I am going to be posting tools, encounters, adventures and events from my Wandering Heroes of Ogre Gate campaign. The purpose is two-fold. First people can use these in their own games. Second based on feedback I receive, I will likely choose one of them to flesh out into a module. These should be playable in their present form. I will simply expand on the one people take the most interest in.
This is the second entry. It arose as the players were investigating the history of the Iron Sky Maiden, an immortal who spent time in the southern Banyan region. They followed rumors into the deep southern lands, eventually coming to the Kingdom of Dhamma where they found a village connected to her past called Kwam Metta.
This location should be easy to plug into any campaign. It is written for Wandering Heroes of Ogre Gate, but can work in any system with the right changes. It would also be very easy to fit into Sertorius or Servants of Gaius. I am presenting things right out of my note book, including maps. I apologize for the image quality of these but they should be enough to run the adventure. If I develop this into a module at a later date, I would greatly expand Kwam Metta and other elements (and we'd have to get some proper maps). It was inspired by some events in Xuan-Yuan Sword: Scar of Sky.
Note I originally labeled the town Kwam Metta Tong, but this was shortened to Kwam Metta to make it easier for the players to remember the name. When I made this location it was done rather quickly because I wasn't even sure the party would take an interest in the Iron Sky Maiden legend, let alone delve into her history enough to find the Pagoda of Golden Mercies. That is why I opted for a Pagoda, it made it easier to map and I didn't feel bad if it didn't get used. It turned out to be one of the more successful adventures in the campaign.
THE LEGEND OF THE IRON SKY MAIDEN
According to legend Iron Sky Maiden bestows her powers to those who can return her true love.
The Iron Sky Maiden, after training at Sun Mai, went on pilgrimage to Dhamma and established a shrine to Hen-Shi (the Daughter of the Enlightened Goddess) in Kwam Metta around hundreds of smaller floating statues called golden mercies. She then erected a large statue of Hen-Shi to sit in the center and became protector of the local community.
This was during the reign of the Jaru dynasty (when Hen-Shi was still venerated). Iron Sky Maiden developed great affection for the people of Kwam Metta Tong but had to depart for her homeland in the Kushen Basin and face her destiny. She left Seventh Brother, a profound master and one of her trusted inner circle of sworn siblings, in the village to protect it. Seventh Brother was faithful to his pledge and remained until the Chen took over Dhamma and tried to destroy the shrine. The Chen were members of Majestic Lion Cult and sought to eradicate traces of Henshi. While he was able to defend the village, he was overwhelmed by his own Qi energy and Seventh Brother became a Profound Spirit (see his entry below).
Before he turned, Seventh Brother placed the dragon spirits* of the people in a small jade turtle containing a dream replica of the village using the Ritual of the Boundless Dream. He never completed the ritual and their Phoenix spirits remained in their bodies, causing them to rise as ghosts. If he can be restored and conclude the ritual their phoenix spirits will join their dragon spirits in the stone. Seventh Brother continues to haunt Kwam Metta as do the Phoenix Ghosts of the inhabitants.
The answer lies in the Pagoda of Golden Mercies. But it remains warded with Iron Sky Maiden's original blessings, meaning anyone who ventures inside will have to contend with their worst fears.
A Note about Dragon and Phoenix Spirits
In Wandering Heroes of Ogre Gate, the human spirit is believed to be divided into a dragon essence and a phoenix essence. The dragon essence is a kind of hot energy. It is further divided into three components and resides in the heart. The three dragon essences are: Will, Qi and Intuition. When one dies it is the dragon spirit that is judged and reborn.
But there is also the Phoenix spirit, a more corporeal and cool substance that resides in the body and remains after death. Eventually it decays but if the body is disrupted or spirit unvenerated, then it can cause it to return as a hungry ghost or other creature. The phoenix spirit is divided into six parts: happiness, anger, pleasure, sorrow, love, and hatred. When these are disrupted or eliminated they are believed to be the cause of madness.
The players hear rumors of Iron Sky Maiden throughout the campaign. This is ideal for parties that have a particularly difficult problem to solve that requires a greater power's assistance or guidance. If they run into any difficulty with demons or have extraordinary need for assistance, they may seek her out for example. Finding her is no easy task. Earning for good will, is almost impossible. Traveling to her Infinite Sky Realm is a reckless endeavor fraught with peril and likely to attract the wrath of Supreme Judge Yu unless they have the Seal of Qi Xien. This adventure is one of the first steps toward finding Iron Sky Maiden.
The players learn that Iron Sky Maiden will be favorably disposed to anyone who can bring her true love to her realm. At first they may think this means a lover or husband, but it refers to her one attachment in the Realm of Man, the town of Kwam Metta (located in Dhamma). If they search libraries, look for ancient songs on the subject or speak to anyone at Sun Mai Temple, it can be confirmed that she once protected Kwam Metta.
If the players go to Kwam Metta they find a haunted town filled with Phoenix Ghosts and plagued by the Profound Spirit of Seventh Brother. At its heart is The Pagoda of Golden Mercies. If they venture in, they can retrieve the Jade Turtle and help complete the ritual of protection that Seventh Brother began so many years ago.
Leadership: Seventh Brother Brother Mengwei (Mengwei)
This small town was a Daolin community in Dhamma established hundreds of years ago during the Era The East Invaders by a traveling hero named Qian Zhen’e and his family. They were devoted to Hen-Shi and pilgrimaged here when they heard that Dhamma was ruled by a dynasty (the Jaru Dynasty) that worshipped her (though they called her by the name Kwam Thramma). Over the years the village took on many of the characteristics of local Dhamma culture, including familiarity with Singh and using Singh names (though the people still spoke Daolin).
