Friday, April 6, 2018

WAR OF SWARMING BEGGARS CHAPTER FOUR: THE PEOPLES AND PLACES OF THE RIVER

This is the area where the adventure takes place. Use the following entries as the players explore. Some NPCs and Sects are described in their entries here, others are found in CHAPTER SIX. New Kung Fu Techniques are in CHAPTER SEVEN






Use the following tables for encounters.



BAI CHUAN INN
Known to some as Inn of the White Stream, this is a favorite of local scholars with a penchant for bloodshed and treachery. It is similar to the many tea houses and wine shops who cater to this occupation, except their pastimes are far more deadly. Instead of trading lines of poetry for pleasure or playing a game of xiangqi (Chinese Chess) for the intellectual challenge they match wits with poison competitions or play games where the stakes are fingers and eyeballs.

There is a group of three scholars who are old friends: Li, Ren and Nanda. Nanda is arrogant and also bitterly jealous of martial heroes. He has some minor martial skill himself but believes his intelligence can be used to outmatch any martial heroes. When Martial Heroes behave obnoxiously he makes a bet with his Li and Ren for 3 Golden Taels, saying he can poison the person’s tea and kill them without being caught.

NANDA
Nanda just recently passed the exams. He did so by cheating and is not ashamed because he believes this reflects his cunning intelligence. He has a dark heart and a jealous one. He is especially jealous of strong Martial Heroes. He considers them brawny and stupid.

Defenses: Hardiness 3, Evade 3, Parry 3, Stealth 8, Wits 9, Resolve 7
Key Skills: Grapple: 0d10, Throw: 0d10, Arm Strike: 0d10, Leg Strike: 0d10, Light Melee: 2d10 or 3d10 with Bamboo Fan, Medium Melee: 0d10, Heavy Melee: 0d10, Small Ranged: 1d10, Speed: 3d10, Muscle: 0d10, Meditation: 1d10, Athletics 0d10, Detect: 2d10, Reason: 3d10, Read Script (Feishu): 3d10, Language (Daoyun): 3d10, Language (Hai’anese): 3d10, Talent (Poetry): 1d10, Talent (Poisons): 3d10, Classics (Sayings of Kong Zhi): 3d10, Classics (Rites of Wan Mei): 2d10, Classics (Book of Laws): 2d10, Classics (Book of Fortunes): 1d10, Classics (The 26 Strategems of Jiang Laozi): 1d10, Classics (Book of Laws): 1d10, Classics (Scriptures of Sun Mai): 1d10, Classics (Glorious Histories): 1d10

Qi: 1
Max Wounds: 3
Weapon: Bamboo Fan (3d10 Damage, +1d10 Accuracy), Needles
Flaws: Foul-Tempered
Combat Technique: Light Melee-From the Shadows
Poison: Zhen Bird Venom

Key Techniques (Neigong 1, Waijia 1, Qinggong 1, Dianxue 1): Master Teaches Student, Storming Needles

BLOODY AXE TRAIL
This area is inhabited by an entity people call Bloody Axe Demon. No one knows who or what he is, but everyone in the region knows to walk this trail is to die a horrible death. According to local legends, ghosts are often seen leaving the area, their bodies hacked and chopped.

Bloody Axe Demon is in truth a profound spirit. He wields two axes and controls the land. Once someone enters this place, it takes a Survival TN 10 to leave (and you are only allowed one check a day).

THE BLOODY AXE DEMON
The Bloody Axe Demon only exists when there are victims whose blood he can shed. When there is no one in the vicinity of the Bloody Axe Trail, he literally has no form or mind. The moment a person steps on the trail, he comes into being. Their blood and increasing fear give him greater and greater reality. Killing gives him life...for a time. He is a profound spirit.

When he does take physical form, he looks like a normal man except his skin is like cracked porcelain and he is almost seven feet tall. He wields an axe in each hand. His hair frames his face in a wild flair of dark strands. Music can have either a calming or harmful effect on him (see below).

Little is known about his past, except that he was the unfortunate child of two violent and argumentative court musicians, who fought constantly and took their anger out on their son. While this is not widely known, he once told a man about his past when the man calmed him using a flute. The musician in question then wrote a piece of music about it and performed it occasionally for a select few.

Defenses: Hardiness 9, Evade 7, Parry 7, Stealth 9, Wits 6, Resolve 8
Key Skills: Grapple: 2d10, Arm Strike: 2d10, Leg Strike: 2d10, Medium Melee: 3d10, Speed: 4d10 (70 feet), Muscle: 4d10, Bite: 2d10 (3d10), Detect: 3d10, Survival (Wilderness): 3d10

Max Wounds: 21
Equipment: Twin Axes (5d10 Damage)

Powers
Shape Terrain: The Axe Demon can shape the surrounding land to his liking. This also allows him to use natural growths and rocks to attack people each round (3d10 to attack, up to 4d10 damage). In addition no one can escape his trail except by making a Survival Skill TN 10.
Spinning Axes: The Bloody Axe Killer can spin both axes in his hand for a lethal melee attack or ranged throw. Roll Medium Melee against the Parry of a Single Target or the Evade of up to five targets. On a Success, if melee attack, it does 5d10 plus 6 Extra Wounds. On a Success, if ranged, it does 5d10 plus 1 Extra wound to each target. Counter either attack is incredibly difficult (requires two consecutive successes to counter).
Weakness: Musical beauty can calm the Bloody Axe Demon. Musical Dissonance harms him. Anyone one with the music skill can roll this against his Resolve to either calm him for 1d10 rounds or to do 5d10 Damage.
Deathless: The Bloody Axe Demon is deathless, coming back after an hour when reduced to 0 wounds. However if killed by dissonant music, he is permanently killed.

DEMON MOON HILLS
These hills are jagged and warped, rising oddly from the ground like hands reaching for heaven. This area is incredibly dangerous. Treat all encounters as if occurring during the Demon Moon while in these hills.

This is also where Twin-Fisted Eagle Clan resides
See SIX CLANS OF THE DEMON LANDS.

DEE
See CHAPTER FIVE: DEE for more information on this city.

EAGLE’S TOMB
This is the Tomb of Twin-Fisted Eagle Clan where their chiefs and members are interred. The location is secret because the clan has ancient treasures hidden there. Among them are a Jade Tripod cauldron, a set of silver wine pots, wine vessels made of agate and shaped into eagle heads, etc. All together they say the treasures are worth millions. There is nothing magic or supernatural in the horde, but it is comprised of highly prized objects that would fetch a good price with the right dealer.

FAIR-HANDED KUAI JI
Fair-Handed Kuai Ji is a martial hero who resides in a small villa on the banks of the river. He keeps to himself, and rarely concerns himself with the affairs of the martial world. However once involved he charges for any kills done on someone else’s behalf. By the same token he pays fairly for any kills done by others that benefit him. He can be excruciatingly pedantic in his tallying. In all other social interactions and commercial transactions, he strives for fairness. He has a small contingent of 7 servants who tend to his needs, including retrieving his daggers in the middle of battle. They are all treated well and quite loyal. He is very wealthy and there are rumors his fortune was a gift from the Queen for his services.

FAIR-HANDED KUAI JI
Defenses: Hardiness 4, Evade 6, Parry 7, Stealth 7, Wits 7, Resolve 8
Key Skills: Grapple: 0d10, Throw: 1d10, Arm Strike: 1d10, Leg Strike: 1d10, Light Melee: 3d10, Medium Melee: 2d10, Heavy Melee: 1d10, Small Ranged: 2d10, Speed: 3d10, Muscle: 2d10, Meditation: 2d10, Athletics 2d10, Detect: 0d10, Read Script (Feishu): 3d10, Language (Hai’anese): 3d10

Qi: 4
Max Wounds: 9
Weapon: Daggers (2d10 Damage)
Combat Technique: Light Melee-Quick

Key Techniques (Neigong 1, Waijia 1, Qinggong 1, Dianxue 1): Blade of the Dancing Fox, Crawling Tiger, Dance of the Bixie, Flight of the Hawk, Stealth of the Spider Demon, Storming Daggers, Weapon Stride (Counter)


FLOWER SNAKE VILLA
This is a well constructed villa on Mount Bao. It is nestled in a small nook where plenty of trees and flowers grow. This is the home of Flower-Handed Widow and Flower-Handed Snake. Presently only Flower-Handed Widow remains here, as Flower-Handed Snake has run off to enjoy the freedoms of the martial world. She will pay any person who brings him to her 200,000 spades and teach them one technique.

See Flower-Handed Snake and Flower-Handed Widow entries in CHAPTER SIX for more details.

GRANNY TIAN NU
Granny Tian Nu is an old woman many regard as mad. She lives on the edge of the skinless forest in a small homestead and earns a living weaving garments of homespun cloth. She is quite skilled and known for her elaborate designs (that occasionally attract the interest of aristocrats). She famously refuses to sell her garments to such people. She is also known for her knowledge of the region, its history and of powerful artifacts. Many come to her seeking advice, which she dispenses readily.

