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319478-Onigashima Homebrew

Onigashima is a volcanic island inhabited by oni that serves as a gateway to a larger archipelago. It has a hot and humid climate and ancestral oni clans have developed a unique culture there. Gaimonshi is the largest city on Onigashima and acts as a cosmopolitan trade hub, connecting to other lands. Sakurajima Mountain is an important volcanic landmark where the dragon Shun is said to reside and its annual eruption signals the coming of spring, but this year the eruption and spring did not arrive, concerning the residents of nearby Satsuma City.
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0% found this document useful (0 votes)
50 views16 pages

319478-Onigashima Homebrew

Onigashima is a volcanic island inhabited by oni that serves as a gateway to a larger archipelago. It has a hot and humid climate and ancestral oni clans have developed a unique culture there. Gaimonshi is the largest city on Onigashima and acts as a cosmopolitan trade hub, connecting to other lands. Sakurajima Mountain is an important volcanic landmark where the dragon Shun is said to reside and its annual eruption signals the coming of spring, but this year the eruption and spring did not arrive, concerning the residents of nearby Satsuma City.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Table Of Contents

1 Onigashima, Ogre's Paradise


1.1 Ancestral Home of the Oni
1.2 Some Like it Hot (And Humid!)
1.3 A Note for DMs and Adventurers
2 Gaimonshi, Portal to the World
2.1 Getting Around
2.2 Adventure Awaits
3 Sakurajima, Mountain of Spring Mist
3.1 Rites of Spring
3.2 Shun, The Harbinger of Spring
3.3 A God, Missing
4 Fukuita, Clothing Capital of Onigashima
4.1 Clothing for Every Occasion
5 Yusaka, Hotspring Heaven
5.1 A rejuvenating getaway
5.2 The Seven Hells and The IroIro Gang
5.2.1 Colors of the Rainbow
5.2.2 The IroIro Gang
6 Ama-no-Iwato, Cave of the Hidden Goddess
6.1 takachiho Gorge
6.2 Beacon for the Kami
7 A Legendary Duel With Tomoe Gozen
7.1 Searching for an Honorable Foe
8 The Ninjas of Neko Neko Island
9 Creating Soulful Pottery in Arita Village
9.1 The Golden Touch
9.2 A Dark Secret

Extras
Created by: Kyle Spencer
Cover created with: Inkarnate
Version 1.0
Onigashima, Ogre's Paradise

S
hrouded in mist and myth, Onigashima is an
island full of magic. It is also the gateway to the Some Like it Hot (And
larger archipelago that sits northeast of it. But for Humid!)
would be adventurers, it is an opportunity for new
friends, fortune, and glory. The climate of Onigashima falls into two main categories, hot
and humid, or cold and humid. It rarely snows on the island,
but the cold is a kind that seeps into your bones thanks to the
90% humidity. In the summer months, the air is thick and
Ancestral Home of the hazy, where hair and fur cling to skin and wearing anything
heavier than leather armor becomes almost unbearable.
Oni A popular saying on Onigashima is that "Summer is too
Since time immemoriam, ogres and their kind have been hot, Winter is too cold, but Fall and Spring are the best two
feared and reviled throughout most of the word. However, on weeks of the year."
Onigashima, these oni are seen in a different light.
Gregarious, boastful, innovative, and strong, these native A Note for DMs and
ogres have developed their own unique culture on the island,
and have welcomed foreigners with open arms. While most Adventurers
oni are friendly (especially when presented with a welcoming This is not a stand-alone adventure. Moreso, this is a setting
gift of sake), and a series of hooks to help give DMs some ideas with their
While most oni on the island are easy-going and friendly, next adventure. The scenarios and creatures found here are
there are still a few clans, usually confined deep in the by no means set in stone; tweak, fix, or eliminate anything as
mountains, that give creedence to the old horror stories you see fit.
about their kind. Brutish, uncouth, and violent, these oni
won't hesitate to kill any trespassers--even their own kind--
and take all their possessions. As such, newcomers to
Onigashima are warned to stick to the main coastal roads
when traversing the island.

