Tsukumo

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The document provides an overview of the Mists of Akuma campaign setting for 5th edition D&D, which takes place in the dying world of Soburin.

It provides details on the history, politics, locations, monsters, and character options for the setting.

It mentions that the capital is Sanbaoshi and provides details on the Imperial Palace of the Masuto Dynasty that rules there.

Eastern Fantasy Noir Steampunk for Fifth Edition .

Please enjoy this free promotional product from the


Mists of Akuma Kickstarter!
Author
If you like what’s contained within these pages,
Mike Myler
consider getting the other three PDFs (Imperial
Dragons, Tsukumogami, and Martial Arts Feats) Custom Illustration
and stopping by the Kickstarter page to back the Nathanael Batchelor
project and help us make the campaign setting book Graphic Artist
a beautiful reality! Mike Myler
Layout Artist
With your help we’ll craft a 200+ page tome filled Mike Myler
to the brim with evocative, original artwork from a Cartography
host of talented illustrators, truly breathing life into Michael McCarthy
the dying world of Soburin! A score of races, nearly
two dozen major clans and prefectures, a host of
new backgrounds and class options, and much more
await you!

Either way, please enjoy this short PDF about


the tsukumogami of Mists of Akuma!
Open Content: Subject to designation as Product Identity (see below), the only portion of this Storm Bunny Studios
product designated as Open Game Content is the rules content (creature stat blocks and names of skills, etc., taken from
the SRD) as defined in the Open Game License version 1.0a Section 1(d). The front and back cover, back matter, introduc-
tion and Credits page, as well all other parts of this product including all text not specifically designated as Open Game
Content is not Open Game Content. No portion of this work other than the material designated as Open Game Content
may be reproduced in any form without written permission.

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License
1.0a, Section 1(e), and are not Open Content: Storm Bunny Studios, the Storm Bunny Studios Logo, Mists of Akuma, as
well as all trademarks, registered trademarks, proper names (including the names of each character, location, item or
monster unique to this product), dialogue, plots, storylines, locations, characters, artworks, and trade dress, but exclud-
ing any content that is Product Identity of Wizards of the Coast. (Elements that have previously been designated as Open
Game Content are not included in this declaration.)

Reference in non-Open Game Content (thus not covered by the Open Game License) in this work to content owned by
others is not a challenge to their ownership and is used under Fair Use.
The Mists of Akuma Campaign Setting
It has been three and a half millennia since the dawn of mankind; monsoons have
become more and more common since the roiling, demon-spewing Mists of Akuma first
appeared, and the sun’s light grows duller with every day that passes after the end of the
War of Kaiyo more than a century ago. A pall of darkness has fallen on Soburin and even
its greatest heroes are mired in the petty intrigues and never-ending slights of aggressive
clans. Spellswords and mercenaries cross the countryside in search of fortune, leaving the
poor and meek to fend for themselves or die in the harsh reality of a broken world where
technology has been either abandoned as heresy or perilously embraced.

What will you find in the complete Mists of Akuma 5th Edition campaign setting?
• Scores of beautiful, brand new illustrations from several talented artists to truly
depict the unique world of Soburin in all of its dark, gritty glory
• Detailed workings of Sanbaoshi, the capital of Soburin and home to the Imperial
Palace of the Masuto Dynasty
• Information on the Star of the North, Chikan, one of the unique scientific prefectures
of Soburin
• A section on Nagabuki, Gem of the South and one of Soburin’s most traditional states
• The 23 great clans of Soburin, each with statistics for a unique Bengoshi (government
agent) and henchman
• Five different imperial dragons and over a dozen oni, filling your game with
exciting new monsters especially suited for eastern fantasy
• A treasure trove of new class options!
Bushibot Martial Archetype, Circle of Blight, Circle of Shifting, Clockwork Adept Arcane
Tradition, College of the Gun Priest, Detective Rogue Archetype, Herbalist Rogue
Archetype, Kami Divine Domain, Mage Arcane Tradition, Martial Artist Monastic
Tradition, Ninja Rogue Archetype, Priest Monastic Tradition, Samurai Sacred Oath,
Tattoed Monastic Tradition, Shinobibot Archetype, Tsukumogami Hunter Ranger
Archetype, Wu-Jen Warlock Pacts (with four patrons for every season of Soburin)
• New races for players in Soburin!
Humans (Soburi, Ceramian, and Ropaeo), Bakemono, Enjin, Hengeyokai (of the Cat, Dog,
Monkey, Rat, Crane, Fox, and Spider varieties), Kappa, Mutants, Necroji, Oni-Touched,
Psonorous, Pyon, Shikome, Steametic, Tanuki, Tengu, Umibo
• Dozens of new feats for spellcasters, warriors, and deadly martial artists
• Eastern armor and weapons, and a retinue of steampunk equipment
• Two new attributes to instill flavor into your
game: Dignity and Haitoku

