – are present) or that he will blast everyone with an ice storm. In either case, he commands his flying sword to attack.

If the ronin ignore the “old servant,” then Lord Moronō flees to wake his samurai retainers and organize an armed resistance. He will happily set fire to his own home using fire bolt in order to burn the ronin to death or drive them into the arms of his samurai. He sheds no tears for his wife or niece.

While his statistics otherwise match the example mage, Lord Moronō’s prepared spells are as follows:
  • Cantrips (at will): fire bolt, light, mage hand, prestidigitation
  • 1st level (4 slots): charm person, disguise self, mage armor, sleep
  • 2nd level (3 slots): hold person, suggestion, web
  • 3rd level (3 slots): counterspell, fly, lightning bolt
  • 4th level (3 slots): arcane eye, greater invisibility, ice storm
  • 5th level (1 slot): dominate person

Lord Kô no Moronō (SW WC)
Attributes:Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Intimidation d10, Notice d10, Persuasion d8, Shooting d6, Spellcasting d10, Stealth d8, Taunt d10
Charisma: +0; Pace: 6; Parry: 8; Toughness: 6
Hindrances: Vengeful [Major], Greedy [Minor], Mean
Edges: New Power (x6), Noble, Power Points (x 3), Wizard
Gear: Flying sword, lordly kimono.
Special Abilities
  • Power Points: 25
  • Powers: armor, barrier, bolt, disguise, dispel, entangle, fly, invisibility, puppet
Awakened Shrubs (Killer Bonsai) (SW)
Attributes:Agility d4, Smarts d4, Spirit d6, Strength d4, Vigor d8
Skills: Fighting d6, Stealth d6
Pace: 1; Parry: 6; Toughness: 5
Special Abilities
  • Claws: Str+d4
  • Size: -2
  • Small: Attackers subtract 2 from their attacks to hit
  • Weakness: Takes double damage from fire
Flying Sword (SW)
Attributes: Agility d4, Smarts d4, Spirit d6, Strength d6, Vigor d12+8
Skills: Fighting d8
Pace: --; Parry: 6; Toughness: 10
Special Abilities
  • Flight: Flying swords fly at a rate of 6” with a Climb of 0.
  • Size: -2
  • Slash: Str+d6+2
  • Small: Attackers subtract 2 from their attacks to hit
Bedrooms
One of these two rooms is currently inhabited by Kô no O-Tsuna, Lord Moronō's niece and heir. She is far more honorable than her uncle, but is still bound to him by bushido. If surprised (which will be difficult, given the existence of the nightingale floor), then she is meditating unarmored. If she senses the ronin's approach, then she waits in her room, meditating in her armor. If the ronin set off the nightingale floor but bypass her room, then O-Tsuna steps into the hallway and challenges them.

No ninja attack ronin entering O-Tsuna's room.

Kô no O-Tsuna (D&D)
Human noble fighter/champion 6, lawful neutral
HP 47 (6d10 + 5)
AC 17 (lamellar armor) or 13 (unarmored)
STR 16 (+3), DEX 17 (+3), CON 13 (+1), INT 10 (+0), WIS 12 (+1), CHA 14 (+2)
Savings Throws: Strength +6, Constitution +4
Skills: Acrobatics +6, History +3, Intimidation +5, Persuasion +5
Senses: passive Perception 11
Abilities:
  • Action Surge: Once during the adventure, O-Tsuna may take an additional action on top of her regular action and a possible bonus action.
  • Extra Attack: O-Tsuna can attack twice, instead of once, when she takes the Attack action on her turn.
  • Improved Critical: O-Tsuna scores a critical hit on a roll of 19 or 20.
  • Second Wind: Once during the adventure, O-Tsuna may use a bonus action on her turn to recover 1d10+6 hit points.
If a player character challenges O-Tsuna to single combat, she fights with her katana alone with the great weapon Ittō-ryū style; if she has to fight the entire party, she fights with katana and wakizashi in the Niten Ichi-ryū two-weapon style.
  • Katana (Ittō-ryū style). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage.
  • Katana (Niten Ichi-ryū). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
  • Wakizashi (Niten Ichi-ryū). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Kô no O-Tsuna (SW WC)
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d12, Intimidation d6, Notice d6, Persuasion d6, Shooting d6, Taunt d6
Charisma: +2; Pace: 6; Parry: 8; Toughness: 6 or 9 (3)
Hindrances: Code of Honor, Loyal
Edges: Ambidextrous, Florentine, Improved Frenzy, Improved Sweep, Noble, Two-Fisted
Gear: Katana (Str+d6+2; AP 2), lamellar armor (+3 if equipped) wakizashi (Str+d6).