A series of wars with the Lom and other neighboring populations put the town under threat. When Zhen’e was on his death bed he sent a request for aid from Sun Mai temple and they sent Iron Sky Maiden to help. She became Kwam Metta’s protector. When she had to leave to tend to celestial matters, she left her Seventh Brother, Mengwei, to care for the people. He performed admirably but when the the Suk and Chan allied together they defeated Dhamma. He was overwhelmed by his Qi energy trying to ward off their martial heroes, becoming a Profound Spirit.
Kwam Metta is now haunted by ghosts who are tied to the area and roam aimlessly. Phoenix Ghosts are quite common, with many frozen human bodies appearing throughout the settlement.
The players can explore Kwam Metta and contend with its inhabitants. The most fruitful areas of search will be The Menglao Courtyard House and the Pagoda of Golden Mercies. The frozen bodies of the residents are visible throughout the settlement and may attack anyone who passes by them (see Phoenix Ghost entry below). The GM should also have the players make Survival Rolls to avoid encounters.
Roll 1d10 every ten minutes (Survival Cities TN 8*):
1-4 Phoenix Ghost
5: E Gui
6: Headless Ghost
7-10: Seventh Brother
Seventh Brother and the ghosts are described at the end of this section.
*Character with highest Skill rolls.
MENGWEI COURTYARD HOUSE
This was the residence of Iron Sky Maiden and then after her, Seventh Brother. It is in bad shape, but a few things may be learned by exploring it.
Shrine: This is a shrine dedicated to Hen-Shi
Kitchen: This is the cooking area and there is a Water Gui here in one of the pots that has collected rainwater through a dripping ceiling.
FA (SHUI GUI, WATER GHOST)
Fa was a great Martial Hero in life named the Poison Fox. She was known for her poison use and her fierce reckless style. Her family was killed by one of the Chen Princess and she died fighting his guards to get revenge (they drowned her in a nearby river). Should she retake a body her goal will be killing the whole Chen royal family.
Physically, Fa appears as a pair of disembodied eyes peering from just below the surface of the water. She can briefly emerge and attack looking assuming the liquid outline of a human shape but having no real human form herself. Her goal is to suffocate the target and transfer into the body. See Shui Gui entry below for further details.
Defenses: Hardiness Special, Evade 6, Parry 6, Stealth 10, Wits 6, Resolve 9
Key Skills: Grapple: 1d10, Speed: 6d10, Detect: 2d10
Deathless: Shui Gui cannot be harmed physically, even by Kung Fu techniques. However when they take physical forms, they can be obstructed or pushed, just not hurt. Eliminating a Gui requires magic.
Limited Presence: Fa is bound to her water pot and can only attack in a five foot area. She has no form but briefly takes on the liquid outline of a human torso when she reaches to attack. Otherwise the only sign of her presence are a pair of eyes below the water.
Suffocating Transference: Shui Gui pull victims below the water and suffocate them, taking over their bodies when they succeed. This follows the normal rules of attack and drowning/suffocation. When they do this, they completely control the body and are once again able to live the life of a human. However the victim replaces the spirit below the water, becoming a Shui Gui. This process can be reversed if the victim is able to attack its former body and make the switch again. Otherwise it can wait for a new victim.
Tea Room: This room was once where tea was taken. There is a wall scroll here of Seventh Brother beside Iron Sky Maiden. There is also a worn wooden scroll describing the Ritual of the Boundless Dream (see below).
I, Mengwei the Seventh Brother, pledge to protect Kwam Metta on behalf of Iron Sky Maiden.
Study" This small study has numerous lacquered cabinets, a table, and a large ink stone and brush. There are numerous books on the history of Dhamma and Zhan Dao. All of the great classics are here as well. More importantly a copy of The Pillars of the Sky is on the table.
The Pillars of the Sky
This is a fictional account telling of Iron Sky Maiden’s history, her time in Kwam Metta and her need to return to the Kushen Basin.
THE PAGODA OF THE GOLDEN MERCIES
Created by the Iron Sky Maiden to protect the Golden Mercies, this Pagoda still retains some of its residual protective powers, though they’ve been warped by the presence of dark forces.
The ruin of the Pagoda of Golden Mercies is in the heart of the town. It has a shrine to Hen-Shi in the pavilion, filled with floating golden miniature statues of the goddess. There is also a hall of the Iron Sky Maiden below the Pagoda’s foundation. This has a statue of the Iron Sky Maiden and through it she can communicate with anyone who asks a question (however each utterance she makes requires her to rest one month). Below the Hall of the Iron Sky Maiden, the Jade Turtle is located in a trapped chamber.
The Pagoda is made of stone and wood. It is 35 meters high, with each floor having a main hail and a balcony. Steps flank the halls and are separated from the halls by decaying wooden panels. Climbing the Pagoda requires a TN 7 Athletics Skill roll.
The Pagoda itself is still enchanted by Iron Sky Maiden’s protective wards, though they’ve weakened over the years. Anyone who enters the Pagoda and ascends must face specific threats on each level (enemies they’ve killed, shadows of themselves and an opponent who represents their Fate). Examples of such threats are provided based on the player characters in my own campaign, but these ought to be customized to your party. On the upper floor of the Pagoda, the details of the calamity that befell it are recorded by one of Seventh Brother’s disciples.