Granny Tian Nu is the widow of Wide-Smiling Mule. They were married and had three children but all were killed by a powerful nemesis decades ago (who this nemesis is exactly is up to the GM but it could be someone like Qinwen Master of the Seven Talismans or Supreme Master Tung of the Glorious Death Cult). She wants revenge, and hopes to obtain the Thousand Painful Deaths Flower from Iron Temple to achieve it. She knows it is dangerous inside the temple so plans to persuade local heroes to retrieve it (telling them it will help them achieve whatever aim they might happen to have). Then when they are weakened by the spirits and traps of Iron Temple, she intends to swoop in and take the Thousand Painful Deaths Flower. If possible she will let the party know of her healing abilities and suggest they return to her if they are hurt in the temple (then she attempts Inverted Three Point Strike to paralyze them so she can take the flower).

Granny Tian Nu is surprisingly fast and a skilled healer.

GRANNY TIAN NU
Defenses: Hardiness 5, Evade 5, Parry 5, Stealth 6, Wits 8, Resolve 8
Key Skills: Grapple: 0d10, Throw: 1d10, Arm Strike: 2d10, Leg Strike: 2d10, Light Melee: 1d10, Medium Melee: 3d10, Heavy Melee: 1d10, Small Ranged: 1d10, Speed: 3d10, Muscle: 2d10, Meditation: 2d10, Athletics 1d10, Detect: 2d10, Read Script (Feishu): 3d10, Language (Daoyun): 3d10, Language (Hai’anese): 3d10, Trade (Fabric): 3d10, Medicine: 3d10, Talent (Cooking): 2d10, Survival (Wilderness): 3d10, History (Era of the Glorious Emperor): 2d10, History (Era of the Demon Emperor): 2d10, History (Era of the Righteous Emperor): 2d10, Places (Hai’an): 3d10, Creatures (Animals): 2d10, Creatures (Monsters): 2d10

Qi: 3
Max Wounds: 7
Weapon: Wood Gun Staff (2d10 Damage, +2d10 Accuracy)
Combat Technique: Medium Melee-Counter
Expertise: Trade-Clothes, Survival-Harvest/Fish

Key Techniques (Dianxue 2, Waijia 1, Qinggong 1): Calming Profundity, Great Stride, Inverted Three-Point Strike, Leap of the Swan, Plum Blossom Palm, Swift Pounce of the Cheetah, Tai Lan’s Staff Strike, Deflecting Canopy (Counter), Graceful Retreat (Counter)

HANGING TEMPLE OF BAO
See Mount Bao for further details and see the Nuns of Bao entry in CHAPTER SIX. Also see WHOG page 253.

HE DONG
This is a small village on the southern bank of the River of Swarming Beggars. All the men of He Dong have no arms. They were cut off by Twin-Fisted Eagle’s son Tu-an. The people of He Dong cultivate sugar cane.

One notable establishment is the Pale Brook Inn. This little inn situated by a small tributary of the River of Swarming Beggars is famous for its many great poems carved regularly into its walls by passing scholars and martial heroes. Occasionally this also serves as a messaging system. The owner of the inn, Chun Bao, desperately wants revenge against Tu-an of Twin-Fisted Eagle Clan after he cut of the arms of the inn’s customers and himself.

HENING
This small city is filled with many restaurants and rowdy inns. Most of the establishments make reference to the meaning of the city name (which is peaceful river). This is ironic because bloodshed is a regular occurrence here. And there a several minor clans and sects within its walls, the most significant of which is the Autumn Killers of the Autumn Inn. There is also a powerful merchant here named Hu Ming.

The Autumn Inn: A well known restaurant is the Autumn Inn. There are rooms here but they are best known for their roasted goose and their char siu (a kind of barbecue pork). The staff here is mostly female, and the proprietor is Mrs. Wu. It is an open secret that the Autumn Inn is secretly a martial sect for hire that only serves for just causes. The sect is known simply as the Autumn Killers.

For more information see Mrs. Wu and the Autumn Killers in CHAPTER SIX

MERCHANT HU MING
Hu Ming is a Sugar merchant with a large household filled with servants, entertainers, guards and three notable Martial heroes. He has ties to the House of Paper Shadows, giving them information in trade for protections. He also has connections to the Autumn Killers (whose services he uses frequently). In addition he is protected by his servant Accountant An and his Fearless Archers.

Merchant Hu learned much of his Kung Fu from a high ranking but long forgotten member of Nature Loving Monk Sect named San. He keeps San locked in a chamber and forces him to instruct him in the ways of Kung Fu (threatening to kill San’s daughter if he doesn’t). San’s daughter, Ping, resides at Merchant Hu Ming’s manor and has no knowledge of her father’s kidnapping or imprisonment. She is treated well and assumes this is due to her singing talent.

HU MING
Though he presents himself to the world as a mere merchant with paltry Kung Fu, Hu Ming is a secret profound master. No one, not even Accountant An suspect he possesses such talents. He was instructed by a cruel but caring father who believed he needed to deceive the world to control it.

Hu Ming gets some of his sugar cane from He Dong but is unaware of the recent events there. If these events come to light, he could be turned against Twin-Fisted Eagle Sect.

Defenses: Hardiness 6, Evade 6, Parry 9, Stealth 6, Wits 8, Resolve 8
Key Skills: Grapple: 3d10, Throw: 3d10, Arm Strike: 3d10, Leg Strike: 4d10, Light Melee: 4d10 or 5d10 (Stick), Medium Melee: 4d10, Heavy Melee: 3d10, Small Ranged: 2d10, Speed: 3d10, Muscle: 3d10, Persuade: 3d10, Deception: 4d10, Reasoning: 3d10, Ritual (Activation): 2d10, Meditation: 4d10, Divination: 3d10, Creatures (Demons): 3d10, Martial Disciplines (All): 3d10, Survival (Wilderness): 3d10, Survival (Mountains): 3d10, Survival (Cities): 3d10, Institutions (Imperial Bureaucracy): 3d10, Institutions (Societies): 3d10

Qi: 8
Max Wounds: 17
Weapons: Stick (3d10 Damage, +1d10 Accuracy)
Expertise: Deception-Denial

Key Kung Fu Techniques (Waijia 2, Qinggong 1, Neigong 1): Dog Bashing Stick, Stick of the Rising Dog, Fist of Killing, Rage of One Thousand Grieving Widows, Skull Breaking Stick, Spinning Kick of Death, Whirling Dodge (Counter), Deflecting Canopy (Counter), Iron Spirit Reversal (Counter)

Profound Techniques: Thundering Palm of the Heavens

Fist of Killing: You strike powerfully with your fist, bursting through the person’s chest if you generate enough force. Make an Arm Strike Roll against Parry of one target. On Success the target takes 3d10 Open Damage plus 2 Extra Wounds. On a Total Success they take an additional 2 Extra wounds. Cathartic: On a Success the target takes 6d10 Open Damage plus 3 Extra Wounds. On a Total Success they take an additional 3 Extra Wounds. If target dies, you burst through their chest.

Spinning Kick of Death: You spin around and kick everyone in your immediate area with your heel. Make a Leg Strike against Parry of anyone within ten feet. On Success you do 3d10 Damage plus 2 Extra Wounds. On a Total Success the person crashes to the ground for 3d10 Open Damage. Cathartic: On a Success you do 4 Extra Wounds.

FEARLESS ARCHERS (30)
These men are all dressed in red and wear metallic headbands. Merchant Hu keeps them near him at all times but always concealed. He occasionally sends them out to attack his enemies.

Defenses: Hardiness 5, Evade 3, Parry 4, Stealth 8, Wits 6, Resolve 7
Key Skills: Arm Strike: 1d10, Leg Strike: 1d10, Grapple: 0d10, Throw: 0d10, Light Melee: 0d10, Medium Melee: 1d10, Heavy Melee: 1d10, Small Ranged: 2d10, Athletics: 1d10, Speed: 1d10, Swim: 2d10, Muscle: 1d10, Endurance: 1d10, Detect: 1d10, Command: 2d10, Survival (Wilderness): 2d10

Qi: 2
Max Wounds: 5
Weapons: Bow (2d10 Damage)
Key Kung Fu Techniques (Waijia 2, Qinggong 2): Leap of the Swan, Rain of Arrows, Storm of Arrows

ACCOUNTANT AN
Accountant An seems a small and unimpressive man. He is Hu Ming’s most trusted servant, and often lies to people about his true position within the household. He is often sent to follow and spy on people of interest to Hu Ming, with the instruction that if he is caught he should pretend to be the servant of Magistrate Ti Song. Accountant An fights with an Abacus.

He has been investigating recent events in He Dong, but is reluctant to tell his master the details as he fears involving themselves in a conflict with Twin-Fisted Eagle Clan could be disastrous.

