Wednesday, November 26, 2025

UNVALING THE EASTERN LANDS JAPENIZED FOR GAMEMASTERS IN THE DEFENDERS OF HAWTHORNE VALLEY CAMPAGIN

 

🏯 GM SUPPORT: THE EASTERN LANDS EXPANSION (JAPANIZED EDITION)



Posted by: Earl C. Hedges Jr., Author | Date: November 4, 2025

This document provides specialized rules, Kindred options, and the introductory scenario required to run adventures in the Eastern Valley of Hawthorne Valley, integrating medieval Japanese feudalism and mythology (Yōkai) into the Zimarala multiverse.

I. ⚔️ CULTURAL LORE & ARCHETYPES

The Eastern Lands Kindred were brought here through specialized portals controlled by the Dragon entity, Quiging. This creates a unique society where traditional Bushidō (martial codes) and ancient magic (Wujin, Kitsune) govern their society.

1. Cultural Context: Japanized Hawthorne Setting

The culture blends the martial codes of the Kamakura/Muromachi periods with the ancient spiritualism of Shinto.

  • The Imperial Court (Camelot Equivalent): The sophisticated central power, focused on aesthetics and etiquette (miyabi).

  • The Warrior Clans (Knights/Vassals): The regional military power, bound by the strict code of Bushidō (the "way of the warrior"), emphasizing loyalty and discipline.

  • Magic & Mysticism: Handled by Shinto shamans or Buddhist mystics (Yamabushi), whose spiritual powers counter spirits (Yōkai) and demons (Oni).

2. Custom Eastern Lands Archetypes (Homebrew)

Add MAP Here


SEE THE NEW PLAYERS GUIDE TO HAWTHONE VALLEY FOUDN HERE 

These are specialized roles designed for the M!M 2.7 ruleset. 

Archetype Name

Core Focus

Key Ability Rule

The Samurai

Noble Warrior

Katana Proficiency: Gains an additional +1 Combat Add per level when using a Katana ($\mathbf{3d6}$ damage plus adds). Disadvantage: Cannot break the Code of Bushidō.

The Ninja

Covert Agent

Shuriken Proficiency: Can make two attacks per combat round when using small throwing weapons.

The Wujin

Elemental Caster

Elemental Focus: Gains a +2 bonus to WIZ SRs for spells based on their focused element (Fire, Water, Air, Earth). Chi Channeling: Can convert 2 CON points into 1 WIZ/STR point (1/day).

The Kitsune

Illusion Master

Illusion Mastery: Gains a +2 bonus to WIZ SRs when casting illusion spells. Kitsune-Bi: Gains the basic Fire Bolt spell for free (reskinned as Foxfire).

The Tanuki

Deceptive Rogue

Deceptive Charm: Gains a +3 bonus to all CH SRs used for deception/lying. Luck Channeling: Sacrifices 1 LK point to instantly reroll any single failed DEX SR (once per combat).

The Tengu Monk

Martial Artist/Illusionist

Flight: Can fly. Martial Arts Skills: Gains the Martial Arts Talent at L1 (+3 bonus to unarmed combat SRs).

The Mongol Barbarian

Warrior Variant

Horsemanship Mastery: Gains an additional +1 Combat Add per level when fighting from horseback. Toughness: Gains an additional $\mathbf{1d6}$ added to their initial starting CON roll.

II. ⛩️ INTRODUCTORY SCENARIO: THE DRAGON PORTAL (GM MANUAL)

This unified manual provides the scenario flow, M!M 2.7 mechanics, and rule guidance for running the Level 1–4 introductory adventure.

1. Setup and Factions

  • Location: The Dragon Portal site in the Eastern Valley—a partially collapsed structure built around an unstable Quiging Portal Relay.

  • Goal: Infiltrate the structure, stabilize the Quiging Portal Relay, and retrieve the missing reconnaissance team.

  • Threats (Scaled for L1–L4): Deep Shroud Harvesters (MR 30) and the Jorōgumo (Yōkai Spider, MR 100 Mini-Boss).