While traveling from the lowest to the highest level seems the most obvious course, characters who make a point of looking at the Pagoda more closely can see a whole on the wall of the top story (Detect TN 10). Anyone who climbs or flies to the top can see it more easily (TN 6). There is enough space for a person to enter Area 6 from here. If they do so, they will still need to content with the Zhen Bird. Also, climbing the Pagoda is likely to attract the attention of Seventh Brother.
Stone stairs lead to two wide wooden doors on either side of the pagoda, these open to Area 2.
This is the foundation of the pagoda structure. When the town was attacked some took refuge here. While most in the town survived, these unlucky folk were hit hard by enemy soldiers before Seventh Brother could save everyone. They remain here as a great heaping pile of bones. When the PCs enter 8 of them rise up and attack. This is not the entrance to the pagoda, but below the first level itself.
A set of stairs leads up to Area 2 and down into an underground complex that goes to Areas 8 and 7.
Defenses: Hardiness 10 (5 against Blunt Weapons), Evade 4, Parry 4, Stealth 7, Wits 2, Resolve 10
Key Skills: Bite: 0d10 (2d10 damage), Claw: 1d10 (1d10 damage), Wrestling: 0d10, Speed: 1d10 (40 feet), Muscle: 0d10, Detect: 0d10
2. THE GOLDEN MERCIES
This is the chamber of the golden mercies. There is a great golden statue of Hen-Shi in the center of the room upon an altar. Surrounding this are thousands of much smaller Hen-Shi statues floating in the air: these are the Golden Mercies.
The Golden Mercies are thousands of Golden Statues of Hen-Shi that were, according to legend, created by her weeping for mankind at the time of the Demon Emperor. The statues of the golden mercies can heal 1 wound for every hour a person meditates before them (martial heroes heal their Qi level per hour). However it also instills the person with a powerful sense of peace and awe for life, imposing a -1d10 to all Combat related skill rolls for an hour. Any Divination or Ritual roll made here is done at +1d10.
Narrow wood steps lead up to Area 3 and down to Area 1.
3. RELIQUARY OF PAST
This area is filled with gold and wooden containers on stone shelves (literally hundreds and hundreds of them), each containing the bones of old scholars, monks and priests who were devoted to Hen-Shi.
Amid these treasures are the following: Bi of the Iron Sky Maiden.
Bi of the Iron Sky Maiden
This is a circular jade disc with a hole in the center, and about ten centimeters in diameter. According to legend it was buried with a martial hero known as the Iron Sky Maiden but now contains traces of her spirit. Anyone holding the Bi of the Iron Sky Maiden gains a +1d10 to their Grapple and Arm Strike Skill Rolls. In addition they gain +1d10 to any Qinggong ability that allows flight.
This hall is protected by magic that causes the past misdeeds or grudges of trespassers to materialize and attack. This usually takes the form of old foes. However appear wilted and rotting. Below are some examples from my own campaign. But these should be customized to your party.
1. ROTTING DANCING HAWK
Dancing Hawk is the nephew of Master Ta and was secretly in love with Lady Hamaya. He seeks revenge against the PCs for her murder (which was brought to his attention by Yen-Li priests from a Chen temple).
Defenses: Hardiness 3, Evade 7, Parry 4, Stealth 6, Wits 6, Resolve 8
Key Skills: Grapple: 1d10, Throw: 1d10, Arm Strike: 2d10, Leg Strike: 1d10, Light Melee: 2d10, Medium Melee: 2d10, Heavy Melee: 0d10, Small Ranged: 1d10, Speed: 2d10, Athletics: 0d10* Muscle: 1d10
Flaws: Lame* (Missing Hand)
Disciplines: Waijia 1, Qinggong 3
Clutch of the Hawk (Counter): Roll Grapple against Parry, if success pull in for one free mundane attack. Catharsis: Use Kung Fu Technique for free attack.
Fluttering Kicks: Leg Strike, 3d10 Open Damage, drive foe back 5 feet. Catharsis: 6d10 Open Damage to your Target, drive back 10 feet.
Hands of the Hawk Beak: After grapple make other grapple roll gainst Hardiness. On success hurt arm or leg (see penalties on page 90). Catharsis: You break the limb, causing the above penalties for 1 week per rank of Waijia. This isconsidered very cruel and even dishonorable to do to a martial hero, so performing such an act publicly could alter your reputation. Still doesn’t work against those with higher Qi levels than you.
Drift of the Butterfly Fish: Athletics TN 6. On a success you can glide 100 feet horizontally per rank of Ginggong for every 25 feet of vertical descent (simply multiply the vertical height of your fall by 4 to arrive at the base number of feet). So falling from a 100 foot tree, enables you to glide a distance of 400 feet per rank of Qinggong. If you are able to touch water with your feet you can skip for additional 25 feet per rank. Cathartsis: In addition to using this technique to glide, you can make an attack or use another Kung Fu ability while in flight.
2. ROTTING LADY HAMAYA
Owner of the Fragrant Petal, Madame Hamaya is a skilled martial artist and musician. She is allies with Master Ta, and often brings information about clients to him. She also uses the Fragrant Petal as a front for an assassination service.