Defenses: Hardiness 7, Evade 6, Parry 7 or 8 with Abacus, Stealth 6, Wits 8, Resolve 8
Key Skills: Grapple: 2d10, Throw: 3d10, Arm Strike: 3d10, Leg Strike: 2d10, Light Melee: 3d10 or 4d10 (Abacus), Medium Melee: 3d10 or 2d10 (Ox Tail), Heavy Melee: 2d10, Small Ranged: 2d10, Speed: 3d10, Muscle: 3d10, Reasoning: 3d10, Deception: 2d10, Meditation: 3d10, Athletics: 3d10, Divination: 1d10, Talent (Disguise): 3d10, Talent (Theft): 3d10, Institutions (Imperial Bureaucracy): 2d10, Institutions (Criminal Underworld): 2d10, Survival (Wilderness): 3d10, Survival (Cities): 2d10, Places/Cultures (Hai’an): 3d10, Read Script (Feishu): 3d10, Language (Daoyun): 3d10, Language (Hai’anese): 3d10, Classics (Sayings of Kong Zhi): 2d10, Classics (Book of Laws): 2d10, Classics (Book of Fortunes): 2d10

Qi: 6
Max Wounds: 13
Weapons: Abacus (3d10 Damage, +1 to Parry, uses Light Melee), Ox Tail Dao (5d10 Damage, -1d10 Accuracy), Ox Tail Dao (5d10 Damage, -1d10 Accuracy)
Expertise: Abacus

Key Kung Fu Techniques (Waijia 2, Qinggong 2): Deadly Cutting Blade of An, The 91 Beads of An, Abacus Kick (Counter), Whirling Dodge (Counter)

Deadly Cutting Blade of An: Deliver a firm and aggressive slice with the cutting edge of your blade. Make a Melee attack roll with a bladed weapon. On a Success your attack does normal damage plus 3 Extra Wounds. If opponent counters you take 1 Extra Wound. Cathartic: On a Success you do Normal Damage plus 6 Extra Wounds.

The 91 Beads of An: Open Abacus and send beads flying at up to 91 targets. Make a Light Melee Roll against the Evade of up to 91 people. On a Success each target takes 3d10 Damage. Cathartic: On a Success each target takes 6d10 Damage.

Abacus Kick (Counter): Block incoming melee attack with Abacus and kick opponent in the stomach. Make a Light Melee Roll against Attack Roll. On a Success you block the attack and can respond with a Mundane Leg Strike. Cathartic: On a Success you block the attack and can make a Leg Strike for Normal Damage plus 2 Extra wounds.

IRON-HANDED SNAKE RESIDENCE
This is a sprawling residence with gardens, pavilions, halls and pathways fitted naturally to the surrounding landscape. It is home to Iron-Handed Snake, a devious old master who forces martial heroes to become his disciples. Those who refuse, he kills. He presently has 7 disciples and all are afraid to run-away (in the past two months, four have made such an attempt and all died horribly). Iron-Handed Snake reserves particularly brutal punishment for such people.

IRON-HANDED SNAKE
For more details on Iron-Handed snake, see his full entry in CHAPTER SIX.

Defenses: 
Hardiness 10, Evade 6, Parry 5, Stealth 6, Wits 7, Resolve 6
Key Skills: Grapple: 2d10, Throw: 2d10, Arm Strike: 4d10, Leg Strike: 4d10, Light Melee: 3d10 or 4d10 with Iron Thread, Medium Melee: 3d10, Heavy Melee: 1d10, Small Ranged: 0d10, Speed: 3d10, Muscle: 4d10, Meditation: 3d10, Endurance: 3d10, Athletics 3d10, Detect: 3d10, Command: 4d10, Deception: 2d10, Reasoning: 2d10, Medicine: 3d10, Trade (Wood): 2d10, Survival (Hills): 3d10, Read Script (Feishu): 3d10, Language (Daoyun): 3d10, Language (Hai’anese): 3d10, Survival (Wilderness): 3d10

Qi: 7
Max Wounds: 15
Weapon: Firsts (4d10 Damage) or Iron Thread (4d10 Damage, +1d10 Accuracy)
Combat Technique: Fists of Steel

Key Techniques (Neigong 2, Dianxue 2): Abating Palm, Biting Grasp of the Invisible Master, Bone Shattering Palm, Curing Palm, Finger Flick, Gaze of the Lion, Heart Smashing Palm, Inverted Three-Point Strike, Liver Stagnation Strike, Purge Affliction, Purge Spirit, Ringing Strike of the Divine Ram, Restoring Palm, Sealing the Phoenix, Stone Shattering Finger, White Flower Palm, Iron Body (Counter), Iron Spirit Resistance (Counter), Swift Rebuttal (Counter)

Profound Techniques: Commanding Palm

THE IRON HILL BANDITS
The Iron Hill Bandits are fair, only wanting wealth and not being terribly cruel. They will harm people who hold out or lie, but not those who have no money.

The Iron Hill Bandits despise the Monk-Killing Bandits, and avoid them at all costs. Recently the Monk-Killing Bandits have been encroaching on their territory and have killed about ten of their men.

They are led by 10 Chiefs, and their leader is First Chief Shangguan Gao. Some people just call him Lover’s Bao because he keeps an ancient perfumed satchel that is worn and faded by many centuries of time at his side. Chief Shangguan wants revenge but fears he doesn’t have the numbers to take on the Monk-Killing Bandits.

FIRST CHIEF SHANGGUAN GAO
First Chief Shangguan is a good-hearted charlatan. He speaks bold and brave before his men, but is ultimately pragmatic and plans carefully to ensure his group’s survival. He fears the Monk-Killing Bandits and wants to destroy them, but only if victory is certain.

Defenses: Hardiness 3, Evade 4, Parry 3, Stealth 8, Wits 6, Resolve 7
Key Skills: Grapple: 0d10, Throw: 0d10, Arm Strike: 1d10, Leg Strike: 2d10, Light Melee: 3d10 or 3d10 with Rope Dart, Medium Melee: 0d10, Heavy Melee: 0d10, Small Ranged: 1d10, Speed: 2d10, Muscle: 1d10, Athletics: 3d10, Command: 2d10, Persuade: 3d10, Deception: 2d10, Survival (Hills): 3d10, Trade (Stone): 2d10

Qi: 4
Max Wounds: 9
Weapons: Short Bow (2d10 Damage), Rope Dart (4d10 Damage, -1d10 Accuracy), Spear
Expertise: Light Melee-Rope Dart

Key Techniques (Waijia 2, Qinggong 2): Arms of Silk, Endless Arc of the Spear (-2d10 with Rope Dart), Great Stride, Invisible Whip of the Spider Demon, Leap of the Swan, Whirling Dodge (Counter)

IRON HILL CHIEFS (2nd through 9th)
Defenses: Hardiness 3, Evade 4, Parry 3, Stealth 8, Wits 6, Resolve 7
Key Skills: Grapple: 1d10, Throw: 0d10, Arm Strike: 1d10, Leg Strike: 1d10, Light Melee: 1d10, Medium Melee: 2d10, Heavy Melee: 2d10 or 1d10 with Bian, Small Ranged: 1d10, Speed: 1d10, Muscle: 2d10, Survival (Hills): 2d10

Qi: 3
Max Wounds: 7
Weapons: Short Bow (2d10 Damage), Bian (4d10 Damage, -1d10 Accuracy)
Key Techniques (Waijia 2, Neigong 2): Crack of the Hard Whip

IRON HILL BANDITS (50)
Defenses: Hardiness 3, Evade 4, Parry 3, Stealth 8, Wits 6, Resolve 7
Key Skills: Grapple: 0d10, Throw: 0d10, Arm Strike: 1d10, Leg Strike: 0d10, Light Melee: 1d10, Medium Melee: 0d10 or 1d10 with Hook Swords, Heavy Melee: 0d10, Small Ranged: 1d10, Speed: 0d10, Muscle: 1d10, Survival (Hills): 1d10

Max Wounds: 1
Weapons: Short Bow (2d10 Damage), Hook Swords (1d10 Damage, +1d10 Accuracy)

IRON HILL FORTRESS
This is an old fortress erected in the time of the Heavenly King by the Zun. All that remains now is a vast stone gate, portions of a rammed earth wall and a multi-storied tower. There are lean-tos and buildings of recent construction built into the wall. This is the home of the Monk Killing Bandits. There are also several tunnels and chambers below the structure, all trapped, containing the wealth accumulated by the bandits (amounting to less than 10,000 spades). What they do not know is deep below the fortress there remains a hidden tomb of one of the Heavenly King’s generals containing 1 Million Spades worth of gold and many ancient weapons.

See MONK KILLING BANDITS for more details.