Artist: Kawanabe Kousai Credit: Tsukioka Takamori

3
>
Gaimonshi, Portal to the World

W
hile 99% of the population of Onigashima
is...well, oni, there is one place that is as Adventure Awaits
cosmopolitan as anywhere else in the world: Onigashima is rife with myths and legends, most of which
Gaimonshi, Gate to the Outer World. What any local will know; however, if you're looking to lead the
first started as a small trade post between party in a particular direction, here are some ideas to get
humans and oni blossomed into the things started.
commercial hub of Onigashima and the rest of
the archipelago. Here, silk kimonos, sake, and silver are A tabaxi bard has heard tales of the Cats of Neko Neko
traded for chocolate, whiskey, and corned beef (oni Island, and is looking for an escort through strange (and
appreciate their exotic foods). rather humid) lands.
The air is thick and humid, with the scent of fresh steamed
pork buns lingering in the air. Thanks to its international A young man is crying to anyone who will listen that the
nature, Gaimonshi can provide any good or service an urn he bought for his father's ashes hs also tapped his
adventurer requires; howver, outside the city, supplies can father's soul as well. A small stamp on the bottom of the
become limited. urn simply says, *Arita"
A wealthy couple on vacation won't stop gushing about
Getting Around their trip to Yusaka, but they grumble under their breath
about a group of rowdy oni that nearly ruined the trip for
Gaimonshi is a sprawling city--the largest on Onigashima. them.
Trade districts and markets cling to the coastline, while
residences snake their way back in the valleys. To make A textile merchant recently broke his leg, and is seeking
traversing the expansive city a bit easier, the citizens have someone to fetch a shipment of kimono from the far-away
constructed a series of swift-running canals that form village of Fukuita. She's willing to pay handsomely too.
interconnected loops across the districts. The party overhears a group of unusually buff pilgrims
Outside of the city, most people trvel by foot, while some of talking about their trek to Ama-no-Iwato. Depspite their
the wealthier citizens will rent an ox cart or palanquin to get apparant strength, they all failed an unspecified trial. The
them from city to city. Some opt to travel along the coast via rewards, though, seem almost too good to be true.
small boat, but that venture has gotten riskier as of late
because of an increase in pirate activity (the rocky coast of A warrior is on his way to avenge the death of his master
Onigashima is rife with secret harbors and sea caves.) at the hands of the swordswoman, Tomoe Gozen. He is
Despite its relatively small size, Onigashima can take days looking for capable fighters to bear witness to his duel.
to get from one side to the other, and if anyone wishes to
travel through the mountains, they can expect to add a week The annual shipment of oranges from Satsuma city is late,
to their trip. and Gaimonshi is in an uproar over their lack of this
particular delicacy. The mayor tasks your party to head
down south to investiage the matter.

5
Sakurajima, Mountain of Spring Mist

V
olcanoes are a part of life on Onigashima, but
the mountain of Sakurajima holds a special
place in the hearts of the oni, especially the
ones who live just across the bay in the city of
Satsuma.

Rites of Spring
Every year, on the day after the second full moon, Sakurajima
erupts. However, the ash it spews is a bright pink, coating the
surrounding forets and city of Satsuma in a blanket of cherry
blossom ash. Locals believe that this annual eruption is the
waking of Shun, the physical embodiment of Spring, and day
that the seasons officially change.

Shun, The Harbinger of


Spring
According to legend, this ancient dragon resides deep within
Sakurajima, waking at the end of Winter and returning to its
slumber with the heavy haze of Summer. No one has seen it
in its true form; however, many say that they've seen Shun
wandering the streets of Satsuma on clear Spring days,
either as a geisha dressed in a sakura print kimono or a gap-
toothed old man in a bright green festival coat.
Most residents have a small shrine to Shun somewhere in
their homes, where they offer tea and sake for a bountiful
spring.

A God, Missing
Regardless of when the party arrives in Satsuma, they find a
city on the edge. Within a day's journey to the city, the
temperature drops suddenly. Patches of snow cap the
surrounding mountains, a very rare phenomenon on the hot,
humid island. Clear skies give way to brooding, overcast days.
A frigid wind constanstly blows. Winter never left this land.
Upon entering the city proper, the party notices that
business goes about as usual, although every now and then
resients will cast a hopeful eye to the mountain before
dropping their gaze to their feet.
Shun never woke; the eruption that harkens the coming of
Spring never occured. Rumors and gossip abound as to the
fate of the dragon. The most hopeful residents believe that
Shun still slumbers, able to be awoken by a hero who would
brave the volcano (though none yet have tried). Others fear a
worse fate for their patron deity, but no one is brave enough
to find out.
Perhaps it is time for some aspiring adventurers to make a Sakurajima Volcanic Island, Osumi Province
name for themselves... Artist: Utagawa Hiroshige