Defenses: Hardiness 3, Evade 3, Parry 7, Stealth 10, Wits 8, Resolve 6
Key Skills: Grapple: 1d10, Throw: 0d10, Arm Strike: 2d10, Leg Strike: 2d10, Light Melee: 3d10, Medium Melee: 1d10, Heavy Melee: 0d10, Small Ranged: 1d10, Speed: 3d10, Muscle: 1d10, Medicine: 3d10, Talent (Ghuzheng): 3d10, Talent (Flute): 3d10, Talent (Singing): 2d10, Talent (Poetry): 2d10, Talent (Poison): 2d10
Weapon: Fan, Jian
Disciplines: Qinggong 2, Waijia 1, Dianxue 1
Kung Fu Techniques
Gust of the Fan Blade: Make a Light Melee Skill roll against the Evade of everyone the affected area. On a Success you create a gust of wind that obscures the air and imposes a -1d10 Penalty to all caught inside. On a Total Success this penalty increases to -2d10. Gust of Wind creates a 20 foot wide and 40 foot long column of wind.Cathartic: The Wind Imposes -1d10 to those caught inside it (-2d10 on Total Success) and also causes any nearby debris and objects to strike people in the affected area for 2d10 Open Damage). In addition the wind glows with Qi energy and powerful micro-bursts can disarm weapons from everyone inside (roll your Qi rank against Parry to disarm).
Arms of Silk (Grapple against Parry): On a success you can launch strips of fabric at your foe, by up to 10 feet per rank of Waijia (provided you have enough cloth to do so), and can use this to Restrain them. Up to 4 targets. Catharsis: When used cathartically you can attempt to choke your opponent (using the Suffocation rules), or squeeze them for 4d10 damage each round. Effective Parry of 8.
Deflecting Canopy (Athletics):Unfurl your robe, a piece of fabric or even bits of stone and dirt to create a glorious protective canopy against incoming attacks. On success the canopy protects against projectiles in an area before you (20 feet per rank of Waijia), reducing damage dice of such attacks by 1 per rank of Qi. Cathartic: Instant.
Great Stride (Speed): On a success you can teleport as a Move and Skill action by up to 40 feet. Catharsis: You can Teleport as a Move and Skill action by 600 feet.
4. HALL OF REFLECTION
This was once magically warded to force invaders to confront themselves. The walls are lined with bronze mirrors and wall scrolls revealing landscapes the players have seen before. However the effect is greatly diminished and those entering only face shadows of themselves.
The shadows are pale imitations of the characters present, having just one or two of their techniques. They do have full health, but lack the intellect and resolve of their originators. These should be customized but I include a handful of shadow characters from my own campaign below as examples. You can also make things easy here, by simply working off your player character's sheets during play.
Each mirror that is destroyed, causes one Shadow to vanish. Each Wall scroll that is destroyed inflicts 2 wounds on the Shadows.
Landscapes: Zun Valley, Tomb of the Timeless Master, Purple Caverns, Heiping Temple, Zhe Valley.
SHADOW PLAYER CHARACTERS
Defenses: Hardiness 7, Evade 5, Parry 6, Stealth 6, Wits 2, Resolve 3
Key Skills: Arm Strike: 1d10, Leg Strike: 2d10, Grapple: 2d10, Light Melee: 1d10, Medium Melee: 2d10, Gun Staff Expertise: 1d10, Athletics: 2d10, Muscle: 2d10, Medicine: 1d10, Meditation: 1d10, Talent (Theft): 1d10, Talent (Poisons): 1d10, Survival (Plains): 1d10, Survival (Wilderness): 1d10, Persuade: 1d10, Deception: 1d10, Detect: 2d10 (Glance +1d10), Creatures (Monsters): 1d10, Creatures (Demons): 1d10, Institutions (Sects): 1d10, Institutions (Criminal Underground): 1d10, Language (Khubsi): 1d10, Read Script (Khubsi): 1d10
Weapons: Gun Staff (Wood), Dagger (x2)
Armor: Leather Lamellar
Items: Two wine jugs
Disciplines: Waijia 2, Qinggong 1, Neigong 1
Kung Fu Techniques
Dip of the Drunken Snake (counter): Atheltics agains attack roll. If succeed evade and do mundane strike +2d10 damage. Cathartic: Damage roll open.
Somersault of the Drunken Monkey: Arm or Leg Strike against parry, do normal damage, target makes Endurance roll TN 7 or is dazed for one round. Total Success two rounds. Cathartic: 3 additional wounds.
Defenses: Hardiness 5, Evade 4, Parry 4, Stealth 6, Wits 2, Resolve 3
Key Skills: Grapple: 1d10, Leg Strike: 1d10, Light Melee: 3d10, Small Ranged: 2d10, Medicine: 2d10, Survival (Wilderness): 2d10, Detect: 2d10, Persuade: 2d10, Athletics: 2d10, Speed: 3d10, Muscle: 2d10, Places (Li Fan): 1d10, Places (Zhan Dao): 1d10
Weapons: Daggers, Caltrops
Combat Technique: Quick (Light Melee)
Expertise: Survival (Cities)-Forage/Shelter, History (Righteous Emperor)-Daolu, Places/Cultures (Dai Bien)-Chen.
Disciplines: Waijia 1, Qinggong 3
Kung Fu Technique
Storming Daggers: 3 daggers at single target (one attack roll). 1 wound for each dagger thrown. Cathartic: 6 daggers and can split between targets.
SHADOW ZHI ZHU
Defenses: Hardiness 4, Evade 5, Parry 3, Stealth 10, Wits 2, Resolve 2
Key Skills: Grapple: 3d10, Light Melee: 3d10, Talent (Juggling): 2d10, Survival (Cities): 1d10 (+1d10 Forage/Shelter), Survival (Wilderness): 1d10 , Detect: 3d10, Athletics: 3d10, Speed: 3d10, Muscle: 1d10, History (Righteous Emperor): 1d10 (2d10 for City Daolu), Places/Cultures (Dai Bien): 1d10 (2d10 for City Chen), Institutions (Sects): 1d10 (2d10 for People).