IRON TEMPLE
Sixty years ago this was an obscure Qi Zhao temple inhabited by a group of devoted nuns. Their beliefs blended Qi Zhao, the Cult of Hen-Shi and certain Yen-Li practices. It was founded by a Tree Dwelling Nun named Feng Xu who adopted the teachings of Qi Zhao. She believed heaven and earth are an illusion. That there is only a great emptiness we must give ourselves to. The temple housed many important manuals, including techniques associated with Iron Sky Maiden. They were attacked by a crazed master named Shang Si, who had demanded they become his disciples and hand over their manuals. When they refused, he unleashed a terrifying weapon called the Thousand Painful Deaths Flower upon them, slaughtering all but one who escaped (Righteous Maiden). Shang Si became a terrifying spirit and the slaughtered nuns became ghostly residence of the ruined temple. According to legend, The Thousand Painful Deaths Flower is still inside, though it is protected by the spirits of the nuns.

The temple is built into the side of a tall hill. While the temple proper forms the entrance, and was where many of the nuns resided, there is an extensive network of cavern chambers and halls beyond the temple.

While threats are described and listed in the individual entries, use their stats at the end of the Iron Temple entry. Roll every ten minutes for an encounter on the table provided on the map.

Righteous Maiden went on to start a new sect of her own (this is described in the MAIDENS OF THE JADE BLUE SKY installment of SECTS OF THE MARTIAL WORLD).


ENCOUNTERS IN THE TEMPLE
Have one player Roll Survival Underground TN 10 every ten minutes. On a Failure roll on the following IRON TEMPLE ENCOUNTER TABLE.

IRON TEMPLE ENCOUNTER TABLE
Roll d10   Result
1              Local Animal, Insect or Reptile
2              Needle-Haired Gui
3              Raksha Guardian
4              Supreme Abbess Li
5-7           Nun Skeleton
8              Dessicated Sisters
9-10         Shang Si

Stats are primarily found at end of IRON TEMPLE entry. 
AREAS INSIDE IRON TEMPLE

1. Stairway Entrance: It is clear there was a great devastation wrought here. Stones are blackened, portions of the temple are shattered and the skeletal remains of an impaled nun are visible on approach. There are stone steps and oddly carved landings leading to the temple. There is a broken bell upon the ground where a bell tower once stood (destroyed by Shang Si). The Nun Skeleton impaled on a spear still moves, and has a 1in 10 chance of escaping and attacking the players each round. There are 5 Raksha Guardians here as well and they attack any intruders.

Threats present: Nun Skeleton (1), Raksha Guardians (5)

2. Temple: This is a decaying wooden structure that has a main entrance hall (A), an old disused scripture hall (B), a Shrine dedicated to Sun Mai (C) and living quarters (D&E). Most of this section is quite ruined but there are still some scriptures of Sun Mai in the old scripture hall. Also, anyone who makes an offering and successful ancestor veneration Ritual roll in C gains both a +1d10 to all their skill rolls and a +2 to all their defenses.

3. Iron Temple Hall: This hall honors three important tenets of the temple in the form of three statues. A stone scholar statue stands in thought with a wooden scroll in one hand and carving knife in another. The wooden scroll is the music manual for the song “Birds of the Jade Blue Sky”. Importantly he is about to cut out a visible error in the text. He represents study and intellect. There is also a golden statue of Hen-Shi with four arms that end in upturned hands delicately holding willow branches. This statue represents both compassion and flexibility. A jade statue of Iron Sky Maiden at the back of the hall shows her standing tall and wielding a spear in each hand. Her body is riddled with cuts but her face is determined. This represents physical strength and righteous martial power.

4. Hall of Perfection: This is an old training hall. The manual of the school is rendered on the wall in form of bas relief figures. The figures are shown doing steps of individual techniques. Some of the images are carved out. But the techniques included here are: Graceful Retreat, Trapping Wind, Double Thrust, Blasting Blade and Absorbing Palm. Gamemasters using the RIGHTEOUS MAIDENS OF THE JADE BLUE SKY book can include Cyclone of the Infinite Sky and Reverse Sheathe Strike as well.

Those who don’t figure this out on their own can make a Reason TN 10 roll to realize it is a manual.

5. Hall of Ceremony: This ceremonial hall has a triple bell on the wall and four drums in the room. If these are used to play the song Birds of the Jade Blue Sky the door to the tombs will open. To do so, the performer must make a relevant musical Talent skill roll TN 8 to succeed. Otherwise the door to the tomb remains locked.

Stone Door: TN 8 to Open (Trade: Mechanical); Hardiness 7, Integrity 7.

6. Quarters: These old sleeping quarters were used for punishment. Those who disobeyed the rules were forced to sleep here. There are two Nun Skeletons laying in the beds. They were here as punishment at the time of the attack. They attack anyone who enters.

Threats: Nun Skeletons (2)

7. Hall Of Records: This is a hall filled with iron faced drawers that line the walls. These contain the records of the history of the sect and including a description of Shang Si and his attack. There is a pile of burned wooden scrolls in the corner (these were manuals).

A wooden scroll is pinned to the wall with a sword and reads (its scroll tag reads ‘Scroll of the Righteous Maiden’):

“Shang Si insisted we become his disciples. He attacked with the Thousand Painful Deaths Flower upon refusal. I have paid my respects at the shrine. Shang Si has destroyed us with fire. I shall follow the signs of Iron Sky Maiden and rid the world of such weapons. Soak yourselves in water if you wish to survive.”

8. Hall of The Reflection Pool: This Chamber contains a circular pool filled with water. People can use the water to coat themselves or attack Sheng Si (see his entry below). It also comes alive with images that answer simple questions if you drop an object of great value in it. A person can know this and interpret said images on a Divination roll TN 7. Images are brief and confusing but can suggest things like where to find the Thousand Painful Deaths Flower, or hint at the present location of Righteous Maiden. It can also be used to ask how one lays Shang Si to rest.

There is also a statue here of a woman dressed in the robes and head coverings of a tree-dwelling nun. This is a statue of Righteous Maiden (also known as Granny Wind). Her hands point to the pool. Anyone who has met Granny Wind can make a Reasoning Roll TN 7 to recognize her (anyone who knows her well recognizes her).

9. Hall Of Supreme Abbess Li: This is the Abbess’s reception hall. She has sadly become a Jiangshi, or Hopping Ghost. However, she is more powerful than most and spends most of her time meditating in a posture associated with Hen-Shi upon a round cushion. She is crazed and demands answers for the slaughter committed by Shang Si from anyone who enters. It is possible to temporarily persuade her, even gain her help, but at the slightest hint of deception or cunning (even if it is toward a shared common goal), she attacks. She ultimately wants Shang Si destroyed so will work with anyone toward that goal (because it will free her from the temple).

Threats: Supreme Abbess Li (see her entry below)

10. Chamber of The Six Desiccated Sisters: This is the chamber where the Thousand Painful Deaths Flower killed six Nuns. Their remains rise from the ground like twisted trees. This is their mummified flesh. They hunger for others to share their pain and attack anyone who enters. If they are killed the petals of the Thousand Painful Deaths Flower can be retrieved from their bodies.

The Thousand Painful Deaths Flower is located at the back of the chamber. See its entry in CHAPTER EIGHT for details.

Threats: The Six Desiccated Sisters (see their entries below)

11. Tomb Entrance: This is the entrance to the tomb. It is lined with pillars and there is the façade entrance resembling a house-front. A nun skeleton lies on the ground and attacks anyone who enters. She fled her after being attacked by Shang Si and died hiding in the room. She is curled up and afraid.

There is a secret door here as well (Detect TN 7).

12. New Tomb A: This is the tomb of Abbess Feng Xu. It reads “The Founder of Iron Temple, Abbess Feng Xu left the Tree-Dwelling Nuns to escape the illusions and fetters of the forest. There is no heaven. There is no earth. There is only absence and being.”

Abbess Feng Xu has saved her final breath and will answer the most important question if anyone asks: how do you destroy Shang Si? The answer is Water or Phoenix Techniques. Abbess Feng Xu is not a pure one (See OGRE GATE INN AND THE STRANGE LAND OF LI FAN). She was simply able to hover between being and non-being.

13. New Tomb B: This is the tomb of Supreme Abbess Li. Her name is on a plaque on the tomb but there is a large blank area as she was never buried here.

14& 15. New Tombs: These are the tombs of the former abbesses. So long as the players haven’t done anything disrespectful, they remain in their stone coffins. But if the players have disrespected the temple grounds, they rise as Jiangshi (use Supreme Abbess Li entry) and attack.

Threats: Abbesses/Jiangshi (6 in each room)

16. Shang Si Chamber: Here are the remains of Shang Si. He is nothing more than bones and a tattered red robe. If these are placed into a body of water and the proper Spirit Keeping Ritual is performed, he will be laid to rest and stop haunting the temple.

17. Old Tomb: These catacombs contain hundreds of bodies of nuns. Those entering know almost immediately they should not have done so, as thousands of female voices echo in their minds “You should not be here”. The interred bodies rise up and attack. Every round, 1d10 nuns appear and give chase. They cease appearing when the players leave area 17 but continue to attack. This should feel overwhelming and catastrophic.