6
Shun, The Harbinger of Sakura Breath. The dragon exhales a blast of searing ash
in a 90-foot cone. Each creature in that area must make
Spring a DC 24 Constitution saving throw, taking 67 (15d8)
Gargantuan dragon, neutral good fire damage on a failed save, or half as much damage
on a successful one.
Armor Class 22 (Natural Armor) Rejuvinating Breath. The dragon exhales a spray of
Hit Points 487 (25d20 + 225) sakura in a 90-foot cone. Each undead creature in that
Speed 40ft., fly 80ft. area must succeed on a DC 24 Constitution saving
throw or take 67 (15d8) radiant damage and be
paralyzed for 1 minute. A creature can repeat the
STR DEX CON INT WIS CHA
saving throw at the end of each of its turns, ending the
30 (+10) 10 (+0) 29 (+9) 18 (+4) 15 (+2) 23 (+6) effect on itself on a success. Living creatures receive
10d6 healing from the breath attack instead.
Condition Immunities None Change Shape. The dragon magically polymorphs into a
Damage Immunities Cold, Necrotic humanoid or beast that has a challenge rating no
Senses Blindsight 60ft., Darkvision 120ft., Passive higher than its own, or back into its true form. It reverts
Perception 26 to its true form if it dies. Any equipment it is wearing
Languages Common, Draconic, Giant or carrying is absorbed or borne by the new form (the
Challenge 23 (50,000 XP) dragon's choice).
In a new form, the dragon retains its alignment, hit
Actions points, Hit Dice, ability to speak, proficiencies,
Multiattack. The dragon can use its Frightful Presence. Legendary Resistance, lair actions, and Intelligence,
It then makes three attacks: one with its bite and two Wisdom, and Charisma scores, as well as this action. Its
with its claws. statistics and capabilities are otherwise replaced by
those of the new form, except any class features or
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., legendary actions of that form.
one target. Hit: 21 (2d10 + 10) piercing damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., Legendary Actions
one target. Hit: 17 (2d6 + 10) slashing damage. The dragon can take 3 legendary actions, choosing
from the options below. Only one legendary action
Tail. Melee Weapon Attack: +4 to hit, reach 5ft., one
option can be used at a time and only at the end of
target. Hit 5 (1d6 + 2)
another creature's turn. The dragon regains spent
Frightful Presence. Each creature of the dragon's choice legendary actions at the start of its turn.
that is within 120 feet of the dragon and aware of it
must succeed on a DC 21 Wisdom saving throw or Detect. The dragon makes a Wisdom (Perception)
become frightened for 1 minute. A creature can repeat check.
the saving throw at the end of each of its turns, ending Tail Attack. The dragon makes a tail attack.
the effect on itself on a success. If a creature's saving
throw is successful or the effect ends for it, the Wing Attack (Costs 2 Actions). The dragon beats its
creature is immune to the dragon's Frightful Presence wings. Each creature within 15 feet of the dragon must
for the next 24 hours. succeed on a DC 25 Dexterity saving throw or take 17
(2d6 + 10) bludgeoning damage and be knocked
Breath Weapons (Recharge 5–6). The dragon uses one prone. The dragon can then fly up to half its flying
of the following breath weapons. speed.