Weapons: Daggers, Caltrops
Combat Technique: Quick (Light Melee)
Expertise: Survival (Cities)-Forage/Shelter, History (Righteous Emperor)-Daolu, Places/Cultures (Dai Bien)-Chen.
Disciplines: Waijia 2, Qinggong 2
Kung Fu Techniques
Arms of Silk: 20 feet of silk/2 foes, grapple against Parry. On success you restrain. Cathartic: 3d10 damage each round (parry 8)
Turn of the Caltrop (Counter): Light Melee against the attack roll of projectile. On success weapon is spun and strikes attack (only works on mundane attacks). Cathartic: 3 calrops plus works on Qi based attacks.
5. HALL OF FATE
Upon the floor in bold golden script reads “Y-U-A-N-F-E-N” which has the connotation of destiny or fate. There is a statue of Xien Nu Shen here and the ceiling is painted like the heavens.
The wards here are faded as well, so the characters only face shadows of their future fates. These are most likely enemies they stand a good chance of encountering in the course of the campaign. You will need to use your judgment here and keep in mind the future isn't set in stone. These are merely people the characters are linked to by the will of heaven. Again I use examples from my own campaign below.
SHADOWS OF DESTINY
CAI YUANU (SENIOR GRAND COUNCILOR OF ZHAN DAO)
Cai Yuanyu is the Senior Grand Councilor of the Zhan Dao empire and the close adviser of Emperor Zhan.
Defenses: Hardiness 4, Evade 6, Parry 9, Stealth 7, Wits 6, Resolve 10
Key Skills: Throw: 2d10, Grapple: 3d10, Arm Strike: 3d10, Leg Strike: 3d10, Medium Melee: 2d10, Light Melee: 3d10, Speed: 3d10 (60 feet), Muscle: 1d10, Detect: 2d10, Athletics: 1d10, Endurance: 1d10, Ritual (Spirit Keeping): 3d10, Ritual (Heart Taking): 3d10, Ritual (Extract Phoenix Spirit): 2d10, Ritual (Zun Demon, Master Ritual): 2d10, Ritual (Tattoo of the Demon King): 2d10, Ritual (Petition to the Five Ghosts): 3d10, Medicine: 3d10, Meditation: 2d10, Talent (Poetry): 0d10 , Talent (Poison): 3d10, Persuade: 2d10, Deception: 3d10, Empathy: 3d10, The Classics (all): 1d10, History (The Demon Emperor, The Era of the Glorious Emperor, The Era of the Righteous Emperor): 3d10, History (Era of the Two Kingdoms, Era of The East Invaders): 2d10, Places/Cultures (All): 3d10, Languages (Singh, Daoyun, Khubsi): 3d10, Read Script (Feishu, Sai): 3d10 , Institutions (Imperial Bureaucracy): 3d10, Religion (Yen-Li): 3d10, Religion (The Bold King): 3d10
Disciplines: Neigong 3, Waijia 1
Key Kung Fu Techniques
Ringing Strike of the Divine Ram: Arm Strike against Evade (?), everyone within 5 feet takes 4d10 damage. Cathartic: hits everyone in 30 foot ring.
Swift Rebutal (Counter): When someone attacks you with ranged Neigong Technique this increases your Evade andHardiness. Make a Meditation Skill roll against TN 7. On a success your Hardiness and Evade rise by 1 per rank of Neigong (against Neigong attacks) for this round. On a Total Success the effect lasts two rounds. Cathartic: This automatically triggers a Qi Duel against any opponent making a ranged energyattack against you (provided you both meet the requirements). If your opponent has at least 2 Qi ranks less you do, this completely blocks the attack.
Gust of the Fan Blade: Make a Light Melee Skill roll against the Evade of everyone the affected area. On a Success you create a gust of wind that obscures the air and imposes a -1d10 Penalty to all caught inside. On a Total Success this penalty increases to -2d10. Gust of Wind creates a 20 foot wide and 40 foot long column of wind long per rank of Waijia. Cathartic: The Wind Imposes -1d10 to those caught inside it (-2d10 on Total Success) and also causes any nearby debris and objects to strike people in the affected area for 2d10 Open Damage). In addition the wind glows with Qi energy and powerful micro-bursts can disarm weapons from everyone inside (roll your Qi rank against Parry to disarm).
THE YAO (3)
The Yao are martial heroes loyal to The Glorious Emperor whose hearts have been cut out and replaced with a red stone.
Defenses: Hardiness 7, Evade 7, Parry 7, Stealth 9, Wits 6, Resolve 10
Key Skills: Grapple: 2d10, Throw: 3d10, Arm Strike: 3d10, Leg Strike: 2d10, Light Melee: 2d10, Medium Melee: 2d10, Heavy Melee: 3d10 or 2d10 (Guan Dao and Ox Tail Dao), Small Ranged: 0d10, Deception: 3d10, Speed: 2d10, Muscle: 3d10, Athletics: 2d10, Detect: 3d10, Meditation: 3d10
Weapon: Guan Dao (damage 5d10), Ox Tail Dao (5d10)
Combat Technique: Heavy Melee-Reach
Disciplines: Waijia 2, Qinggong 1, Neigong 1
Key Kung Fu Techniques
Deep Biting Blade: This technique requires a bladed weapon. Make a Medium or Heavy melee roll against the opponent's parry at a -1d10 penalty. On a Success, the attack deals 1 Extra Wound plus maximum damage (6d10). On a Total Success, the attack also inflicts an additional Extra Wound. Cathartic: The damage becomes open.