2. Scenario Flow & Encounter Notes

Phase

Threat & MR

Mechanics & SRs

GPM Adjudication Guidance

Investigation

Roman Seal/Lock

L3 INT SR (Engineer) or L2 DEX SR (Ninja).

Utilize Kitsune/Tanuki Deceptive Charm (CHR SR) to gain information from panicked guards.

Core Defense

3x Deep Shroud Harvesters (MR 30)

Harvesters use Shadow Step (teleportation) and inflict Void Corruption (WIZ loss). Stabilization requires L3 STR SR.

Target WIZ/LK to drain resources. Encourage Wujin/Kitsune players to use elemental/illusion magic to counter the ethereal threat.

Confrontation

Jorōgumo (MR 100)

Jorōgumo’s spider silk grants +5 DR. Samurai must use Iron Will to resist fear/temptation if their Code of Bushidō is tested.

Reward Tanuki for using Luck Channeling (sacrificing LK) to reroll a critical attack or save an ally from a failed save.

3. Regional Lore & Enemy Integration

  • 🐲 Section XXIX. Eastern Valley Antagonists (GPM Stat Blocks)

    These stats are provided for the GPM to run the high-level regional threats in the Eastern Valley and the Dragon Portal adventure.

    1. Qīnglóng (Quiging Portal Entity)                                                                                                                                                                           Qīnglóng (or Quiging in its immediate manifestation) is the ancient magical entity that manages the portal system. Its power is vast and tied to elemental chaos.                                  


    StatisticValueNotes
    Monster Rating (MR)200Legendary power level; determines core stats.
    Combat Total30d6 + 150 AddsCalculated from its MR.
    Damage Multipliertimes 5Reflects colossal size and elemental impact.
    Hit Points (HP)300MR times 1.5 for Level 1 monster.
    Key AttributesWIZ 125, CHR 100, INT 90Used as WIZ points and for command/strategy.
    Regeneration10 HP per Combat RoundRegenerates up to starting HP. Immune to non-magical wood/plant/earth damage.
    Aura of Majesty (MAST)PassiveNon-Guardian foes suffer a minus 1 penalty to their Attack/Defense dice due to overwhelming awe and terror.
    Elemental Command (Attack)SpecialFor every three 6s rolled in combat, Qīnglóng can trigger a special Elemental Blast (Azure Flame or Tidal Water). Target must make a Level 7 CON SR or suffer a minus 5 penalty to all rolls in the subsequent round.

    2. Jorōgumo (Yōkai Spider-Woman)

    The Jorōgumo is the primary regional threat, a shapeshifting Yōkai spider-woman who utilizes illusion and magical silk, serving as the Mini-Boss in the Dragon Portal adventure.                                                                                                                                             


    StatisticValueNotes
    Monster Rating (MR)100Base MR for a challenging L4-L5 party encounter.
    Combat Total10d6 + 50 AddsCalculated from its MR.
    Key AttributesDEX 25, INT 20, WIZ 18High agility and cunning are key.
    Spider Silk Hide+5 DR (Damage Reduction)This natural hide grants a plus 5 to Armor Adds (DR). This defense resists conventional fire.
    Shapeshifting (Yōkai)ActiveCan shift between Giant Spider form and the form of a beautiful woman to lure victims.
    Illusion Master (MAST)PassiveGains +2 bonus to WIZ SRs when casting illusion spells (used to confuse and separate the party).
    Magical EntanglementActive (Combat)If the Jorōgumo hits with an attack, the target must make a L4 DEX SR or be Immobilized for 1d3 rounds (entangled in magical silk).
  • Rewards: PMs receive 400 AP + 25 AP per MR point defeated. Success grants Trade Access and recognition from the Emissary Lord Alaric.

🐲 The Dragon Portal: Introduction to the Eastern Valley (GM Manual)



This scenario is the definitive starting point for the Defenders of Hawthorne Valley campaign in the Eastern Valley, anchoring the Dragon Portal lore, the Deep Shroud threat, and integrating the new Eastern Lands Archetypes.

I. Setup and Premise

GM Note: This adventure is designed for Level 1–4 PMs and establishes the immediate existential crisis facing the Kindred.