7
Fukuita, Clothing Capital of
Onigashima

A
long southeaster coast of the isalnd is a strange Getaway Geta
rock formation known as Oni-no-Sentakuita,
The Ogre's Washboard. Waves of rocks line the The platform sandals are usually made of wood, but the geta of
coast like the ribs of a washboard. But the name Fukuita are made of the shoreline stone. When the wearer runs
is not figurative, the villagers of Fukuita actually with these sandals, they grow longer. During combat, if the
use the rocks to wash their clothing, with wearer moves all their space, their speed increases by 5ft. the
interesting results. next round. THis effect can occur five times in total. If the
wearer does not fully move, or at the end of the 6th round, the
Clothing for Every geta quickly snap back to their normal size. The wearer must
then roll a DEX save (DC on chart below), or immediately
Occasion become prone.
The oni of Fukuita village have been washing their clothing Speed Increase DC Save
on the rocks for generations, and they've discovered that with 5ft. 10
enough washings, the rocks will imbue certain mineral
properties onto the fabric. Kimono's that flow like water, yet 10ft. 12
are as impenetrable as chain mail. 15ft. 14
For any adventurer who can convince the villagers to
provide this special clothing, the boon can be tremendous. 20ft. 16
However, convincing the villagers to part with their treasures 25ft. 18
might be easier said than done...
Uncuttable kimono
This color sea-wave pattern on this kimono shimmers with a
blue pearlescence. Any attempt to cut it with a non-magical
blade ends up with a broken blade. This kimono provides its
wearer with immunity to cutting damage.

Tabi of Tired Feet


These two-toed socks look woven by the bark of palm trees,
but they are as soft as cat's fur to the touch. These socks give
its wearer a temporary boost of energy, allowing them to use
their bonus action to Dash during combat. However, once
combat is ended, the wear has 2 levels of exhaustion that lasts
for 24 hours and cannot be reduced through rest or magic.

Obi of Obliteration
This belt is darker than a moonless night and even though it is
made with coal-black fishscales, it does not reflect any light
whatsoever. Anyone wearing this belt may cast Greater
Invisibility 2 times a day.
The obi can also be untied and used as a whip with a melee
range of 10ft. On a hit, it does no damage, but for 1 minute,
the target must make a DC 12 WIS save any time it attempts
to cast a spell. On a fail, a spell slot is used and the spell is not
cast.

8
Yusaka, Hotspring Heaven

N
estled among the hills along the eastern Colors of the Rainbow
side of the island, Yusaka is a small resort
town known worldwide for its myriad Another defining feature of the Seven Hells is that, due to
hotsprings, or onsen. Steam and the faint their unique minerals compositions, each spring is a different
smell of sulfur drifts above the rooftops , color of the rainbow. Local legend states that each color is
marking the dozens of bath houses that also associated with a different element, and any oni who can
offer visitors respite from the chaotic world withstand the broiling waters for a long period of time will
around them. Mineral baths, mud baths, hot sand baths, all become imbued with the powers of that particular Hell. How
are offered in Yusaka, and all claim to heal both the body and long they must remain immersed in the scalding pools is
soul. rather unclear, though.
The IroIro Gang
A rejuvenating getaway While almost all oni on the island know the stories about the
For hundreds of years, those who partook in the soothings Seven Hells, none but the very young and very old pay them
onsen of Yusaka have praised the their healing properities. any heed. However, a gang of seven oni have recently taken to
From simple aches and pains, to paralysis, to mental terrorizing the town of Yusaka. They started by sneaking into
maladies, all have been claimed to be healed in Yusaka. As the Seven Hells at night, each member taking a dip in a
such, many bath houses tout their own special blend of different Hell, challenging each other as to who could stay in
minerals and heat, offering special packages for the more the longest. After a while, they became more brazen,
beneficial waters. strongarming their way into the pools during the day. By then,
Should any adventurer find themselves in need of such their skin had absorbed enough minerals to change color.
restorative powers, and they are willing to part with their The locals have dubbed them the IroIro Gang, and all
hard-earned coin, then they can find the right onsen for them. tourism around the Seven Hells has ceased. Each day, the
Below is a table giving a rough outline of the types of onsen, gang grows stronger. The city's leaders are worried what
their costs, and effects. might happen to the town if the gang isn't stopped soon...
Onsen Packages
Cost
Onsen
(per
person) Effect
Aka, The Firespitter
Medium giant, neutral evil
Basic Hot 10 gp Same effect as a long rest
Spring Armor Class 12
Hit Points 30(4d10+8)
Special 50 gp Heals any short- or long-term illness Speed 30ft.
Hot Mud or physical injury (cannot regrow
Bath limbs). Restores all hit points.
Onsensory 100 gp Heals any short- or long-term insanity. STR DEX CON INT WIS CHA
Overload Restores all hit points. 17 (+3) 10 (+0) 14 (+2) 7 (-2) 9 (-1) 10 (+0)
VIP 150 gp Provides temporary hit points equal to
Package half the character's level + CON score. Damage Vulnerabilities Poison
These hit points last for one week. Damage Resistances Thunder, Lightning, Cold, Force
The 250 gp Provides the benefits of all lower tiers. Damage Immunities Fire
"Yusakkit In addition, can heal any indefinite Senses Darkvision 60ft., Passive Perception 9
to Me!" injury, disease, or insantity. Languages Common, Giant
Challenge 1 (200 XP)