Heart Smashing Palm: Make a Meditation Skill roll against TN 9 (-1 per rank of Neigong). This takes one round and on a success you summon enough internal strength to deliver 1 Extra Wounds on your next Arm Strike Attack (provided it is within 1 round per Rank of Neigong). You can choose to continue to draw on your internal strength, for as many rounds as you have in Qi levels, adding one additional Extra Wounds to your next Arm Strike for each round you successfully meditate (each round requires an additional roll). On a failure you disrupt your own Qi and take the number of wounds you meant to inflict. Cathartic: This has three important alterations to the basic technique. First it removes the requirement for additional rolls to build up internal strength each round (though it still takes one round for each Extra Wounds you wish to deliver). It also allows you to build up internal strength for a number of rounds equal to twice your Qi level (to a max of 12), allowing you to do 12 Extra Wounds if you Meditate for 12 rounds. Finally, it allows you to use your next Arm Strike at a distance, as the shock wave you generate goes in a straight
Endless Arc of Spear: Make a Melee Skill roll against the Parry of everyone within a 20' radius per rank in Waijia. On a Success, the attack strikes everyone who is within reach of your spear for 4d10 Open Damage. Additionally, everyone else in the affected area is hit with a lesser energy blast that deals 1d10 damage. Cathartic: The effects are the same except the energy blast portion of the attack does 4d10 closed damage.
6. UPPER LEVEL
This area is breezy and the wall is partially knocked out as if by a great hammer. There is writing all over the wall. And a Zhen Bird picks at the remains of a thief who died here about a month ago (a man from the south). The Zhen Bird just wants to feed, but it will attack if made to feel threatened.
Zheng's Body: The body contains the Jade Medallion of Xian Nu Shen. It seems recent, most likely someone who came here a few days ago and was killed by Seventh Brother or one of the guardians. He is described below under Zheng. He is not dangerous now but in a few hours he will rise as a Jianshi.
I am Chindai Mochou, ernest disciple of Mengwei, Seventh Brother of the Iron Sky Maiden. Below the pagoda terrible events unfold. An invading army. A protector corrupted by their sorcery.
Seventh Brother Mengwei saved many of the people by placing the Dragon Spirits into a piece of Jade shaped like turtle. Before he could complete the transference, he was warped by the enemy, leaving the peoples’ Phoenix Spirits behind. He comes for me now. The invaders are from Nung Pharachawan, capital of Dhamma. The dynasty has fallen. Seventh Brother must be restored so he can complete the transference into the stone. I will do my best. Iron Sky Maiden please return to us!
Zhen birds are beautiful avian creatures whose coloring and feathers are rivaled only by the Phoenixes. These animals have long necks, feathers ranging in hue from purple to red and white, a long copper-toned beak and golden claws. Though not easily provoked, when they do attack, they are greatly feared because their beaks and claws carry a terrible venom.
Defenses: Hardiness 2, Evade 9, Parry 2, Stealth 10, Wits 2, Resolve 5
Key Skills: Claws: 0d10 (Damage 1d10 plus poison), Peck/Bite: 0d10 (Damage 1d10 plus poison), Speed: 3d10, Fly: 5d10 (80 feet), Detect: 4d10, Muscle 0d10
Poisoned Peck/Claw: The Peck and Claw of a Zhen Bird is poisonous. Anyone who is hit and takes damage from either of these attacks is potentially exposed.
As soon as a person is exposed roll 4d10 against their Hardiness. If it meets or exceeds their Hardiness rating they are affected, suffering cumulative -1d10 penalties every 10 seconds as their body and mind are overwhelmed with violent tremors and a profound mental fatigue. The Poison of the Zhen Bird is incredibly lethal, killing in hours. The antidote requires the use of ground rhinoceros horn and a human tooth (in addition to about 27 other ingredients).
Zhang came here two days ago to plunder the medallion, but was killed by a ghost. He arises in a few hours as a Jianshi. When he does so, his limbs become rigid and he can only move by hopping. In this form he devours Qi energy.
Defenses: Hardiness 8, Evade 3, Parry 3, Stealth 6, Wits 3, Resolve 10
Key Skills: Bite and Claw: 1d10 (2d10 Damage plus Qi drain), Speed: 0d10, Detect: 1d10
Bite: The bite of the Jiangshi does 2d10 damage. Once they bite, they begin to drain Qi energy from the body.
Drain Qi: Upon biting a victim, the Jiangshi begins to drain Qi from the body, drawing energy into itself by latching onto the target. This drains 1 Point of Qi each round, killing a normal person instantly but taking some time with Martial Heroes who have greater reserves of Qi. Anyone drained to 0 Qi dies. Qi returns at a rate of 1 per week. Removing a Jiangshi that has latched on either requires destroying it entirely or making a Muscle TN 8 Roll to pry it off.
Immunities: Immune to normal attacks, only harmed by Kung Fu Techniques performed by those who are righteous.
7. CHAMBER OF THE JADE TURTLE
This is where the the Jade Turtle is housed. Its dull glow can be seen from the entrance and it rests on a pedestal at the back of the room.