  • Location: The Dragon Portal site in the Eastern Valley—a partially collapsed structure built around an unstable Quiging Portal Relay. This site is the nexus of the Tygerian Alliance's salvaged technology.

  • The Problem: The portal relay, managed by the ancient entity Quiging, is cycling erratically, and a reconnaissance team has vanished after reporting strange 'shadow signatures' near the central core. If the relay fails, the entire valley loses its connection to Sekhmet's network, leaving them isolated.

  • The Goal: The PMs must infiltrate the lower levels of the Dragon Portal structure, stabilize the Quiging Portal Relay, and retrieve the missing reconnaissance team.

II. Factions and Threats (Scaled for L1–L4)

FactionRoleThreat Level (MR)
Portal SecurityTygerian/Egyptos Guards (NPC Allies)MR 20–30
Deep Shroud HarvestersEthereal enemy reconnaissanceMR 30 (Adjusted for L1-L4 party)
Jorōgumo (Yōkai Spider)New threat binding itself to the local dimensionMR 100 (Mini-Boss, suitable for L4 party of 4)
PM ArchetypesSamurai, Ninja, Kitsune, Tanuki, Wujin (Eastern Lands Focus)L1–L4

III. Adventure Flow (Three Phases)

Phase 1: The Investigation (Focus: INT, DEX, Strategy)

The PMs are briefed by the lead Roman Engineer. The lower levels of the structure are structurally unsound and filled with confusing, erratic energy fields from the cycling portal.

  • Obstacle: To proceed, the party must stabilize the fluctuating energy conduits on the main floor. The conduits are locked behind a salvaged Roman biometric seal.

  • MAST Opportunity (Engineer/Ninja): The Engineer/Artificer attempts a L3 INT SR to bypass the seal. The Ninja attempts a L2 DEX SR to pick the lock quietly.

  • The Clue: In the collapsed lower hangar, the party finds the wreckage of the reconnaissance team. The last surviving member left a journal noting the "Shadow Signatures" and a chilling new type of web that resists conventional fire—the signature of the Jorōgumo.

Phase 2: The Portal Relay Core (Focus: WIZ, LUCK, Movement)

The portal core room is a massive hangar where the Quiging power cycles. The instability is attracting the Deep Shroud.

  • The Threat: The party is ambushed by three Deep Shroud Harvesters (MR 30 each). These Harvesters use Shadow Step (teleportation) and inflict Void Corruption damage (WIZ loss).

  • MAST Opportunity (Kitsune/Wujin): The Kitsune attempts to dispel the Harvester's teleportation using Illusion Mastery (WIZ SR). The Wujin attempts to use Chi Channeling (CON to WIZ conversion) to power a high-level Elemental Focus attack.

  • The Stabilization: The actual relay core is failing due to a massive Earth Crystal shard lodged in the mechanism. The party must pull the shard out (L3 STR SR) while the Harvesters attack.

Phase 3: Confrontation at the Threshold (Focus: Combat & Code)

The Jorōgumo, attracted by the power fluctuation, appears at the stabilized core, attempting to bind the structure with its strong, magical silk.

  • The Boss: The Jorōgumo attacks the party. If the party includes a Samurai, the Jorōgumo may attempt to goad them into dishonorable combat (e.g., attacking a helpless NPC to test their Code of Bushidō).

  • The Attack: The Jorōgumo attacks the weakest target first. The goal is to defeat the Jorōgumo and retrieve the crystal, freeing the apprentice.

  • Success: Upon defeat, the Jorōgumo dissipates into mist, and the Earth Crystal is recovered. The apprentice is saved.

IV. GM NOTES: Campaign Integration and Rule Guidance

1. Core Mechanics Review

  • Advancement: Leveling is AP-driven. PMs spend Adventure Points (AP) to directly raise attributes ($10 \times \text{Current Attribute Value}$). Their Character Level is determined by their highest attribute score.

  • SR Difficulty: The Target Number (TN) for all Saving Rolls (SRs) is calculated by adding +5 per character Level to the base TN.

  • Damage: Remember that CON is the only measure of health. Void Corruption should be tracked as temporary WIZ/LK loss.