Help us make this


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Tsukumogami
On the 100th birthday of an item there is a Mitsuyu Gyōsha Consortium
chance that it might suddenly animate of its own Keen to the accelerated rate at which tsukumogami
accord, growing a combination of limbs, eyes, were manifesting, some of the crime lords of
and sometimes a mouth, along with a disposition Soburin’s cities saw an opportunity rather than
that matches how well it has been treated in its new obstacles. These rapidly appearing creatures
century of existence. With all of the magic throughout were intelligent and able to blend in with their
Soburin these creatures have always been a part surroundings in a way that even a master shinobi
of the realm but after the coming of the Mists of could not—what if their talents could be harnessed?
Akuma they have become practically omnipresent. Thus the Mitsuyu Gyōsha was born. The
Within the fell fog an item can decay far more humanoid members of this ultra secretive
quickly than normal, accruing its years in mere organization of thieves, spies, and smugglers are
moments; a pair of sandals only a week old might accompanied at all times by a tsukumogami either
animate after spending only minutes in the Mists bribed or bound to serve them, usually hiding in
of Akuma. Worse yet are the relics from the War of plain sight as a regular mundane piece of equipment.
Kaiyo. Many of the Ceramian’s weapons and The criminal guild’s collective power and influence
machines for waging war are reaching their 100th isn’t known for certain but most suspect they have
birthdays, and the years have rarely been kind to as much of an impact on Soburin as any of the
them. These tsukumogami are feared and hated, prefectures (and possibly rival even the
often cited as the primary reason for the Masuto imperial family in clout).
Decree against technology of all kinds.
A tsukumogami is not always violent or vengeful
however, and those that experienced respect and
kind treatment—frequently the possessions of Takara Tsukumogami
people that have lived peaceful lives—are often Enchanted relics from the distant past of Soburin—
benevolent creatures highly valued by society crafted during the two millennia long Ichizoku
at large. Helping those who once owned them in Wars and perhaps even before—can also become
bizarre and sometimes initially misunderstood tsukumogami. Unlike the machines from the War
ways, these animated objects are protected by the of Kaiyo or a commoner’s umbrella, these powerful
persons that know them, looked upon as signs of magical items are even more potent when they
good fortune. become animated, with an ego to match. Though
once only legend takara tsukumogami have become
Consoling Tsukumogami. Many priests and sages a horrifying reality for many citizens of Soburin
make their daily coin by performing rituals to after the coming of the Mists of Akuma. Triggered
appease spirits, be they kami or yōkai or tsukumogami. to awaken after their 1,000th birthday, they are
Fortunately the expertise of exacting rites is not often megalomaniacal, seeking to control entire
completely necessary to comfort a tsukumogami’s settlements or even a prefecture through influence,
spirit—even peasants are able to say the appropriate fear, and violence if necessary. Takara tsukumogami
prayers and make the correct gestures. are known to possess a warrior or mage to enact
Consoling a tsukumogami before it awakens their will, but the most dangerous of these
takes an uninterrupted hour and a DC 10 Dignity or creature are those insane few that seek out
Charisma (Culture) check. Consoling an awakened alliances with the many kaiyo tsukumogami that
tsukumogami is a Dignity or Charisma (Culture) wander on the other side of the Great Divide,
check with a DC of 10 + the tsukumogami’s CR. At aiding vast hordes of the animated death
the GM’s discretion, some tsukumogami cannot be machines to cross the energy field and wreck
consoled no matter how high the result of the ability havoc on the realm.
check.