Threats: Nun Skeletons (hundreds)

GHOSTS OF IRON TEMPLE
The Gui of Iron Temple are all vulnerable to fire. Shang Si is an exception. He is vulnerable to water.

NUN SKELETONS
These are the animated skeletal remains of the nuns who were attacked by Shang Si. They are all bone and still wear their sacred garments. They despise the righteous and angrily smite them when they see them.

Defenses: Hardiness 10 (5 against Blunt Weapons), Evade 4, Parry 4, Stealth 7, Wits 2, Resolve 10
Key Skills: Bite: 0d10 (Damage 2d10 ), Claw: 2d10 (Damage 1d10 plus 3d10 Fire Damage), Wrestling: 0d10, Speed: 1d10 (40 feet), Muscle: 0d10, Detect: 0d10

Max Wounds: 3

Powers
Smite the Righteous: Their hand strikes do 3d10 Damage against anyone who has positive Karma.


SUPREME ABBESS LI
Abbess Li has turned into a maniacal hopping ghost. She has greater freedom of movement than normal creatures of her kind. She usually rests on a meditative cushion in her hall. The powerful presence of Shang Si traps her here. She wants him destroyed so she can take the Thousand Painful Deaths Flower and use it in the world.

Defenses: Hardiness 8, Evade 3, Parry 3, Stealth 6, Wits 3, Resolve 10
Key Skills: Bite and Claw: 2d10, Speed: 3d10, Detect: 2d10, Muscle: 2d10, Athletics: 3d10, Meditation: 2d10, Empathy: 2d10, Trade (Stone): 3d10, Talent (Painting): 3d10, Talent (Sculpting): 3d10, Religion (Qi Zhao): 2d10 , Religion (Cult of Hen-Shi): 3d10, Religion (Yen-Li): 2d10

Max Wounds: 10
Key Kung Fu Techniques (Waijia 2, Qinggong 2): Fierce Strike, Unrepentant Arm Strike, Whirling Dodge (Counter)

Powers
Unrepentant Arm Strike: This forceful hit does 3d10 Damage, then knocks a person back delivering 3d10 falling damage.
Bite: Her bite does 3d10 Damage. Once she bites, she begins to drain Qi energy from the body.
Drain Qi: Each bite drains 1 point of Qi each round. Anyone drained to 0 Qi dies. Qi returns at a rate of 1 per week. Removing her once she has bitten requires a Muscle TN 8.
Immunities: Supreme Abbess Li is immune to normal Attacks. She takes Damage only from fire and energy Attacks.

NEEDLE-HAIRED GUI
These creatures look like rotted corpses with athletic bodies and sharp, needle-like hair on their heads. They can throw the needles like porcupine quills which cause paralysis. They suck the life from the targets once they’ve fallen.

Defenses: Hardiness 6, Evade 6, Parry 6, Stealth 9, Wits 6, Resolve 3
Key Skills: Grapple: 1d10, Needles: 2d10, Speed: 2d10, Athletics: 2d10, Muscle: 2d10, Detect: 2d10

Max Wounds: 8

Powers
Life Stealing Breath: These gui can inhale and suck the life energy from their victims. Specifically they drain Qi and Hardiness. Roll 2d10 against the Evade of any adjacent foe. If they success they Drain 1 Qi, if they get a Total Success they Drain 1 Qi plus 1 Hardiness.
Needles: Their needles can assail hit a 10 by 20 foot area. Anyone struck is exposed (roll 2d10 against Hardiness). If affected target suffers increasing -1d10 Speed penalty each round. When reach 0d10, the target is paralyzed for 1d10 rounds.

RAKSHA GUARDIANS
These look like Raksha, but are animate statue guardians of the temple. They have some Raksha-like abilities, as Raksha spirits have been imprisoned in the stone, but they are considerably weaker. Raksha Guardians have large painted eyes, two sharp teeth protruding from their lower jaw and possess a number of supernatural abilities. Unlike normal Raksha, these creatures do no hunger for human flesh but instead hunger for the spirits of the righteous. They always animate and attack those with positive Karma ratings.

Defenses: Hardiness 9, Evade 4, Parry 4, Stealth 10, Wits 4, Resolve 8
Key Skills: Bite: 2d10 (3d10 Open Damage), Claw: 2d10 (3d10 Damage), Speed: 1d10 (40 feet), Detect: 2d10, Muscle: 3d10, Deception: 2d10, Language (Any): 3d10

Max Wounds: 4

Powers
Beast Strength (x10): Multiply the Raksha’s Base Lift by 10. It can also exceed dice caps on Damage Rolls.
Devour: The teeth and mouths of Raksha Demons are exceptionally large and lethal. They deliver 3d10 Open Damage on a successful bite.
Immunities: Raksha Statues take half damage from light melee weapons but double from Heavy.
Stone Shape: While they cannot create illusions, these Raksha Guardians can shape stone. Their ability to do so is minimal. They can’t directly attack through this method, merely shift and shape the stone slowly.

THE SIX DESSICATED SISTERS
These appear as dried out corpses, with a strange oily coating over their flesh, giving it a deep mahogany look. Their faces are twisted in pain and their bodies are riddled with the petals of the Thousand Painful Deaths Flower.

Defenses: Hardiness 4, Evade 6, Parry 6, Stealth 6, Wits 6, Resolve 10
Key Skills: Grapple: 3d10, Bite: 1d10, Arm Strike: 2d10, Speed: 1d10, Muscle: 2d10, Athletics: 1d10, Command: 2d10, Detect: 2d10

Max Wounds: 5

Powers
Immunity: They are only harmed by fire and energy attacks. They are also susceptible to certain rituals.
Pain Touch of Reaching: The touch of a desiccated sister inflicts excruciating pain on the target. They can also extend their arms unnaturally long lengths, hitting people up to 20 feet away. This does 3d10 damage, and 1d10 the following round.
Devour Flesh: The desiccated sisters hurt until they eat human flesh (which alleviates their pain). They devour flesh ravenously. On a Successful bit roll, they inflict 3d10 Open Damage and tear off about a foot of skin in the process leaving permanent scarring.

SHANG SI
Shang Si was a merciless and crazed master who delighted in causing death wherever he went. He developed an antagonistic relationship with the Qi Zhao nuns of Iron Temple after some of them rejected his offer to become their new Sifu. He went to the temple with his Thousand Painful Deaths Flower and massacred all but one of the nuns before his Qi became so imbalanced he turned into a Profound Spirit. The remaining nun, Maiden of the Jade Blue Sky, fled and never came back. Since then Shang Si has haunted the temple grounds, protecting his prized weapon.

In life, Shang Si was fascinated with mechanical devises and elaborate weapons. He also understood alchemy and liked to use Thunderbolt Balls against his foes. He invented the Thousand Painful Deaths Flower and considered it his crowning glory.

In death, Shang Si appears as an amorphous blur of red robes with a shadowy face. He floats and meanders through the air and can disappear into the stones. His remains are somewhere beneath the temple.

He hates anyone who enters his temple but wants the sole survivor of his massacre, Righteous Maiden (see Righteous Maiden of the Jade Blue Sky in RIGHTEOUS MAIDENS OF THE JADE BLUE SKY). He would be willing to part with the Thousand Painful Deaths Flower if someone brought her to him.

Defenses: Hardiness 7 Evade 7, Parry 6, Stealth 6, Wits 7, Resolve 7
Key Skills: Grapple: 2d10, Throw: 3d10, Arm Strike: 3d10, Leg Strike: 1d10, Light Melee: 2d10, Medium Melee: 3d10, Heavy Melee: 4d10, Small Ranged: 2d10, Speed: 2d10, Fly: 4d10, Muscle: 2d10, Meditation: 2d10, Athletics 2d10, Detect: 0d10, Read Script (Feishu): 3d10, Language (Daoyun): 3d10, Trade (Mechanical): 4d10, Trade (Metal): 4d10, Trade (Engineering): 2d10, Trade (Alchemy): 3d10

Max Wounds: 27
Weapon: Thunderbolt Balls (5d10 Fire damage 10-foot radius)

Powers
Fly: Shang Si can fly.
Meld: Shang Si can meld into stone or earth, using it to travel to any point.
Divine Fire Projection: At will he can launch the equivalent of two thunderbolt balls a round doing 5d10 fire damage in a 10-foot radius.
Control Local Environment: Shang Si controls the temple he destroyed. He can shape the stone and create things like mechanical traps at will. He can also project memories of the slaughter to frighten people.
Deathless: If killed, Shang Si returns an hour later. To be laid to rest, his remains must be unearthed and buried in a body of water, then the Spirit Keeping Ritual performed.
Immunities and weaknesses: Shang Si is only affected by water or phoenix based kung fu techniques. Weapons with properties related to either of these things will also harm him. And any weapon crafted by the nuns of the temple will also harm him. He takes double damage from water and can be laid to rest if his remains are buried in a body of water. Anyone who coats themselves in water impose a -2d10 to all of his attacks and take 1 less wound anytime he does damage.