The Seven Hells and The Red Hot Skin. Whenever Aka is hit by a 5ft. melee
IroIro Gang attack, his skin glows red hot, dealing 1d6 fire
damage to the attacker.
Of all the onsen in Yusaka, the most famous are a group of
seven hot springs known as the "Seven Hells", due to their Actions
intense heat. The waters are so hot, in fact, that most visitors Spit Fire (Recharge 4-6). Ranged Weapon Attack: +5
cannot bathe in them without injury; only oni with their thick to hit, range 15/25ft., one target. Hit: 9 (1d6+6)
skin can tolerate the Seven Hells, and even then only for a
short time. Claws. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit: 5 (1d4 + 3)

9
Toukou, The Kiiro, The Lightning
Thunderclap Rider
Medium giant, neutral evil Medium giant, neutral evil

Armor Class 12 Armor Class 12


Hit Points 32(4d10+10) Hit Points 30(4d10+8)
Speed 30ft. Speed 30ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 18 (+4) 7 (-2) 9 (-1) 10 (+0) 10 (+0) 20 (+5) 14 (+2) 7 (-2) 9 (-1) 10 (+0)

Damage Vulnerabilities Cold Damage Vulnerabilities Force


Damage Resistances Fire, Lightning, Poison, Force Damage Resistances Fire, Thunder, Poison, Cold
Damage Immunities Thunder Damage Immunities Lightning
Senses Darkvision 60ft., Passive Perception 9 Senses Darkvision 60ft., Passive Perception 9
Languages Common, Giant Languages Common, Giant
Challenge 1 (200 XP) Challenge 1 (200 XP)

Fowl Appearance. While the creature remains Fowl Appearance. While the creature remains
motionless, it is indistinguishable from a normal motionless, it is indistinguishable from a normal
chicken. chicken.

Sassiness. When questioned, this creature will talk Sassiness. When questioned, this creature will talk
back instead of answering. back instead of answering.
Big Jerk. Thinks he is just waaaay better than you. Big Jerk. Thinks he is just waaaay better than you.

Actions Actions
Thunderclap (Recharge 5-6). Toukou slaps his rotund Ride the Lightning!!! (Recharge 6). Kiiro calls down a
belly, causing a shockwave with a 15ft. radius bolt of lightning, harnessing it and slinging it like a
centered on him. Every other creature caught in the lasso 50ft. at a creature, who must make a DC 14
shockwave must make a DC 12 CON save or take DEX save to avoid the attack. On a failed save, Kiiro
2d6 thunder damage and are pushed 5ft. directly deals 2d6 lightning damage to the creature, and
away from Toukou. Damage is halved on a rides the lightning to within 5ft. of the creature. As
successful save. a bonus action this turn, Kiiro can make one melee
attack on that creature.
Claws. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit: 3 (1d4 + 1) Claws. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit: 2 (1d4)

10
Midori, The Foul- Ao, The Icy-veined
Medium giant, neutral evil
breathed
Medium giant, neutral evil Armor Class 16 (Icy skin)
Hit Points 30(4d10+8)
Armor Class 12 Speed 30ft.
Hit Points 30(4d10+8)
Speed 30ft.
STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 14 (+2) 7 (-2) 9 (-1) 6 (-2)
STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 14 (+2) 7 (-2) 9 (-1) 10 (+0) Damage Vulnerabilities Thunder
Damage Resistances Fire, Lightning, Poison, Force
Damage Vulnerabilities Fire Damage Immunities Cold
Damage Resistances Thunder, Lightning, Cold, Force Senses Darkvision 60ft., Passive Perception 9
Damage Immunities Poison Languages Common, Giant
Senses Darkvision 60ft., Passive Perception 9 Challenge 1 (200 XP)
Languages Common, Giant
Challenge 1 (200 XP)
Actions
Oni Stank Breath Any creature that ends its turn Frozen Claws. Melee Weapon Attack: +5 to hit,
within 10ft. of Midori must make a DC 8 CON save. reach 5ft., one target. Hit: 5 (1d4 + 3). On a failed
On a failed save, they fall unconscious for 1 minute. DC 13 STR save, the target's speed is halved for 1
They may continue to attempt the save roll at the minute. If the target is hit a second time and fails
end of each of their turns until the 1 minute passes the save, it's speed is reduced to 0. If the target is
or they succeed. hit a third time and fails the save, it is petrified for
1 minute.
Actions
Noxious Burp (Recharge 5-6). Midori lets out a
gnarly belch, creating a cloud of toxic gas in front
of him. The cloud is a sphere with a 5ft. radius. It
lasts for 1 minute. This cloud has the same
proerites as Oni Stank Breath.
Claws. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit: 5 (1d4 + 3)

