IUCHI EVENT: Spirit Quest (D9, Early Night)

The Iuchi have gathered the contestants around a large bonfire. According to their explanation, each of the contestants is to mix up a special batch of rare herbs, which is then to be heated in the bonfire and drank. If done correctly, the mixture will allow the contestant to step briefly into the spirit world so that they can catch a brief glimpse of the future. If done incorrectly, however, the contestant will probably just poison themselves.
Time Slot: Early Night
Magic: Allowed
Mixing Up Herbs: Each character makes a TN 15 Craft: Poison/Intelligence Roll to mix up a batch of herbs. If the character has the Herbalism emphasis for the Medicine Skill, they may instead make a TN 15 Medicine/Intelligence Roll. On a success, the character correctly mixes the herbs and gains 1 Spirit Point, plus one Spirit Point per successful Raise. On a failure, the character mixes up and drinks a dose of potent poison, suffers 2k2 damage, +2k1 damage per failed Raise, and cannot advance any further in this event. If two or more of these dice explode, the character's immune system is permanently damaged by the poison and gains the Bad Health Disadvantage.
Enter the Spirit Realm: After imbibing the herbal mixture, characters can feel their soul hovering outside their body. In order to leave their body behind and visit the spirit world, each character must succeed on a TN 15 Meditation/Void Roll. On a success, the character earns 1 Spirit Point, plus one Spirit Point per successful Raise. On a failure, the character's spirit is unable to leave their body behind and cannot advance further in this event. Characters with the Enlightened or Medium Advantage gain +1k1 to this Roll.
Glimpse the Future: Once the character has traveled to the spirit realm, they only have a short amount of time before the herbs wear off and their spirits are drawn back to their body. The character makes a TN 15 Divination (No Emphases)/Intelligence Roll. On a success, the character catches a glimpse of a future where the samurai of the Empire are caught in a great war against their own ancestors and gains 1 Spirit Point, plus one Spirit Point per successful Raise. On a failure, the character learns nothing of importance from her brief time in the spirit world.
[Additional Hazard]If the character has the Bad Fortune (Curse of the Shi-Tien Yen-Wang) Disadvantage, they must succeed on a TN 15 Willpower Roll. On a failure, the Shi-Tien Yen-Wang reach out from the veil beyond death and snatch up the character's spirit. The character does not wake up from their trance and eventually perishes.
Scoring: The character(s) who earns the most Spirit Points earn 3 Courtship Points, the character(s) who earn the second-most Spirit Points will earn 2 Courtship Points, and the character(s) who earn the third-most Spirit Points will earn 1 Courtship Point.
Time Slot: Early Night
Magic: Allowed
Mixing Up Herbs: Each character makes a TN 15 Craft: Poison/Intelligence Roll to mix up a batch of herbs. If the character has the Herbalism emphasis for the Medicine Skill, they may instead make a TN 15 Medicine/Intelligence Roll. On a success, the character correctly mixes the herbs and gains 1 Spirit Point, plus one Spirit Point per successful Raise. On a failure, the character mixes up and drinks a dose of potent poison, suffers 2k2 damage, +2k1 damage per failed Raise, and cannot advance any further in this event. If two or more of these dice explode, the character's immune system is permanently damaged by the poison and gains the Bad Health Disadvantage.
Enter the Spirit Realm: After imbibing the herbal mixture, characters can feel their soul hovering outside their body. In order to leave their body behind and visit the spirit world, each character must succeed on a TN 15 Meditation/Void Roll. On a success, the character earns 1 Spirit Point, plus one Spirit Point per successful Raise. On a failure, the character's spirit is unable to leave their body behind and cannot advance further in this event. Characters with the Enlightened or Medium Advantage gain +1k1 to this Roll.
Glimpse the Future: Once the character has traveled to the spirit realm, they only have a short amount of time before the herbs wear off and their spirits are drawn back to their body. The character makes a TN 15 Divination (No Emphases)/Intelligence Roll. On a success, the character catches a glimpse of a future where the samurai of the Empire are caught in a great war against their own ancestors and gains 1 Spirit Point, plus one Spirit Point per successful Raise. On a failure, the character learns nothing of importance from her brief time in the spirit world.
[Additional Hazard]If the character has the Bad Fortune (Curse of the Shi-Tien Yen-Wang) Disadvantage, they must succeed on a TN 15 Willpower Roll. On a failure, the Shi-Tien Yen-Wang reach out from the veil beyond death and snatch up the character's spirit. The character does not wake up from their trance and eventually perishes.
Scoring: The character(s) who earns the most Spirit Points earn 3 Courtship Points, the character(s) who earn the second-most Spirit Points will earn 2 Courtship Points, and the character(s) who earn the third-most Spirit Points will earn 1 Courtship Point.