2. Eastern Lands & MAST Adjudication

  • Archetype Reliance: The success of the mission should hinge on using the Eastern Lands MASTs. For instance, the Tanuki using Luck Channeling to reroll a failed save, or the Ninja using Shuriken Proficiency (two attacks) to overcome the MR 30 Harvesters.

  • Geographical Hook: The party's success is recorded in the Tygerian Ledger and reported directly to the Emissary Lord Alaric. This grants them Trade Access and recognition, setting the stage for future missions in Ashwood Meadows and the Rocky Cregs.

3. Rewards (Scaled for L1–L4)

  • AP Award: PMs receive 400 AP + 25 AP per Monster Rating (MR) point defeated, reflecting the severity of the threat (Scaled for L1-L4 progression).

  • Loot: Earth Crystal recovered (necessary for Bowyer/Fletcher crafting).

  • Integration: Successful integration sets the stage for social missions with Lord Alaric and field missions in Ashwood Meadows and the Rocky Cregs.





🕸️ THE SILENCE OF THE SPIDER HALLOW: YŌKAI INTRO ADVENTURE



This short scenario is designed to introduce Eastern Lands Archetypes (Samurai, Ninja, Kitsune, Tanuki) to the Eastern side of Hawthorne Valley campaign, anchor the Yōkai threat, and set the stakes for the ongoing Deep Shroud conflict.

I. Setup and Premise

GM Note: This adventure is designed for Level 1-3 PMs and establishes the immediate existential crisis facing the Kindred.

  • Location: The regional market enclave attached to the main settlement of Hawthorne Valley, near the Spider Hallow Cave System (a notorious region on the Bodeleaf County Map).

  • The Problem: Tora-Shōji-Dono, the wealthy Tygerian Merchant, has had his chief apprentice disappear, along with a newly acquired Earth Crystal (the type needed for Moss Arrows). The apprentice was last seen near the entrance to the Spider Hallow.

  • The Goal: The PMs must infiltrate the Spider Hallow, rescue the apprentice, and retrieve the crystal before the ancient Yōkai, the Jorōgumo, binds its chaotic energies.

🐯 Tora-Shōji-Dono (虎商事殿) - The Tygerian Merchant Lord

Tora-Shōji-Dono ("Lord Tiger Merchant") is the most prominent Tygerian merchant operating in the Eastern Part of Hawthorne Valley and the primary source of specialized Eastern Lands gear and information for the Kindred Alliance. He represents the financial backbone and intricate supply chain necessary for Hawthorne Valley's survival.

I. Background and Titles

FeatureDetail and Lore
Kindred/OriginTygerian (Cymric Faction, of immense wealth).
Primary BaseThe Eastern Enclave attached to the Hawthorne Valley settlement.
AuthorityHe purchased his minor noble title from King Errol Hawthorne himself, granting him high social standing despite being purely a merchant.
Role in the AllianceHis guild manages the complex importation of goods, including rare Elemental Crystals and unique Samurai/Ninja weaponry. He serves as an informal quartermaster for the defense effort.
MotivationProfit, status, and the eventual, guaranteed reconstruction of the Tygerian Isles, for which he will hold the central ledger.

II. GPM Statistics and Abilities (M!M 2.7)

Tora-Shōji-Dono is primarily a social/political challenge, not a combat monster, but his wealth grants him immense influence.

StatisticValueNotes
Monster Rating (MR)50 (Social/Influence MR)Represents his ability to mobilize resources and hire guards, not his personal combat prowess.
Combat Total5d6 + 25 AddsIf forced into combat (uses a fine Katana).
Key AttributesCHR 25, INT 20, LK 18High social dominance and keen business sense are his strengths.
Kindred ModifierUses base Tygerian Multipliers (STR x5, CON x6, CHR x2, etc.)

III. Specialized Merchant Abilities (MAST Integration)

His power derives from his control over the economic sector of Hawthorne Valley.