Wife's Room
This is the room of Lady Kaede, Lord Moronō's wife, and her ladies-in-waiting. If no alarms have been sounded yet (and the PCs have been reasonably stealthy so far), then Lady Kaede is taken by surprise and will be found playing games with her maids. Lady Kaede and three of her maids are commoners; the two remaining ladies-in-waiting are ninja. If the alarms have been sounded, then the ninja stand ready to protect their mistress; if there is any reason for Lady Kaede to suspect her husband is slain, then she and her maids are found dead of suicide.


Stage 4: Death
With their enemy dead, the ronin's next move is to take Lord Moronō's head to the Enya family graveyard and present it to the ghost of Lord Hangan. To achieve this, they must sneak back through the streets of the capital and avoid the shogun's patrols once more.
Very clever and lucky players may have somehow managed to perform the entire mission without alerting a single soul. In this extremely unlikely scenario, returning to the graveyard runs no more risks than in Stage 2: The City Streets.

Alert players might notice that there are stables in the mansion compound. These stables house 2d4 riding horses (DMB p. 42) that ronin without time constraints could easily saddle and ride to the graveyard. It will be impossible to sneak past the shogunate watchmen, but it will be very easy to outpace them.

If the main house is on fire or alarms have been sounded, then the ronin will find that the watch is hunting for them. The watch will arrive 1d4+5 rounds after two or more rooms of the main house are on fire or after 3 alarm gongs have been rung. Two patrols take position at each of the main gates, with one patrol guarding the servants' gate. The ronin may be forced to sacrifice some of their members in order to allow others to sneak past and get to the graveyard. The watchmen are on the alert and their passive Perception is now 17.

Any of the ronin reaching the graveyard will be blessed to see Lord Hangan's ghost mainfest one more time and then dissipate in a shimmer of soft, white light. If the ronin are not beset by shogunate forces, they can then take their own lives, joining their lord in death, and earning more Honor Points.

 
III. The Ronin
The following pre-generated characters are offered for use with HONOR AND DEATH:

Kaoyo
Wife to the late Lord Enya, Kaoyo knows that her husband assaulted Lord Moronō because the evil onmyoji made lewd overtures to her. Kaoyo’s heart burns with unquenchable anger toward Moronō. She has spent the last year wandering the roads, learning fighting techniques from all who would teach her.

D&D
Human Fighter/champion 5 (criminal), lawful good
AC: 14 (unarmored)
HP: 42 Hit Dice: 5d10
STR 13 (+1), DEX 18 (+4), CON 15 (+2), INT 11 (+0), WIS 14 (+2), CHA 9 (-1)
Saving Throws: Strength +4, Constitution +5
Skills: Acrobatics +7, Deception +2, Perception +5, Stealth +7
Senses: passive Perception 15
Class Abilities:
Action Surge: On your turn, you can take one additional action on top of your regular action and a possible bonus action; you must finish a short or long rest before you can use this feature again.
Extra Attack: You can attack twice, instead of once, when you takes the Attack action on your turn.
Fighting Style: Two-Weapon Fighting – When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Improved Critical: Your weapon attacks scores a critical hit on a roll of 19 or 20.
Second Wind: On your turn, you can use a bonus action to regain 1d10+5 hit points; you must finish a short or long rest before you can use this feature again.
Attacks:
Kodachi (x 2): Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d6 + 4 slashing damage.
AND Second kodachi (bonus action): Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d6 + 4 slashing damage.
Equipment:
Twin kodachi (as scimitars). One has an extended scabbard to look like a katana; the extra section of the scabbard conceals a hidden dagger (1d4 piercing, finesse, light, thrown 20/60).
Hooded Lantern
Ink, pen, parchment, and seal of the Enya clan
Winter kimono and cloak
Savage Worlds
Seasoned Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d12, Notice d6, Persuasion d6, Shooting d6, Stealth d6, Taunt d6
Charisma: +0; Pace: 6; Parry: 8; Toughness: 6
Hindrances: Code of Honor, Vengeful [Minor], Vow [Minor; lay Moronō’s head on her husband’s grave]
Edges: Ambidextrous, Florentine, Frenzy, Two-Fisted
Gear: Hooded lantern, ink, katana (Str+d6+2; AP 2), pen, parchment, seal of the Enya clan, wakizashi (Str+d6), winter kimono and cloak.
 
 
Yuranosuke
The former head of Lord Enya’s retainers, Yuranosuke held his lord back from killing Lord Moronō in the mistaken belief that the shogun would pardon Lord Enya if he knew the circumstances. Instead, Lord Enya died without slaying his enemy. Yuranosuke has spent the last year in the dissolute quarters of the capital, descending into the criminal underworld to remake himself into a manslayer.