11
Ai, The Mindreader Murasaki, The
Medium giant, neutral evil
Unstoppable Force
Armor Class 12 Medium giant, neutral evil
Hit Points 30(4d10+8)
Speed 30ft. Armor Class 15
Hit Points 42(4d10+20)
Speed 30ft.
STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 14 (+2) 14 (+2) 16 (+3) 10 (+0) STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 20 (+5) 7 (-2) 9 (-1) 10 (+0)
Damage Immunities Psychic
Senses Darkvision 60ft., Passive Perception 9
Languages Common, Giant Damage Vulnerabilities Lightning
Challenge 1 (200 XP) Damage Resistances Fire, Thunder, Poison, Cold
Damage Immunities Force
Senses Darkvision 60ft., Passive Perception 9
Mindreader. Once per turn, as a reaction, Ai can
Languages Common, Giant
have any one creature roll an attack, check or save
Challenge 1 (200 XP)
at disadvantage. Ai can use this ability after the
initial roll is made.
I'm the Juggernaut! As a bonus action, Murasaki can
Spellcasting. Ai is a 1st-level spellcaster. Her dash. He can then make a melee attack at
spellcasting ability is Wisdom (spell save DC 13, +5 advantage. The damage from this attack is doubled
to hit with spell attacks). She has the following (stacks with a critical hit. On the following turn,
spells prepared: Murasaki's speed is 0, he cannot take any actions or
reactions, and all attacks against him have
Cantrips (at will): Viscious mockery
advantage.
1st level (2 slots): Dissonant whispers, Wrathful
smite Actions
Actions Claws. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit: 5 (1d4 + 3)
Claws. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit: 3 (1d4 + 1)

12
Ama-no-Iwato, Cave of the Hidden
Goddess

D
eep in the mountains of Onigashima lies a cave.
An immovable boulder blocks the entrance. Beacon for the Kami
Pilgrims from across the archipelago make a Due to the intense magical energy surrounding Ama-no-Iwato
journey here to attempt to move the rock. All and Takachiho Gorge, numerous kami, or spirits, congregate
have failed. there. Most of these kami are benign or beneficial, simply
seeking out the nuruturing energy emenating from the cave;
But they do so because behind that boulder, according to however, there are certain kami that seek nothing but to
myth, is a goddess. Due to a quarrel with her family, she hid corrupt the sacred place.
herself away millenia ago. There she remains, until someone The smaller of these wicked kami can be dealt handily by
with the strength greater than even those of the gods releases the local monks and priest, but every once and a while a fiend
her from her prison. so devious, so malicious, that the defenders of the shrine are
Now, Ama-no-Iwato is one of the most sacred shrines on forced to seek outside help.
the archipelago. It is said that anyone who can move the rock,
even just a little to let the light in, will receive a blessing from
the gods.

takachiho Gorge
Near to Ama-no-Iwato is Takachiho Gorge, full of majestic
waterfalls and a pristine river. Local monks make it a habit to
drink from the waters daily, claiming that it provides a clarity
of mind rivaled only by meditation.
Visitors who join the monks in their ritual will find their
claims to be true, and wil recieve advantage on all Wisdom
saves for a week.