LIANG MANOR
This old residence once belonged to a powerful official who governed Dee (well before it became ungovernable). Now it is ridden with cobwebs and rumored to be haunted. In truth it is inhabited by a mysterious group of Yen-Li priests and martial heroes who call themselves The Invincible Ritual Masters. They use magic to make their bodies immune to attacks and to enhance their Kung Fu tactics. They are led by Ritual Master Liu Liang and desire to prove their combination of Kung Fu and magic is the best. Some of their magic is fueled by demon energy which requires they catch and bind demons to ritual vessels. Therefore, they have a reputation as demon hunters among those who know about them.

RITUAL MASTER LIU LIANG
Ritual Master Liu Liang is a menacing and serious man. He has never laughed or told a joke in his life. He dedicates himself entirely to Kung Fu and perfecting his rituals. His services are well known and have attracted many famous masters to recruit him. This has given him access to techniques he otherwise would not be able to master.

Now he and his men are bent on proving the superiority of their Invincible Rituals. They believe that Kung Fu and magic must be combined for maximum results.

Defenses: Hardiness 8, Evade 5, Parry 7, Stealth 6, Wits 6, Resolve 8
Key Skills: Grapple: 3d10, Throw: 3d10, Arm Strike: 3d10, Leg Strike: 3d10, Light Melee: 1d10, Medium Melee: 1d10, Heavy Melee: 0d10, Small Ranged: 0d10, Speed: 2d10, Muscle: 3d10, Meditation: 3d10, Athletics 2d10, Detect: 2d10, Read Script (Feishu): 3d10, Language (Daoyun): 3d10, Talent (Calligraphy): 3d10, Survival (Wilderness): 2d10, Religion (Yen-Li): 3d10, Ritual (Blood Fire): 3d10, Ritual (Blood Invincibility): 3d10, Ritual (Demon Force): 3d10, Ritual (Binding Demon): 3d10, Ritual (Petition to the Five Ghosts): 2d10, Creatures (Demons): 3d10

Qi: 6
Max Wounds: 13
Weapon: Fists (3d10 Damage)
Combat Technique: Fists of Steel

Key Techniques (Neigong 2, Waijia 2): Blast of the Dragon, Heart Smashing Palm, Mighty Paws of the Lion, Merciless Black Claw, Naga Palm, Ringing Strike of the Hand, Blade Pinch (Counter), Clutch of the Hawk (Counter)

Clutch of the Hawk: If anyone attacks you with a Long Reach Weapon and misses, you can make a Grapple roll against their attack Parry. On a Success you pull them in and get one free mundane Attack with a melee weapon, arm strike or leg strike, provided your Qi level is equal to or greater than your foe. Cathartic: When used Cathartically you can employany close range Kung Fu Technique as your free Attack, and you get to add in your Waijia Ranks to the roll. There is no Qi requirement for using it Cathartically.

Mighty Paws of the Lion: If you succeed on this attack, it knocks targets with less Qi Ranks than you prone and stuns them for a number of rounds equal to the difference in your Qi Ranks. On a Total Success, you send your opponents flying back, causing them to take Damage equal to your Waijia Rank. Cathartic: When done in this manner, your ferocious attacks create a visible shimmer in the air that protects you, negating the first Wound that round from any Attack. You also get one additional free Attack with the Mighty Paws of the Lion Technique.

Naga Palm: On a Success you do no Damage but cause the targetto begin shaking violently, taking a -1d10 Skill penaltyper Rank of Neigong to physical and Combat Skills. The effect lasts until cured. The Medicine TN to cureis 1+Qi+Neigong Ranks and requires an antidote. Cathartic: The target suffers the normal Skill penalties and dies in 1d10 days unless it is cured. When used Cathartically it cannot be cured by mundane use of the Medicine skill, but instead requires the use Nine Divine Snakes Technique.

Ringing Strike of the Hand: Make an Arm Strike roll against Parry. On a Success your Attack does 1d10 Damage per Rank of Waijia and Muscle. On a Total Success you strike hard and true, causing your foe to shake and take -1d10 to all Physical Skill rolls for the next hour. Cathartic: You do 1 Extra Wound per Rank of Waijia. On a Total Success, in addition to -1d10 to Physical Skills, Combat Skills are affected as well.

SHORT POLE MASTER SHAN
Short Pole Master Shan fights with two metal staffs. He is playful and a prankster. This is charming at first, but he is filled with so much restless energy that it drives him to commit crimes and acts of violence against the local population. Short Pole Master Shan only feels at ease when he is fighting, otherwise he is tortured by a constant surge and endless self doubt. When drunk he will sometimes speak of a raucous storm inside his chest that propels him to act.

What Short Pole Master Shan does not know is he is the son of Reckless Storm.

Defenses: Hardiness 5, Evade 6, Parry 8, Stealth 6, Wits 7, Resolve 7
Key Skills: Grapple: 1d10, Throw: 1d10, Arm Strike: 2d10, Leg Strike: 1d10, Light Melee: 3d10, Medium Melee: 3d10 or 5d10 with Metal Staff, Heavy Melee: 1d10, Small Ranged: 0d10, Speed: 3d10, Muscle: 2d10, Meditation: 2d10, Athletics 3d10, Detect: 2d10, Read Script (Feishu): 3d10, Language (Daoyun): 3d10, Talent (Calligraphy): 1d10, Survival (Wilderness): 3d10, Religion (Yen-Li): 1d10, Ritual (Blood Fire): 1d10, Ritual (Blood Invincibility): 1d10, Ritual (Binding Demon): 3d10, Ritual (Petition to the Five Ghosts): 2d10, Creatures (Demons): 1d10

Qi: 4
Max Wounds: 9
Weapon: Metal Staffs Imbued with Demon Force (3d10 Damage plus 2 Extra Wounds x6; +1d10 Accuracy)
Combat Technique: Medium Melee-Counter
Expertise: Medium Melee-Metal Staff

Key Techniques (Neigong 2, Waijia 2): Drumming Strike of Shan, Tai Lan’s Staff Strike, Whirling Staff Strike, Blade Pinch (Counter), Clutch of the Hawk (Counter)

Drumming Strike of Shan: You unleash a fury of strikes that are nearly impossible to counter. Any counter that blocks, sidesteps or parries, must be made twice. Cathartic: On a failed counter roll you do 3 Extra wounds.

Tai Lan Staff Strike: Make a Medium Melee Skill roll and apply it against the Parry of all targets. On a Success you deliver normal Damage to those struck plus they are thrown off balance taking a -1d10 to all Physical Skills for 1 round per Rank of Waijia. This penalty can also affect Damage rolls because it includes Muscle. You can hit up to two targets per Rank of Qi (up to as many foes as are within reach). Cathartic: Does an Extra Wound to each target on a Successful hit.

Whirling Staff Strike: Make a Melee Attack roll against your target’s Parry. On a Success you strike normally and do 1 Extra Wound. On a Total Success you can make one more attack against the same target. Cathartic: In addition to the above effect, on a Cathartic use you do 2 Extra Wounds to the target.

THE TWIN SPEARS (MENGWUI AND CHISHI)
These two brothers fight side by side with spears. They are faithful to Ritual Master Liang, who saved them from a life of begging and poverty as children.

Defenses: Hardiness 5, Evade 6, Parry 8, Stealth 6, Wits 7, Resolve 7
Key Skills: Grapple: 1d10, Throw: 2d10, Arm Strike: 1d10, Leg Strike: 3d10, Light Melee: 3d10, Medium Melee: 1d10, Heavy Melee: 3d10 or 4d10 with Spears, Small Ranged: 0d10, Speed: 2d10, Muscle: 2d10, Meditation: 2d10, Athletics 2d10, Detect: 3d10, Read Script (Feishu): 3d10, Language (Daoyun): 3d10, Talent (Calligraphy): 1d10, Survival (Wilderness): 3d10, Religion (Yen-Li): 1d10, Ritual (Blood Fire): 1d10, Ritual (Blood Invincibility): 1d10, Ritual (Binding Demon): 1d10, Ritual (Petition to the Five Ghosts): 1d10, Creatures (Demons): 1d10

Qi: 5
Max Wounds: 11
Weapon: Spears Imbued with Demon Force (4d10 Damage plus 2 Extra Wounds x3 or 2d10 Damage plus 2 Extra wounds)
Combat Technique: Heavy Melee-Set-up
Expertise: Heavy Melee-Spear

Key Techniques (Neigong 2, Waijia 2): Endless Arc of the Spear, Hurling Spear, Spear Swipe, Blade Pinch (Counter), Clutch of the Hawk (Counter)

Endless Arc of the Spear: Make a Melee Skill roll against the Parry of everyone within a 20-foot 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 lesser energy blast portion of the Attack does 4d10 closed Damage.

Hurling Spear: You can throw your spear up to 40 (20 feet per rank of Waijia) feet for normal damage. Cathartic: You can throw your spear up to 80 (40 Feet per rank of Waijia) feet for normal damage plus 1 Etxra wound.