Ability Name (MAST)TypeRule & Application
Trade Access (Passive)TalentPermanent +1 bonus to all CHR SRs when dealing with any Merchant Guild Master or official trade emissary in the region.
Bulk RequisitionMasteryOnce per week, he can successfully requisition massive supplies (rations, metal, wood) needed for community projects by passing a L3 INT SR (Target 30).
Customs ExemptionSkillDue to his arrangement with King Errol, he can bypass minor trade duties and levies. Requires a L1 CHR SR to convince local guards of his necessity.
Supplier NetworkSkillIf the PMs seek a specific, rare reagent or item, Tora-Shōji-Dono knows the fastest route or the name of the supplier. Requires a successful L3 INT SR to recall the precise information.

The Merchant's Inventory (Eastern/Feudal Supplies)

Tora-Shōji-Dono offers specialized gear. 

Starting Fund Rule: Starting PMs begin with 250 GP for purchases here.

Kindred Scaling Rule: If the PM is a Fairy or Gremlin, assume smaller versions of these items are available at the same price, but they all do half the damage or take half the hits listed below.

Weapons and Magic Foci

Weapon ItemDetailsDamageCost (GP)
Dagger8 inches2d610
Short Sword30 inches3d635
Samurai Sword38 inches4d666
Spear6 ft long4d650
Axe5 lb head5d673
Light Bow+24 arrows3d640
Throwing Stars (15 stars)2d630
Magic WandWizards/Rogues080
Magic StaffWizards/Rogues2d6100

Armor and Protection

Armor ItemDetailsHits (Armor Adds)Cost (GP)
Metal GauntletsPair230
Small Shield3ft across315
Target Shield5ft across435
Mengu Helmetfull face315
Chainmail Shirtcovers torso4170
Studded Leatherfull suit5130
Samurai Armorfull suit9300

General Supplies

Adventuring ItemCost (GP)
Dry clothing and pack5
1 day’s provisions (food, drink, “matches”)6
5 ordinary torches (each lasts ten turns)1
Small hammer & iron spikes18
20 feet of heavy twine (rope)2
Adventurers Pack (chalk, cloth sacks, 3 torches, 5 matches, 20 feet of rope & waterskin)9

SPECIALIZED WEAPONS AND IMPLEMENTS

Item NameTypeDamage / Rules & Effects
Kakita KatanaFine SwordDamage: 4d6 plus 4 Adds. Rule: Grants a permanent plus 1 bonus to the wielder’s DEX SR in melee combat due to superior craftsmanship.
Abbot's StaffDouble Weapon / FocusDamage: 2d6 plus 4 Adds. Rule: A potent double weapon that enhances the wielder's Shaman/Mystic spells (WIZ SRs are easier by plus 1).
Serpent's ToothYari (Spear)Damage: 3d6 plus 3 Adds. Rule: Grants an initiative bonus (plus 1 to the wielder’s die roll at the start of combat) and allows the wielder to make an extra attack as a bonus action.

SPECIALIZED ARMOR AND GEAR

Item NameTypeHits (Armor Adds) / Rules & Effects
Devata ArmorLight Chainmail4 Hits (Armor Adds). Rule: Flight: Allows the wearer to fly once per day for 1d6 turns (no SR required). (Perfect for the Tengu or other agile Kindred).
Oni ArmorCursed Heavy Plate12 Hits (Armor Adds). Attack: Provides natural claw attacks (2d6 damage). Rule: Cursed: Untainted wearers suffer a persistent 1d6 CON loss per day. Makes the wearer appear as an Oni. Increases the wearer's Taint score (GM tracking).
Nekode of the SpiderClawed Gloves1d6 plus 2 Adds. Rule: Mobility: Allows the wearer to move on vertical surfaces or upside down, providing a climbing speed equal to their SPD.

ONE-USE ITEMS (Potions, Oils, and Runes)

Note: Base cost is calculated at approximately 150 GP per tier equivalent.