Masuto Tsukumogami
Items owned by Emperor Masuto, his close relatives, and the highest government
officials are treated with great care and carefully monitored. With the valuable
information one of these objects might offer once animated and properly
persuaded, the punishment for stealing or abetting in the theft of a personal
effect owned by one of these individuals is death. As with any crime in Soburin
however, there’s always someone able (or foolish enough to believe themselves
to be) and willing to risk their lives for the sake of coin, and the offers for a
genuine Masuto Tsukumogami are great indeed.
Akunomōfu Chōchin-Obake
Medium monstrosity (tsukumogami), Chaotic Evil Small monstrosity (tsukumogami), Neutral
Armor Class 18 (4 natural) Armor Class 14 (2 natural)
Hit Points 104 (16d8+32) Hit Points 44 (8d6+16)
Speed 30 ft., climb 30 ft.
______________________________________________________ Speed fly 30 ft. (hover)
______________________________________________________
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 19 (+4) 15 (+2) 9 (–1) 13 (+1) 12 (+1) 11 (+0) 14 (+2) 15 (+2) 12 (+1) 18 (+4) 13 (+1)
______________________________________________________ ______________________________________________________
Saving Throws Strength +6, Intelligence +2 Saving Throws Intelligence +3
Skills Stealth +7 Skills Perception +6
Damage Resistances acid, cold, fire, lightning, Damage Vulnerabilities acid, thunder
radiant, thunder; bludgeoning, piercing, Damage Resistances cold, fire, necrotic, radiant
and slashing damage from magical weapons Damage Immunities poison
Damage Immunities poison, necrotic; Condition Immunities exhaustion, poisoned
bludgeoning, piercing, and slashing Languages Common
damage from nonmagical weapons Senses darkvision 60 ft., passive Perception 16
Condition Immunities charmed, Challenge 1 (200 XP)
______________________________________________________
exhaustion, frightened, poisoned Float on the Wind. Melee attacks against the chōchin-
Senses blindsight 30 ft., obake are at disadvantage and the chōchin-obake
darkvision 60 ft., does not suffer disadvantage when making ranged
passive Perception 11 attacks while within an opponent’s reach.
Languages Common Spellcasting. The chōchin-obake’s is a 5th level spell-
Challenge 5 (1,800 XP) caster that uses Wisdom as its spellcasting ability
ACTIONS (spell attack +6, spell save DC 14). The chōchin-obake
Multiattack. The akunomōfu makes two dark claw can cast the following spells, requiring no material
attacks and one smother attack each turn or three components:
dark claw attacks each turn. At will: sacred flame
3/day each: charm person, sleep
Dark Claw. Melee Weapon Attack: +7 to hit, reach 10 1/day each: fear, misty step
ft., one target. Hit: 13 (2d8+4) slashing damage and
9 (2d8) necrotic damage. ACTIONS
Smother. The akunomōfu moves up to its speed. Fiery Spit. Ranged Weapon Attack: +4 to hit, range
While doing so, it can enter Large or smaller creatures’ (30/100), one target. Hit: 7 (1d6+4) fire damage.
spaces. Whenever the akunomōfu enters a creature’s
space, the creature must make a DC 15 Dexterity Of all the tsukumogami of Soburin, the most
saving throw. On a successful save, the creature common type created by its peoples are
can choose to push the akunomōfu 5 feet back or chōchin-obake, paper lanterns cast away from
to the side. On a failed save, the akunomōfu enters settlements in rituals known as Loi Krathong.
the creature’s space, and the creature takes 13 (3d8) These elaborate festivals culminate with the
necrotic damage and is smothered. The smothered release of many
creature can’t breathe, and at the start of each of the lanterns into the
akunomōfu’s turns, takes 27 (6d8) necrotic damage sky and out to
and one level of exhaustion. These levels of exhaustion sea in an
continue to accrue until the creature is no longer attempt to
smothered, at which point they disappear at a rate of appease the
one level per round. A smothered creature can try to entire spirit world
escape by taking an action to make a DC 15 Strength with a legion of
check. On a success, the creature escapes and shoves united gestures.
the akunomōfu into a space of its choice within 5 feet. While the vast
majority of lanterns
Akunomōfu were often once the blankets of soldiers, meet their end in
soiled by countless nights in the dirt, used to pack the waters, some
equipment, or otherwise abused. Of all the tsukumogami awaken and return,
native to Soburin, these are viewed as the most haunting souls for
despicable and evil, a sign of foreshadowing for reasons known
terrible events on the horizon and hated by all. only to the mysterious
tsukumogami.
Kaiyo Horror Kasa-Obake
Huge monstrosity (tsukumogami), Chaotic Evil Small monstrosity (tsukumogami), Neutral Good
Armor Class 18 (5 natural) Armor Class 15 (3 natural)
Hit Points 157 (15d12+60) Hit Points 65 (10d6+30)
Speed 30 ft., hopping blast 100 ft.
______________________________________________________ Speed 30 ft., fly 20 ft. (hover)
______________________________________________________
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 17 (+3) 18 (+4) 8 (–1) 16 (+3) 13 (+1) 15 (+2) 14 (+2) 17 (+3) 12 (+1) 15 (+2) 16 (+3)
______________________________________________________ ______________________________________________________
Saving Throws Dexterity +7, Constitution +8 Saving Throws Intelligence +3, Wisdom +4
Skills Athletics +8, Perception +7, Survival +7 Skills Insight +4, Perception +4, Stealth +4
Damage Vulnerabilities lightning Damage Vulnerabilities fire
Damage Resistances acid, cold, fire, thunder; bludgeoning, Damage Resistances cold, necrotic, radiant
piercing, and slashing from nonmagical weapons Damage Immunities poison
Damage Immunities poison Condition Immunities exhaustion, poisoned
Condition Immunities charmed, frightened, poisoned Senses darkvision 60 ft., passive Perception 14
Senses darkvision 500 ft., passive Perception 17 Languages Common
Languages Ceram, Ropaeo Challenge 2 (450 XP)
Challenge 10 (5,900 XP) ______________________________________________________
______________________________________________________ Knowing Gaze. By spending an action
Hopping Blast. As bonus action, the kaiyo horror can or bonus action, a kasa-obake can force a
move 100 feet in a straight line. target creature that can see it to look into
Piercing Gaze. As a bonus action the kaiyo horror its eye and make a DC 13 Charisma
sets its sight on a creature it can see within 100 feet.
saving throw. On a failed save the
The target makes a DC 15 Wisdom saving throw or
gains the frightened condition for 1 minute. At the target gains the paralyzed
end of each of its turns, the frightened creature can condition for 1d4 rounds.
make a saving throw to remove the condition. After Open Ears. A kasa-obake can make
successfully saving against this effect a creature cannot a DC 15 Intelligence check as an
be frightened by the kaiyo horror for 24 hours. action to know an obscure piece of
myth or lore. Once per short rest it
ACTIONS may spend a minute concentrating, learning a secret
Multiattack. The kaiyo horror can make one cannon piece of information with a
attack and one barrel slam attack each turn. successful DC 20 Intelligence check.