Spear Swipe: You can attack anyone within reach of your weapon around you (up to 3 people per Rank of Waijia). Make one roll and apply to the Parry of everyone in range. On a Success you hit those affected with your spear normally. Cathartic: In addition to being hit by your spear, everyone Damaged is hurled back 10 feet per Rank of Qi. It also allows you to strike an additional target per Rank of Qi (on top of the 3 per Rank of Waijia).

LU HAI
A small farming and fishing village. It appears idyllic and their harvests are abundant. The people here are happy, kind and well fed. They are open to travelers and trust in the protection of the Iron Frog (a god they believe watches over the local river). There are also many wealthy merchants here who went out into the world to make a fortune and returned to help the village infrastructure. The character for Reciprocity appears above the city gate.

Here are important places mentioned in the map.

Xiang Ju the Geomancer: Xiang Ju is a local geomancer who resides outside the wall of Lu Hai because he is believes the Qi flow on the other side of the river is good for his health. Ju is highly skilled (3d10 on any Divination roll) but terrified of Martial Heroes. In the past Martial Heroes have kidnapped him, robbed him, forced him to perform geomantic Divinations for them, and dragged him to the gates of Yao Gong Palace). He will do everything he can to avoid working with Martial Heroes. He knows that the Thousand Painful Deaths Flower is located in the Iron Temple (this is a rumor he encountered from a Eunuch in Hu Qin).

The Golden Duck: This is a small inn with strong connections to the martial world. The proprietor Mr. Zhi Mang, is an agent of Southern Hill Sect. He has no martial talent of his own, but reports what he knows and helps when he is called to do so. There is a tunnel below the inn that leads outside the village. Despite the name, the Inn does not serve duck. It is in fact named because of golden feathered ducks who live in a nearby pond. It is famous for its Chrysanthemum Wine. It costs 100 spades for a sealed pot of it (and Mang only sells them in sealed pots). His specialty dish is Phoenix Swarm Soup, which costs 17 spades a bowl. The dish has been described as ‘beyond words’ by those who eat it.

Iron Frog Temple: There is a giant iron statue of a frog in the temple that has been here for generations. The statue bestows great luck upon the village, giving everyone a +2d10 to Survival Rolls for harvesting rice. It is also a ‘golden guardian’ of a reformed Toad Demon that will animate and protect the village if it is ever truly in danger. It only activates if the village is in real danger of being destroyed.

The Tranquil Sword Escort Agency: This is an escort agency that helps people transport goods across Hai’an. They have a good reputation and charge 3,000 spades per day of travel. They have 60 men in total.

CHIEF SHANG PEI
Chief Shang Pei controls the Tranquil Sword Agency. Secretly he is a member of Southern River sect. Shang Pei is prone to boasting, often making wild claims that strain credulity. However he takes great offense if his bragging is called into question.

Defenses: Hardiness 7, Evade 3, Parry 5, Stealth 8, Wits 6, Resolve 7
Key Skills: Arm Strike: 1d10, Leg Strike: 2d10, Grapple: 0d10, Throw: 2d10, Light Melee: 0d10, Medium Melee: 3d10 or 2d10 Ox Tail Dao, Heavy Melee: 1d10, Small Ranged: 3d10, Athletics: 2d10, Speed: 0d10, Swim: 2d10, Sail (Junks): 2d10, Ride (Horse): 3d10, Muscle: 1d10, Endurance: 1d10, Detect: 2d10, Command: 2d10, Survival (Wilderness): 3d10, Survival (Hills): 3d10

Qi: 3
Max Wounds: 7
Weapons: Bow (2d10 Damage), or Ox-Tail Dao (3d10 Damage, -1d10 Accuracy)
Key Kung Fu Techniques (Waijia 2, Qinggong 1, Dianxue 1): Blasting Blade, Leap of the Swan, Rain of Arrows, Spear of the Infinite Emperor, Storm of Arrows, Triple Yang Strike

TRANQUIL SWORD ESCORT GUARD (60)
Defenses: Hardiness 7, Evade 3, Parry 5, Stealth 8, Wits 6, Resolve 7
Key Skills: Arm Strike: 1d10, Leg Strike: 2d10, Grapple: 0d10, Throw: 2d10, Light Melee: 0d10, Medium Melee: 1d10, Heavy Melee: 1d10, Small Ranged: 1d10, Athletics: 1d10, Speed: 0d10, Swim: 2d10, Sail (Junks): 2d10, Ride (Horse): 3d10, Muscle: 1d10, Endurance: 1d10, Detect: 0d10, Survival (Wilderness): 2d10, Survival (Hills): 2d10

Qi: 0
Max Wounds: 1
Weapons: Bow (2d10 Damage), Qiang (3d10 Damage)

THE IRON FROG
A massive 60 foot tall Iron Statue of a Frog. If the village is ever seriously threatened, it animates and defends.

Defenses: Hardiness 9, Evade 4, Parry 5, Stealth 6, Wits 6, Resolve 10
Key Skills: Bite: 3d10 (Damage 6d10), Ram: 4d10 (Damage 6d10), Speed: 3d10 (60 feet), Command: 3d10, Muscle: 6d10, Endurance: 6d10, Detect: 3d10

Max Wounds: 20

Powers
Tranquil Croak: The Iron Frog can send out a powerful croak that pacifies those who hear it. Make a Command Roll against the Resolve of all targets in a 400 foot radius. On a Success those who affected cannot attack that round.

Beast Strength (x3)

Ram/Squash: Iron Frog can ram or squash people by leaping onto their bodies for 6d10 Open Damage.

Eyes of Death: It can strike up to three targets a round with powerful blasts of Qi from its eyes. Roll 3d10 against Evade. On a Success targets take 4d10 Damage plus 2 Extra wounds.

LUNG
This small town is nestled in the hills at the edge of the Southern Bamboo Forest. They are known for their excellent sticky rice wine (miju) which is sold in bamboo shaft vessels in the settlement’s many wine shops. However, they are mainly known for their crafted goods and services, in particular their paper and printing shops. They regard Yellow Mantis as the chief of their community. They give his men wine, crafted wares and food, and in exchange the southern hill sect disciples protect the town.

There are several paper makers and printers in Lung. Most make paper from a combination of hemp, smashed bamboo and cloth; and almost all printers use block printing. But the Diamond Sheet is an exceptional shop that makes the finest paper and offers moveable ceramic type services. It is operated by two men, Cai Sheng and Shen Sheng (often known as the Two Shengs). Cai Sheng makes paper from mashed bamboo, hemp and a secret bark that is thin and strong. He also treats it to repel pests. Shen Sheng offers moveable type services. They insist their services be used in unison (Cai Sheng will only make paper to be printed by Shen Sheng, and Shen Sheng will only print on paper made by Cai Sheng). Though they claim to be sworn brothers, some say the there is more to their relationship than meets the eye. In truth they are lovers.

Block printing takes a long time (it can take years). Moveable type is much faster.

MASTER LAO
Master Lao is an old herbalist and powerful martial expert. He cultivates small red chili peppers that are said to ward off the effect of any poison for 1 day. However, they are so spicy anyone eating them takes 1 wound with each dose. Master Lao is friendly with Perennial World Sect but likes to belittle their skills. He also sends meddlesome guests their way because he delights in annoying them.

MASTER LAO
Master Lao is an old man, well over 100 years in age. He has a small frame, but when he wants to, he can display tremendous internal strength to anyone daring to threaten him. However, he usually conceals his true power from people. He will often feign less skill than he truly possesses, and even pretend to be hurt by minor strikes. He jealously guards his plants, particularly his chili peppers. These he only shares with master chefs.

To obtain one of his chili peppers is difficult. First one must engage him in conversation so he is willing to try to their food. Then they must prepare a meal that delights and astounds his taste buds. Then, if one has achieved this, he will allow them to cook a dish with his Chili Pepper. If this also delights and astounds, while being a completely new experience for him, he will grant the person five chili peppers. If someone wants any more than that, they must agree to remain at his home and cook for him as long as they need daily doses of the chili.

He is a good friend of Lady Plum Blossom, and the two have exchanged techniques together.