The Jade Turtle
This is a large piece of white jade, weighing about 8 ounces. It is currently inside the Pagoda of the Golden Mercies in the town of Kwam Metta. The item is perfectly sculpted and in its center there is a warm amber glow. The Turtle contains the Dragon Spirits of the people of Kwam Metta and it also contains a replica of the town of Kwam Metta. The residence continue to exist there, though they are shadows of their former selves due to their Phoenix Spirits being left behind (which haunt the original Kwam Metta as Phoenix Ghosts). The people inside the Jade Turtle do not age, grow sick or die. Seventh Brother can transport people into the Turtle by pointing at them.
If anyone touches Seventh Brother with the Jade Turtle, it absorbs his spirit and causes the Phoenix Spirits of the people of Kwam Metta to go inside and reunite with their Dragon Spirits.
8. CHAMBER OF THE IRON SKY MAIDEN
There is a tall statue of the Iron Sky Maiden here, wielding her sky lantern. Her voice fills the minds and bodies of anyone who enters. At first it feels like a dull, earthly rumble in their bones, but slowly it takes on the tones of speaking. They hear:
You may ask me one, and only one, question.
The entire group can ask her one question which she will answer to the best of her ability. This is the actual Sky Maiden (she arranged this conduit to help 7th brother but she can only speak her once a month and doing so is a great drain on her powers). She is not aware of events in Kwam Metta, nor is she able to go there if the players tell her about it. However she can reveal that touching Seventh Brother with the Jade Turtle can resolve the situation.
Characters who persist in asking more than one question will gain Iron Sky Maiden's anger. She may relent but will not forget this persistence. Every question she answers beyond the first requires she sleep a full month.
NPCS, MONSTERS AND OTHER ITEMS
The Iron Sky Maiden, after training at Sun Mai, went on pilgrimage to the Dhamma during the reign of the Jaru Dynasty and established a shrine to Hen-Shi in the Daolin village of Kwam Metta Tong. This became the Pagoda of the Golden Mercies. Though she cared for the people of Kwam Metta Tong, Iron Sky Maiden had to depart to return home and face her destiny. She left her Seventh Sworn Brother, Mengwai, in the village to protect it. When he grew old the Chen Dynasty took over Dhamma and tried to destroy the shrine. He used up all his Qi protecting it and became a terrible a Profound Spirit.
Before he transformed Seventh Brother placed the dragon spirits of the people of Kwam Metta in a small jade turtle containing a dream replica of the village. He never completed the ritual and their Phoenix spirits remained in their bodies, causing them to rise as ghosts.
Seventh Brother looks like a distorted apparition with bird-like features and a glowing body. He can alter his shape, sometimes appearing as a round glowing orb or just as a massive head. He likes to float down upon his enemies from above.
Defenses: Hardiness 8, Evade 6, Parry 6, Stealth 10, Wits 6, Resolve 8
Key Skills: Grapple: 1d10, Arm Strike: 2d10, Medium Melee: 3d10, Speed: 6d10 (90 feet), Bite: 2d10 (3d10), Fly: 6d10 (90 feet), Detect: 2d10, Command: 2d10, Deception: 2d10, Persuade: 3d10, Ritual (Ritual of the Boundless Dream)
Max Wounds: 25
Fly: Seventh Brother can fly
Burning Gaze: Roll Command against Resolve. On a success they impose a -1d10 pain penalty for 2 rounds.
Disintegrating Finger: Seventh Brother believes he can eradicate people with a finger, in truth he sends them to the Jade Turtle (normal peoples’ bodies remain as ghosts, heroes are fully transported there). Roll Small Ranged against Evade. If he hits, roll 3d10 against Hardiness. On a success the person seems to disintegrate but is actually transported into the Jade Turtle (inside is a thriving copy of Kwam Metta).
Shapechange: Seventh Brother normally looks vaguely humanoid but he can transform into a luminous orb of energy, reaching the size of a small building. In this form his face is still visible all around the surface of the orb.
Deathless: If killed, Seventh brother returns an hour later.
Spinning Sword: Seventh Brother can spin in an expanding circle, striking everyone in a 100 foot area. Roll 3d10 against Parry of all. If succeed does 3d10 Open Damage.
Without Substance: Grappling is impossible as Seventh Brother can dematerialize with a thought.
Immune: Seventh Brother is only affected by Kung Fu Techniques.
Laying Seventh Brother to Rest: There are two ways to restore him. The first is to present the Jade Turtle to him and absorb his spirit into it. This is simply a matter of touching his body to the Jade Turtle. One this occurs his spirit will enter the Jade Turtle and take the Phoenix Spirits of the people of Kwam Metta with him to rejoin their Dragon Spirits. Allowing them to live the rest of their lives inside the turtle. The other is to go into the Jade Turtle and Awaken his body in some manner. If he can be restored and conclude the ritual their phoenix spirits will join their dragon spirits in the stone.
FENG GUI (PHOENIX GHOST)
A phoenix ghost is created when a person’s spirit is unnaturally divided and one or more of their phoenix essences remain. The Phoenix Spirits remain in the body of the deceased and are anchored to the area where he or she died (a village, a city block, a house) while the Dragon Spirits are elsewhere. Generally they can’t move outside an area greater than half a mile in size but this can vary depending on their emotional attachment to the location.
Physically they look as they did in life, except their body darkens and appears damp. Their teeth turn sharp and yellow and their mouths can open a little too wide to feed on the blood of their prey. The hair of a Phoenix Ghost often turns stark white. The disruption to their spirit causes Phoenix Ghosts to become cold and wet, freezing in ten days if they do not feed on human or animal blood. Freezing doesn’t kill them, it merely makes them immobile. When Frozen, they hibernate until potential prey comes within striking distance, at which point they attack. While Frozen they look like a frigid corpse (which can be alarming in a hot climate).