Cannon. Ranged Weapon Attack: +7 to hit, range ACTIONS


(100/1,000). The kaiyo horror makes an attack roll Talons. Melee Weapon Attack: +4 to hit,
against each creature within a 10-foot radius of a reach 5 ft., one target. Hit: 6 (1d8+2)
point within range. Hit: 43 (8d8+7) force damage. slashing damage.
Barrel Slam. Melee Weapon Attack: +8 to hit, reach 20 Tongue. Melee Weapon Attack: +4 to hit,
ft., one target. Hit: 26 (4d10+4) bludgeoning damage. reach 10 ft., one target. A creature hit by a kasa-obake’s
tongue must make a DC 13 Charisma saving throw or
The War of Kaiyo lasted for over a century and gain the charmed condition for 1 hour.
though it was waged across the Great Divide, the
lands of Soburin are still at the mercy of Having a place of prominence near the
Ceramian and Ropaeo machines of entrance to a house during their inanimate years
war. Left behind in the as umbrellas, kasa-obake are
apocalyptic wasteland insightful and keen to the
that is all that persists doings of humanoids. Once one
across the edge of the of these tsukumogami awakens
world, these they usually remain in the home
contraptions they spent the most time in, even long
have awoken after the original owner dies. Kasa-obake are
and wander in frequently among the most friendly living objects to
search of be found in Soburin, though they are not always very
enemies to well-liked due to their love for gossip. Anyone that
unleash their unending a kasa-obake realizes does not like them gets a lick
malice upon—whether from the tsukumogami, ensuring that the creature
human or tsukumogami. will have some friendly companionship (for a while,
at least, though it truly does enjoy making friends).
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