Credit: Shunsai Toshimasa

13
A Legendary Duel With Tomoe Gozen

T
he island of Funajima lies in the straight Tomoe's Bokken
separating Onigashima from the main island
of the archipelago. On this tiny island sits a If defeated in an honorable duel, Tomoe will give her wooden
lone swordswoman, whittling away at an oar sword to the winner. Despite its plain appearance, whenever
and waiting for the next fool to challenge her this sword is gripped in one's hands, a magical energy flows
to a duel. up from the sword through the arm.
Tomoe's Bokken has the stats of a +2 longsword that deals

Searching for an bludgeoning damage. It crits on an 18-20. When a player


cirtically hits a humanoid with Tomoe's Bokken, roll a d6. It
Honorable Foe applies the following effects:
Roll Effect
Tomoe can quickly evaluate the relative strenght of any
challenger that arrives on her island. If she deems them 1-2 Broken leg; speed is halved
inferior in stength or skill, she will refuse to fight them unless 3-4 Broken arm; disadvantage on attack rolls
in self-defense.
However, she will assist the challenger in getting stronger, 5 Broken ribs; disadvantage on all saving throws and
assigning various quests that will take them around checks
Onigashima. 6 Broken skull; target is unconscous

Tomoe, Legendary
Swordswoman
Medium humanoid, neutral

Armor Class 16
Hit Points 121(12d10 + 36)
Speed 30ft.

STR DEX CON INT WIS CHA


14 (+2) 16 (+3) 16 (+3) 14 (+2) 12 (+1) 8 (-1)

Senses passive Perception 20


Languages Common, Giant
Challenge 12 (8,400 XP)

Dueling. Tomoe gains a +2 bonus to damage rolls.


Second Wind. Tomoe can use a bonus action to
regain hit points equal to 1d10 + 12. She can use
this ability only once per fight.
Action Surge. Tomoe can take one additional action
on her turn. She can use this ability only once per
fight.
Fighting Spirit. As a bonus action on her turn,
Tomoe can give herself advantage on weapon
attack rolls until the end of the current turn. When
she does so, she also gains 10 temporary hit
points.
Legendary Skill. If Tomoe lands a critical hit on a foe,
that foe is immediately rendered unconscious.

Actions
Multiattack. Tomoe can attack with her bokken
three times per turn.
Bokken. Melee Weapon Attack: +7 to hit, reach 5ft.,
one target. Hit 7 (1d8+3) bludgeoning damage.

14
The Ninjas of Neko Neko Island

L
ong ago in a distant land, a group of Tabaxi set Sonic Cicadas
sail for distant shores. During the voyage, a
taiphoon struck, sending the ship off course The Kageneko have a penchant for seasonal weapons, given
and wrecking off an island along the coast of the materials they use. In the summertime, the island is
Onigashima. overrun by screaming cicadas, thumb-sized insects that cling
to trees and constantly chitter to each other at uncomfortably
Almost immediatel,y they were beset by the cruelties of the high decibels.
island; maonster came for them at night, and a nearby oni The Kageneko have found a way to amplify the cicadas'
clan terrorized them in the daytime. The tabaxi had but one thrumming cry. And, when properly applied to an enemy, they
choice: adapt. can cause severe nausea and disorientation.
The tabaxi became masters of the night, using the Tap a Sonic Cicada twice, then throw. If it hits a creature, it
creatures on their island, especially the bugs, against their will cling to it and beging screamin the next round. When it
attackers. They began dying their fur midnight blue to blend
into the shadows. They constructed weapons to inflict pain, does, the creature must make a DC 14 CON save or have its
and mastered the arts of secrecy and stealth. speed halved and get disadvantage on all attacks or checks.
Soon, the monsters kept their distance, and the oni stayed This ave roll can be made agian at the end of every roun. The
away from the island, calling the tabaxi there the Kageneko cicada's screaming will continue for one minute, or until the
clan, The Shadowcats. creature succeeds its save roll.
If the party happens upon this island, they will find only a It is said that if enough Sonic Cicadas are applied to a
village of peasant tabaxi, but if the Kageneko's secret is structure such as a wall, the vibrations can send it crumbling
revealed (and they don't try to kill the outsiders), then they to the ground.
just might teach the party some tricks of the trade.
Wasp Grenade (aka, The SuzumeBOMBchi)
Suzumebachi, or "Sparrow Bee", is a 2-inch hornet with
venom that can melt flesh. It is said that all it takes are two
stings--no more, no less--to kill someone. The Kageneko have
found a way to safely capture these insects and put them into
sealed paper lanterns. These lanterns would then be lit on fire
and chucked at enemies, exploding into a swarm of flaming
bees.
If thrown by a player, the Wasp Grenade explodes in a 5ft.
radius sphere. ANyone caught within must make a DC 15 DEX
save or take 3d6 poison damage (halved on a success). The
next turn, the wasps inside head straight for a warm body.
Everyone within 30ft. must make a DC 12 DEX save or take
1d6 poison damage (halved on success). If a creature suffered
two stings, they are immediately unconscious for 1 hour.