Defenses: Hardiness 7, Evade 7, Parry 7, Stealth 8, Wits 4, Resolve 9
Key Skills: Bite: 2d10 (2d10 Open Damage and Special), Arm Strike: 1d10 (Damage 2d10), Grapple: 2d10, Speed: 3d10, Detect: 2d10, Muscle: 2d10
Max Wounds: 12
Bite and Feast: A Phoenix Ghost must drink human blood to drive away the cold or it will freeze. When it bites a target and does damage, it inflicts 2d10 Open Damage and drains 1 points of Hardiness (that comes back at a rate of 1 point per day).
Disrupted Phoenix Spirit: Phoenix Spirits are driven by powerful emotions because their Phoenix Spirits are imbalanced. Generally this manifests with one emotion being dominant in a terrifying manner. For example, if the Phoenix Spirit of Hatred dominates the body, then Phoenix Ghost sees everyone it meets as an enemy. This functions identically to the Missing or Disrupted Phoenix Spirit Flaw from CHAPTER ONE.
If only one Phoenix Spirit remains in the ghost, then that is the dominant spirit. If there are two or more remaining then they compete for control, effectively shifting every ten minutes. When players meet a Phoenix Ghost, the GM should roll 1d10 to see which one is in control: Happiness(1-2), Anger (3-4), Pleasure (5-6), Sorrow (7-8), Love (9), and Hatred (10).
Phoenix Spirit Disruption: Phoenix Ghosts can send dark Qi energy into a person’s body along meridians causing the Phoenix Spirits to experience serious disruption. A person struck and damaged by a Phoenix Ghost is afflicted with the Missing or Disrupted Phoenix Spirit Flaw for one day (the player should take the “Disrupted” aspect of the flaw, not the “Missing” aspect). See MISSING OR DISRUPTED PHOENIX SPIRIT in CHAPTER ONE for more information.
SHUI GUI (WATER GHOST)
These are water spirits of people who drowned. They must remain in the place where they were killed. Gui have no appearance below the water, but as they stretch themselves above the surface the details and outlines of their former bodies appear. They are often seen as a pair of eyes peaking just at the water level. Shui Gui pull victims below the water and suffocate them, taking over their bodies when they succeed. This follows the normal rules of attack and drowning/suffocation. When they do this, they completely control the body and are once again able to live the life of a human. However the victim replaces the spirit below the water, becoming a Shui Gui. This process can be reversed if the victim is able to attack its former body and make the switch again. Otherwise it can wait for a new victim.
When running Shui Gui encounters GMs are encouraged to take the players involved aside so others do not know what is happening. If a PC is replaced by a Sui Gui, allow the player to continue playing the character, but as the Shui Gui. This has no effect on Kung Fu Disciplines and Techniques.
Defenses: Hardiness Nil,, Evade 6, Parry 6, Stealth 10, Wits 6, Resolve 6
Key Skills: Grapple: 1d10, Speed: 6d10, Detect: 2d10
E GUI (HUNGRY GHOST)
These are ghosts who usually appear during the first ten days of summer. They have green skin, small monuths and large bellies but can briefly appear as normal people (often choosing to look like beggars). Hungry Ghosts eat everything they can but are never satisfied. They sometimes go from home to home and if they do not receive food from a family afflict them with Malignant Wind Disease.
Defenses: Hardiness 10, Evade 6, Parry 6, Stealth 10, Wits 6, Resolve 3
Key Skills: Grapple: 1d10, Speed: 6d10, Detect: 2d10
Disease Breath: E Gui can exhale to produce a cloud of Malignant Wind Disease (roll 3d10 against Evade to see if people are exposed). Anyone exposed to Malignant Wind Disease may succumb to the illness (See MALIGNANT WIND DISEASE under DISEASES in CHAPTER TWO).
Fire Breath: Some E Gui can also breath fire (roll 1d10 against Evade). The Fire breath of an E Gui does 3d10 fire damage.
Hunger: Hungry Ghosts are easily redirected by offerings of food. They generally won’t attack if food is offered.
WU TOU GUI (HEADLESS GHOST)
Though called headless ghosts these can be ghosts of anyone seriously maimed before death and are generally the victims of injustice (normally an execution). The most well known type is missing its head. They roam, their half rotted corpse out for revenge and to find their lost body part. Once they find their missing limb or head, they cherish and carry it with them.
Defenses: Hardiness 8, Evade 6, Parry 7, Stealth 7, Wits 5, Resolve 10
Key Skills: Arm Strike: 2d10 (Damage 3d10), Grapple: 2d10, Speed: 3d10, Detect: 2d10, Muscle: 3d10
Life Drain: If a Headless Ghost strikes and damages a foe it drains 1 Point of Hardiness which comes back at a rate of 1 per hour.
Ritual of the Boundless Dream (TN 9): This Ritual takes six hours to perform and requires use of a tripod cauldron. First you must write the name of each individual you wish to target on a red slip of paper to signify their Dragon Spirit, then on a blue piece of paper to signify their Phoenix Spirit. These are then burned over the tripod cauldron and the spirits of the target are drawn into a focus object where they are kept safe. The Dragon Spirit papers are always burned first and if the ritual master fails to draw in the Phoenix Spirits, the affected targets are splintered existing in both the focus object while their bodies remain behind as Phoenix Ghosts.