Item NameTier / Cost (GP)Rules & Effects (M!M 2.7 Conversion)
Potion of Water BreathingAdventurer (150 GP)Duration: 1 hour. Use: Imbiber can breathe normally underwater (Idiosyncratic effect based on GM narration).
Vial of Alchemical Fire/Acid/Thunder/FrostChampion (300 GP)Attack: Make a Ranged Attack roll (Lvl 3 DEX SR to avoid). Effect: Fire/Acid deals 3d8 damage and 1d8 ongoing damage (L4 CON SR to end). Thunder/Frost deals 4d8 damage.
Tanglefoot BombChampion (250 GP)Attack: Make a Ranged Attack roll (L3 DEX SR to avoid). Effect: Target is Stuck (L4 DEX SR to end). Works against creatures up to Large size (MR 150 equivalent).
Lockburst PowderAdventurer (100 GP)Use: Ruptures nonmagical key locks. Magical Locks: Requires a L5 WIZ SR (Target 50) to break a magical lock.
Stonemeal WaybreadAdventurer (200 GP)Use: Immediately regains one spent Recovery. Only one may be eaten between full rest ups.
Firebeetle Oil (Resistance)Champion (300 GP)Duration: 1 battle. Use: Applying to armor grants Resist: Fire (L3 CON SR, Target 30) for the duration. Other oils exist for Cold, Necrotic, Acid, etc.
Potion of Spider ClimbAdventurer (200 GP)Duration: 1 battle. Use: Imbiber can walk and/or climb on walls/ceiling. Movement does not provoke attacks of opportunity.
Pearl of LanguageAdventurer (250 GP)Duration: 3 to 4 hours. Use: Swallower can fluently speak and understand one specific language (cannot read or write).
Cleanwater TinctureAdventurer (100 GP)Use: Eliminates nonmagical poisons, impurities, and diseases in up to 5 gallons of liquid. Cannot be used after ingestion.
Incense of FocusChampion (350 GP)Duration: 2–3 hours. Use: Up to six people gain a plus 2 bonus to all Perception or Investigative SRs. First successful hit in next combat does maximum damage.
Trackless AshesAdventurer (150 GP)Use: PCs who use this gain a plus 3 bonus to their SR roll to obscure their trail. Opponents tracking suffer a minus 3 penalty to their tracking SR.
Ring of Stored LifeChampion (400 GP)Use: Spend a recovery to store it in the ring. When you drop to 0 HP, use the stored recovery as an immediate interrupt. Ring is broken upon use.
Moonsilver PotionChampion (300 GP)Duration: 1 battle. Use: Coated weapon/ammunition deals magical/force damage (for resistance purposes).

CONSUMABLE MAGICAL ITEMS (Converted)

Note: Prices reflect Adventurer/Champion Tier base cost.

Item NameTier / Cost (GP)Rules & Effects (M!M 2.7 Conversion)
Potion of Water BreathingAdventurer (150 GP)Duration: 1 hour. Use: Imbiber can breathe normally underwater.
Faerie Potion (Essence of Power)Champion (350 GP)Use: User's Critical Range increases by 2 for the rest of combat.
Stonemeal WaybreadAdventurer (200 GP)Use: Immediately regains one spent Recovery.
Lockburst PowderAdventurer (100 GP)Use: Ruptures nonmagical key locks. Magical Locks: Requires a L5 WIZ SR (Target 50) to break.
Moon Silver Arrows (Quiver of 10)Champion (400 GP)Property: Plus 1 to Crit Range. Rule: Attacks count as Holy and Silver damage for vulnerability purposes.

WONDROUS ITEMS (Multi-Use)

Note: These items have 2–8 uses before magic is exhausted (GM discretion: Roll 1d6 for Champion Tier uses).