D&D
Human Fighter/champion 6 (criminal), neutral
AC: 12 (unarmored)
HP: 42 Hit Dice: 5d10
STR 18 (+4), DEX 14 (+2), CON 15 (+2), INT 11 (+0), WIS 13 (+1), CHA 9 (-1)
Saving Throws: Strength +7, Constitution +5
Skills: Athletics +7, Deception +2, Perception +4, Stealth +5
Senses: passive Perception 14
Class Abilities:
Action Surge: On your turn, you can take one additional action on top of your regular action and a possible bonus action; you must finish a short or long rest before you can use this feature again.
Extra Attack: You can attack twice, instead of once, when you takes the Attack action on your turn.
Fighting Style: Great Weapon Fighting – when you roll a 1 or 2 on a damage die for an attack you make with a two-handed or versatile weapon wielded with two hands, you can reroll the die but must use the new roll.
Improved Critical: Your weapon attacks scores a critical hit on a roll of 19 or 20.
Second Wind: On your turn, you can use a bonus action to regain 1d10+5 hit points; you must finish a short or long rest before you can use this feature again.
Attacks:
Katana (Ittō-ryū style). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d10 + 4 slashing damage.
OR Wakizashi (Ittō-ryū style). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d6 + 4 slashing damage.
Equipment:
Flask of shōchū (distilled grain spirits)
Katana
Wakizashi
Winter kimono and cloak

Savage Worlds
Seasoned Wild Card
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Fighting d12, Intimidation d6, Notice d6, Shooting d6, Stealth d6
Charisma: +0; Pace: 6; Parry: 8; Toughness: 7
Hindrances: Code of Honor, Vengeful [Minor], Death Wish [Minor; restore the honor of the Enya clan or die trying]
Edges: Brawny, Liquid Courage, Sweep
Gear: Flask of shōchū, katana (Str+d6+2; AP 2), wakizashi (Str+d6), winter kimono and cloak.


Konami
A kunoichi (ninja) serving the Enya clan, Konami has decided to follow her masters into hell. It was drummed into her head from an early age that a ninja’s life was service to her clan, and she intends to follow that mantra with fanatical loyalty. Her disguise of choice is a courtesan in heavy, concealing robes (that can easily be shed).

D&D
Human Rogue/thief 5 (ronin), lawful neutral
AC: 14 (unarmored), 16 (with tessen)
HP: 33 Hit Dice: 5d8
STR 9 (-1), DEX 18 (+4), CON 13 (+1), INT 14 (+2), WIS 11 (+0), CHA 15 (+2)
Saving Throws: Dexterity +7, Intelligence +5
Skills: Acrobatics +7, Athletics +5,* Deception +5, Perception +6,* Persuasion +5, Stealth +7
Senses: passive Perception 16
Class Abilities:
Cunning Action: You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Expertise: Your proficiency bonus is doubled for any ability check you make that uses either of the proficiencies marked *.
Fast Hands: You can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.
Second-Storey Work: Climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
Sneak Attack: Once per turn, you can deal an extra 3d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
Uncanny Dodge: When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you
Attacks:
Kanzashi. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d4 + 4 (+ 0 if used with off-hand) piercing damage. OR Missile Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d4 + 4 (+ 0 if used with off-hand) piercing damage, range 20/60.
Tessen. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d4 -1 bludgeoning damage. (See notes below on tessen)
Equipment:
Dark clothes (worn under kimono).
Embroidered kimono
Koma-geta (sandals). The ridiculously long teeth or heels of these sandals contain hidden stores of caltrops.
Steel kanzashi (as daggers). These decorative hairpins are actually well-balanced stilettos. Konami’s elaborate hairstyle (which is actually a wig) allows her to store 5 steel kanzashi in plain sight.
Tessen (as club and shield). The tessen or war-fan is a folding fan made with spokes of iron. It can be used as a shield while open (+2 AC) or as a club while folded (1d4 bludgeoning, light). It cannot be used for both functions in one round.
Wig

Savage Worlds
Seasoned Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d8, Fighting d6, Lockpicking d6, Notice d6, Persuasion d6, Stealth d8, Taunt d4, Throwing d6
Charisma: +2; Pace: 6; Parry: 6; Toughness: 5
Hindrances: Vow [Major; serve the Enya clan unto death], Loyal, Vengeful [Minor]
Edges: Acrobat, Assassin, Attractive, Thief
Gear: dark clothes (worn under kimono), embroidered kimono, koma-geta (high-heeled sandals; the heels are filled with caltrops), steel kanzashi (Str+d4, Range 3/6/12, RoF 1; hairpins that function as daggers), tessen (Str+d4 OR Parry +1; folding steel war fan that functions as either club or small shield in a round), wig.