Mukade Nunchuck (aka, Nunchucks of


Mukadeath!)
Mukade are pitch black centipedes that can grow as long as a
man's arm. Their bright red heads are capable of injecting an
extremely painful toxin through powerful mandibles. A heavily
carapaced body prevents practically anything but fire from killg
them. There's a reason why the residents of Onigashima
consider the mukade the embodiment of evil and chaos.
However, the Kageneko found a way to safely capture
theese bugs and imprison them in metal tubes, making Artist: Utagawa Kuniyoshi
nunchuks that are tipped with furious snapping pincers. When
the Mukade Nunchucks hit a creature, it deals 1d6
bludgeoning damage plu and additional 1d6 poison damage.
The target then must make a DC 14 CON save or have
disadvantage on all saving throws for 1 minute.

15
Creating Soulful Pottery in Arita
Village

N
estled in the mountains north of If anyone can find their way through the mountain pass to
Gaimonshi is a small village known as Arita, and if they bring a broken item (along with enough
Arita. For centuries, the artisans in this coin), the artisans of the village will be more than happy fix it.
village have devoted their lives to the The rarer the item, the better. And if a broken magic item
puruist of perfect pottery. were to ever grace their village, the entire town would pool
their resources to not only repair it to its former glory, but to
even imbue new properties into it.
The Golden Touch A Dark Secret
Generations opon generations of grueling study have
produced one of the most unique processes in the world: While Arita is a peaceful village, full of those seeking only to
Kintsugi, the art of repairing broken pottery with lacquer better a peaceful craft, there a rare few that turn to the darker
mixed gold. The result is a perfectly imperfect piece of arts.
craftsmanship. However, the old masters of the village have Practicing in secret, they seek to infuse their pottery with
discoverd how to apply this technique not only to pottery, but not only gold, but the spirits of the departed. Most times, the
to any artefact. Weapons, armor, tools...all can be mended spirits are benign, but every so often an evil spirit will get
with the right expertise. used, causing the piece of earthenware to emit an evil aura.
One such vessel exists in the village now, spreading a vile
malaise. Extensive searches have been done to find the
cuprit, but so far they remain elusive. It is only a matter of
time before the village succumbs to darkness, and the art of
Kintsugi is lost forever...

Kamitsubo, The Spirit Jar Every time Kamitsubo is reparied, it's AC is increased
by 1.
Small construct, Unaligned
Kamitsubo can be repaired 5 times before breaking for
Armor Class 13 (Magic Aura) good.
Hit Points 10
Speed 0ft. Vessel of Souls Whenver Kamitsubo is broken, one of
the spirits trapped inside escapes. Roll a d20 to
determine what spirit escapes. That released spirit rolls
STR DEX CON INT WIS CHA initiative and attacks and fights to protect the
Kamitsubo.
10 (+0) 1 (-5) 10 (+0) 1 (-5) 1 (-5) 1 (-5)
Contained Spirits
Damage Immunities Poison, Psychic, d20 Spirit Released
Condition Immunities Blinded, Charmed, Deafened, 1-5 3 Shadows
Exhaustion, Frightened, Paralyzed, Petrified,
Poisoned 6-8 2 Specters
Challenge 5 (1,800 XP) 9 - 12 Poltergeist

Aura of Death A strange aura surrounds the jar. Any 13 - 14 Phantom Warrior
living creature that ends its turn within 30 ft. of the jar 15 - 16 Banshee
loses 1 hp and has disadvantage on any checks or
saves. 17 - 18 Flameskull
19 Ghost
Otherworldly Reconstruction Whenever Kamitsubo is
brought to 0 hit points, it is broken. However, it is 20 Wraith
immediately brought together by unseen hands and
pieced back together, the fissures sealed with gold.

16

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