Item NameType / Cost (GP)Rules & Effects (M!M 2.7 Conversion)
Sovereign GlueChampion (300 GP)Use: Permanently bonds two nonmagical items together. Requires L6 STR SR to break the bond.
Hand of GloryEpic (1,000 GP)Duration: Each finger lasts 20–30 minutes. Use: When lit, the light it gives off, as well as the wielder, are completely invisible. Blows out upon making an attack. (Note: Illegal item, high risk).
Wand of SilenceChampion (400 GP)Duration: 10–15 minutes. Use: Creates a 60-foot aura of complete silence. Characters attempting to sneak gain a plus 5 bonus to their stealth rolls. Sonic/Thunder damage is halved.
DarkskullChampion (500 GP)Duration: 15–20 minutes. Use: Surrounds the user in impenetrable darkness that blocks line of sight. Only the user can see through it.
Necklace of FireballsEpic (1,200 GP)Use: Throw a gem (Ranged Attack). Detonates as a Fireball spell as though cast by a L5 Wizard (Standard 5d6 fire damage).
Universal SolventChampion (300 GP)Use: Dissolves any nonmagical bonding agent (mortar, wax, webs, Sovereign Glue) instantly.
Candle of TruthChampion (450 GP)Duration: 30 minutes. Use: Characters gain a plus 2 bonus to rolls to detect lies. Target number for lying NPCs increases by 2.
Dragon’s Teeth NecklaceEpic (1,500 GP)Use: Rip off a tooth and throw it. Summons a Spectral Dragonblood Warrior (Level 6/9 Trooper equivalent) that fights for the PM for one battle.
Marvelous PigmentsEpic (2,000 GP)Use: Paint mundane and inanimate objects (up to 25 square feet) that can be used normally. Cannot create valuable materials (gold, jewels).

 ITEMS OF LEGEND (Legacy Artifacts)

These items are highly rare and are priced at a premium, requiring GM approval for initial purchase. They grow in power with the PM's Tier.

Artifact NameType / Base DamagePrimary Power & Epic Tier Upgrade
Master's BladeWeapon (Sword), 4d6 + 4 AddsEvil's Bane (Epic): Once per battle, all enemies are Vulnerable to this weapon and critical hits deal 3x damage.
Boomerang of StormsRanged Weapon (Thrown)Howling Gale (Area Control): L6 SPD SR to avoid forced movement. Deals 1d6 Sonic Damage per Level (Epic: 40+ damage).
Titan’s MittsBracersHeave Ho (Lifting): Add plus 6 (Epic) to STR SRs for lifting/pushing. Clobberin' Time: Plus 7d6 bonus damage with 2-handed weapons (Epic).
Leaf Chain BracerBracersReel 'Em In (Grapple): Active (Move Action): Target nearby enemy with a STR/DEX SR vs. target's STR/CON to grapple and pull them adjacent to the user.
Shield of the HeavensShield (+5 HP Base)Divine Reflection: L4 CON SR on being hit; success reflects half the damage back to the attacker. Holy Light (Epic): Standard Action vs MD to Daze/Stun 1d6 nearby enemies.
Dragon Turtle FinsBootsWater’s Breath: Wearer can breathe water and move through water as though flying. Capsize (Combat): Target hit is Dazed (Lvl 11+ SR to end) on a successful melee attack.
Roc’s CapeCloakGreat Leap (Mobility): Leap 30 feet in the air and float to a nearby location (cannot be intercepted).
Slam Attack: Add 1d6 damage per level to a melee attack made after a leap.
Baelfire RodWand / FocusBaelfire Blast: Standard Action, deals 1d4 Fire Damage plus 1d6 ongoing Fire Damage per level. Ongoing damage recharge bonus on enemy kill.


II. Factions and Threats

FactionRoleMonster Rating (MR)
The JorōgumoFinal Boss (Yōkai Spider)MR 80 (GM scaling)
TsutsumuRogue/Thief who stole the crystal (may be redeemed)MR 40 (Aggressive)
Spider SpawnMinor Undead MinionsMR 10–20
Samurai GuardsNPC Allies at the gateMR 25

III. Adventure Flow (Three Phases)

Phase 1: The Investigation (Focus: INT, CHR, Deduction)

The PMs are hired by Tora-Shōji-Dono to locate the apprentice.

  • The Clue: The apprentice left behind a cryptic message related to the Spider Hallow and mentions Tsutsumu (a known local rogue).

  • MAST Opportunity: The Kitsune or Tanuki can use their Deceptive Charm or Illusion Mastery (CHR SR) to question the panicked guards or the apprentice’s worried family without causing a panic. The Ninja must use Stealth Mastery (DEX SR) to sneak past the official guards and find the actual, hidden trail.

  • The Conflict: The PMs find Tsutsumu in a secluded area. He admits to stealing the Earth Crystal but claims a giant spider-woman stole it from him and is holding the apprentice hostage.