 
Rikiya
Rikiya was away in the provinces protecting the Enya domain when Lord Hangan made his fatal error. The young onmyōji had recommended Lord Hangan apprentice himself to Lord Moronō, knowing that Moronō was an onmyōji of some renown. Now Rikiya pursues a personal vengeance against Lord Hangan’s betrayer, wishing nothing more than to battle him spell to spell.

D&D
Human wizard/evoker 5 (criminal), lawful neutral
AC: 12 (unarmored)
HP: 34 Hit Dice: 5d6
STR 9 (-1), DEX 15 (+2), CON 14 (+2), INT 18 (+4), WIS 13 (+1), CHA 11 (+0)
Saving Throws: Intelligence +7, Wisdom +4
Skills: Arcana +7, Deception +3, Insight +4, Stealth +5
Senses: passive Perception 11
Class Abilities:
Arcane Recovery: Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
Ritual Casting: You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.
Sculpt Spells: You can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
Spellcasting: Spell save DC = 15; Spell attack modifier = +7
  • Cantrips (at will): light, mage hand, prestidigitation, ray of frost
  • 1st level (4 slots): detect magic, mage armor, magic missile, sleep
  • 2nd level (3 slots): magic weapon, shatter, suggestion
  • 3rd level (2 slots): fireball, haste
Attacks:
Bo. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6 - 1 (1d8 - 1 two-handed) bludgeoning damage.
Equipment:
Bo (as quarterstaff)
Magatma necklace (arcane focus)
Spellbook
Winter kimono and cloak

Savage Worlds
Seasoned Wild Card
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Knowledge (Arcana) d8, Investigation d6, Notice d6, Persuasion d6, Spellcasting d10, Stealth d6
Charisma: +2; Pace: 6; Parry: 6; Toughness: 5
Hindrances: Vengeful [Major; Lord Moronō must die], Anemic, Vow [Minor; serve the Enya clan]
Edges: AB: Magic, New Power, Power Points, Wizard
Gear: Bo (Str+d4, Parry +1, Reach 1, @ hands), winter kimono and cloak.
Special Abilities
Power Points: 15
Powers: armor, blast, bolt, slumber


Gihei
While the young priest serves the spirits of forgiveness and healing, Gihei has decided the best way to serve the clan that sheltered him is to aid his fellow ronin in their pursuit of vengeance. Lord Moronō is known to consort with evil spirits and must be stopped before he leads others into darkness. If this means that Gihei must also plunge into the darkness, at least he knows he will be reborn to try for the light again.

D&D
Human cleric/life domain 5 (criminal), lawful good
AC: 12 (unarmored)
HP: 38 Hit Dice: 5d8
STR 11 (+0), DEX 15 (+2), CON 14 (+2), INT 9 (-1), WIS 18 (+4), CHA 13 (+1)
Saving Throws: Wisdom +7, Charisma +4
Skills: Deception +4, Insight +7, Persuasion +4, Stealth +5
Senses: passive Perception 14
Class Abilities:
Channel Divinity: You have the ability to channel divine energy directly from your deity, using that energy to fuel magical effects once between rests.
When you use your Channel Divinity, you choose which effect to create:
Preserve Life
You can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.
Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Disciple of Life: Your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
Domain Spells: Each domain has a list of spells—its domain spells— that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
Spellcasting: Spell save DC = 15; Spell attack modifier = +7
  • Cantrips (at will): guidance, light, sacred flame, spare the dying
  • 1st level (4 slots): bless,* cure wounds,* healing word, sanctuary, shield of faith
  • 2nd level (3 slots): aid, lesser restoration,* spiritual weapon,* prayer of healing, warding bond
  • 3rd level (2 slots): beacon of hope,* dispel magic, mass healing word, revivify,* spirit guardian
Attacks:
Bo. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6 - 1 (1d8 - 1 two-handed) bludgeoning damage.
Equipment:
Bo (as quarterstaff)
5 ofuda (paper talismans, as holy water vials)
o-juzu (prayer beads, as holy symbol)
Winter kimono and cloak

Savage Worlds
Seasoned Wild Card
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Faith d10, Fighting d6, Healing d6, Notice d6, Persuasion d6, Stealth d6
Charisma: +2; Pace: 6; Parry: 6; Toughness: 5
Hindrances: Heroic, Poverty, Vow [Minor; serve the Enya clan]
Edges: AB: Miracles, Healer, Holy Warrior, New Power (x2), Power Points
Gear: Bo (Str+d4, Parry +1, Reach 1, @ hands), winter kimono and cloak.
Special Abilities
  • Power Points: 15
  • Powers: boost/lower trait, burst, healing, smite


This adventure was originally presented as part of the WEEK OF VENGEANCE series.
Read more WEEK OF VENGEANCE articles from these fine folks!





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