Phase 2: The Approach (Focus: DEX, SPD, Utility)

The Spider Hallow is a massive network of caves in the Bodeleaf County hills. The entrance is choked with thick, magical webbing.

  • The Obstacle: The entrance is guarded by three Spider Spawn and a continuous webbing barrier. The Spider Spawn's webbing requires a L3 STR SR to rip apart or a successful Attack Roll to burn (Fire is effective).

  • MAST Opportunity: The Samurai uses a powerful strike (Katana Proficiency) to cut the web. The Wujin or Ninja can use the Tengu Monk’s Flight ability (if a Tengu is in the party) to fly over the webs, scouting the internal route. The Wujin attempts an elemental spell to burn the webs (Fire Focus WIZ SR).

  • The Trap: Tsutsumu warns the party about a hidden pit trap lined with sharp spider fangs (L2 SR to disarm).

Phase 3: Confrontation with the Yōkai (Focus: COMBAT, LK, WIZ)

The Jorōgumo is waiting in the central chamber, having absorbed the power of the Earth Crystal.

  • The Monster: The Jorōgumo is waiting in its true spider form, using the Earth Crystal to reinforce its webs (giving them +5 DR). It uses illusions to separate party members (Kitsune/Tanuki are essential here to dispel illusions).

  • The Attack: The Jorōgumo attacks the weakest target first. The goal is to defeat the Jorōgumo and retrieve the crystal, freeing the apprentice.

  • MAST Opportunity: The Samurai uses Iron Will to resist the Jorōgumo's fear aura. The Ninja uses Shuriken Proficiency to make multiple quick attacks on the web anchor points. The Tanuki uses Luck Channeling (sacrificing LK) to reroll a failed save against the Jorōgumo's poison, saving their life.

  • Success: Upon defeat, the Jorōgumo dissipates into mist, and the Earth Crystal is recovered. The apprentice is saved.

IV. Rewards and Conclusion

  • AP Award: PMs receive 300 AP + 20 AP per Monster Rating (MR) point defeated.

  • Quest Completion: Tora-Shōji-Dono rewards the party with 200 GP each and grants the party permanent Trade Access (a +1 bonus to all CHR SRs when dealing with the Merchant Guild in the enclave).

  • Eastern Lands Integration: The party proves their value to the Hawthorne Alliance. Their actions are now recorded in the official journals of the Hawthorne Valley defense effort


V. GAME MASTER NOTES: RECOVERY AND HEALING (MAST System Definition)

MechanicRule & Application (M!M 2.7 Standard)MAST System Integration
The Recovery ActionStandard Action: Using a recovery requires the PM to consume their Standard Action for the turn (e.g., they cannot move and attack).This consumption is why certain MASTs (like Mass Restoration) are so costly—they buy back action economy.
Base Recovery RollA recovery is a 1d6 roll for base HP restoration during a rest or using an item/spell.Specialized Dice: Divine/Mythic Archetypes (like the Valkyrie) use larger dice (1d8, 1d10) as defined by their specific MAST talent.
Ring of Stored Life RuleImmediate Interrupt: The Ring's use is an exception to the Standard Action rule. It allows players to manipulate the recovery action, providing a crucial emergency interrupt at 0 HP.The Ring buys back action economy at the moment of highest crisis, justified by the item being consumed.
Stonemeal Waybread RuleQuick Action: Consuming Waybread is a Quick Action (or Fast Action), consuming the smaller action economy and immediately granting a recovery.This item makes the healing action more efficient than the standard recovery action.
Permanent Loss (The Scars of Tygeria)Permanent attribute loss (e.g., CHR loss from the Roar of Lost Tygeria) cannot be cured by standard healing spells or items listed here.This reinforces the ultimate goal to restore Tygeria, as only high-level rituals (TYIS IP) hold the cure for permanent scars.


This section defines the Recovery Action and its mechanical cost (action economy) within the TYIS MAST Archetype System.

This final rule set ensures every recovery item and talent is correctly integrated into the action economy of your M!M 2.7 system.

No comments:

Post a Comment