Defenses: Hardiness 10, Evade 6, Parry 6, Stealth 6, Wits 7, Resolve 8
Key Skills: Grapple: 1d10, Throw: 3d10, Arm Strike: 4d10, Leg Strike: 4d10, Light Melee: 4d10 or 4d10 with Fly-Whisk, Medium Melee: 2d10, Heavy Melee: 0d10, Small Ranged: 0d10, Speed: 4d10, Muscle: 3d10, Meditation: 4d10, Athletics 4d10, Detect: 3d10, Read Script (Feishu): 3d10, Language (Daoyun): 3d10, Language (Hai’anese): 3d10, Trade (Alchemy): 3d10, Talent (Poetry): 4d10, Divination: 3d10, Talent (Poison): 3d10, Survival (Hills): 3d10,

Qi: 10
Max Wounds: 21
Weapon: Fly-Whisk (4d10 Damage, -1d10 Accuracy)
Combat Technique: Light Melee-Quick
Expertise: Survival-Harvest, Light Melee-Fly Whisk

Key Techniques (Neigong 3, Waijia 1): Breath of Fury, Calm of Sunan, Curing Palm, Gaze of the Lion, Lash of the Fly Whisk, The Choking Lash of Lady Plum Blossom Venom of the Fly Whisk, Purge Affliction, Rage of One Thousand Grieving Widows, Wave of the Iron Foot, Whipping Strands, Iron Body (Counter), Iron Spirit Resistance (Counter)

Profound Techniques: Roar of the Dragon

THE MONK-KILLING BANDITS
This is a group of notorious robbers who kill freely. They gained their name because they would kill anyone for a spade, even a monk. They don’t kill everyone they encounter, but they are sure to kill at least one person the first time they rob a group or caravan in order to make a lasting impression. If anyone resists, they kill two people without warning. They are rough-mannered and mean. They are too proud to follow a leader and vote as a group on all decisions. The group likes to sing and has many songs about killing their enemies.

The Monk-Killing Bandits have a simmering conflict with the Iron Hill Bandits. It isn’t a full-scale war, but occasionally disputes bubble up over territory and people end up dead. Ultimately they want to be respected and feared by the rest of the martial world.

They reside at Iron Hill Fortress.

MONK-KILLING BANDITS (30)
Defenses: Hardiness 6, Evade 6, Parry 6, Stealth 7, Wits 6, Resolve 8
Key Skills: Grapple: 2d10, Throw: 2d10, Arm Strike: 3d10, Leg Strike: 1d10, Light Melee: 1d10, Medium Melee: 2d10, Heavy Melee: 2d10 or 2d10 with Ox Tail, Small Ranged: 1d10, Speed: 1d10, Muscle: 3d10, Survival (Hills): 3d10, Survival (Wilderness): 2d10, Talent (Singing): 1d10

Qi: 3
Max Wounds: 7
Weapons: Short Bow (2d10 Damage), Ox Tail Dao (5d10 Damage, -1d10 Accuracy)
Expertise: Ox Tail
Key Techniques (Waijia 2, Qinggong 1, Neigong 1): Blasting Blade, Fierce Strike, Whirling Blade, Iron Body (Counter), Mountain in the Flood (Counter), Whirling Dodge (Counter)

MOONFLOWER CAVE
This long and winding cavern complex is very deep and filled with pit traps and firelance traps to ward off intruders. The complex was secretly constructed by White Chrysanthemum who swore all involved never to tell anyone. However, it required a large number of specialized workers from the Southern Hill Sect so it is possible knowledge of this has leaked out. There is a manual here containing the one technique to counter Blazing Rays of the Sun. It is called the Moonflower Manual and is sealed in a chamber protected by a collapsing ceiling.

MOUNT BAO
This tall peak is home to large numbers of Zhen Birds and Yumen. There is also a sect of nuns here based in the Hanging Temple of Bao (see HANGING TEMPLE OF BAO on page 253 of the WANDERING HEROES OF OGRE GATE rulebook for information and see NUNS OF BAO entry in the NPC section in CHAPTER SIX of WAR OF SWARMING BEGGARS for their stats). Flower-Handed Snake and Flower-Handed widow also reside in a villa on the mountain, and Moonflower Cave is at its base.

Mount Bao is a steep danxia landform of blood red sandstone. It is riddled with unexpected caverns and crevasses. Anyone scaling the mountain or traveling upon it must make a Survival Roll TN 7 every day to avoid encounters with such hazards (this is in addition to the regular Survival Rolls for travel). Such encounters present deadly obstacles with an average plunge of 30 feet (3d10 Open Damage on a failed Athletics roll TN 6).

Like many landforms in Hai’an, Mount Bao responds to music. Anyone who sings well (successful Talent: Singing TN 6 Roll) while scaling gains a +2d10 Bonus to their Survival and Athletics rolls when scaling the mountain.

Use the following Encounter table for regular failed survival rolls on Mount Bao.

MOUNT BAO ENCOUNTERS 
Roll 1d10    Result
1-3              Zhen Bird (WHOG page 384)
4-5              Nuns of Bao (CHAPTER SIX)
6                 Yumen (WHOG page 384)
7                 Flower-Handed Snake (CHAPTER SIX)
8                 Flower Handed Widow (CHAPTER SIX)
9                 Southern Hill Sect Disciple (CHAPTER SIX)
10               White Chrysanthemum (CHAPTER SIX)

NATURE LOVING MONK CAMP
This is an encampment of the Nature Loving Monk Sect. At first about 350 (348 Junior Monks and 2 Senior Monks) have come here at the invitation of Yellow Mantis who is hoping to gain their help defeating Twin-Fisted Eagle Clan. They are sympathetic to Yellow Mantis’ position. However, they are concerned about the sternness of his methods. Lately the Nature Loving Monks have believed they are to play a special role in the War of Swarming Beggars. Some among them believe they can use their numbers to defeat both sides and put an end to the conflict, and they have pointed out that this could be heaven’s will (though the name River of Swarming Beggars refers to the monkeys who inhabit the region, the ‘swarming beggars’ in this case, could be them).

As the conflict goes on, they increase their numbers. They start at 350 but increase by 100 a day. If they side with Yellow Mantis, they have scouts all over the Southern Bamboo Forest and hills and ambush any large groups of intruders.

JUNIOR MONKS
Defenses: Hardiness 4, Evade 4, Parry 3, Stealth 6, Wits 6, Resolve 6
Key Skills: Grapple: 1d10, Throw: 0d10, Arm Strike: 0d10, Leg Strike: 1d10, Light Melee: 0d10, Medium Melee: 0d10 or 2d10 (Wood Gun Staff), Heavy Melee: 0d10, Athletics: 1d10, Speed: 1d10, Muscle: 1d10, Endurance: 3d10, Meditation: 3d10, Detect: 2d10, Command: 1d10, Survival (Wilderness): 1d10

Max Wounds: 1
Weapons: Stick (1d10 Damage, +1d10 Accuracy), Wood Staff (1d10, +2d10 Accuracy)

SENIOR MONKS
Defenses: Hardiness 8, Evade 4, Parry 7, Stealth 6, Wits 6, Resolve 6
Key Skills: Grapple: 2d10, Throw: 3d10, Arm Strike: 3d10, Leg Strike: 2d10, Light Melee: 2d10, Medium Melee: 1d10, Heavy Melee: 3d10, Athletics: 1d10, Speed: 2d10, Muscle: 3d10, Endurance: 3d10, Meditation: 3d10, Detect: 2d10, Command: 1d10, Survival (Wilderness): 3d10

Qi: 3
Max Wounds: 7
Weapons: Stick (3d10 Damage, +1d10 Accuracy), Wood Staff (3d10 Damage, +2d10 Accuracy)

Key Kung Fu Techniques (Waijia 1, Qinggong 1, Neigong 2): Blast of the Dragon, Breath of Fury, Clutch of the Hawk, Dog Bashing Stick, Dog Lifting Stick, Flaming Dragon, Reclining Stick Stance, Whirling Dodge (Counter), Horizontal Sidestep (Counter)

CHIEF PING WU
Chief Ping Wu is the north-western chief of Nature Loving Monk Sect. He commands the beggars in Li Fan. Most of the men present are his. He has a head of unkempt white hair, wears a tight cap, and is exceptionally handsome.

Ping Wu is an odd person, whose tastes are opposite of most people. Things others find ugly, he finds beautiful; foods others find bitter, he regards as sweet; music most call dissonant, he calls supremely harmonious. He can be difficult to talk to as well, being rude while thinking he is polite. He is also prone to hectoring rants.

Eighteen years ago, Ping Wu seduced a woman named Wu Gaolin (See PURPLE LOTUS TEMPLE entry in this section for more details). She gave birth to a daughter, Xiaomin and he abandoned them both because he found the child so hideous to behold and terrifying to listen to. He feels guilt over this action, but still recoils at the thought of the baby.

Defenses: Hardiness 8, Evade 4, Parry 7, Stealth 6, Wits 6, Resolve 6
Key Skills: Grapple: 2d10, Throw: 3d10, Arm Strike: 3d10, Leg Strike: 2d10, Light Melee: 3d10, Medium Melee: 1d10, Heavy Melee: 3d10, Athletics: 1d10, Speed: 2d10, Muscle: 3d10, Endurance: 3d10, Meditation: 3d10, Detect: 2d10, Command: 2d10, Deception: 3d10, Empathy: 0d10, Survival (Wilderness): 3d10, Survival (Desert): 3d10, Talent (Theft): 3d10

Qi: 5
Max Wounds: 11
Flaw: Awkward
Weapons: Stick (3d10 Damage, +1d10 Accuracy), Wood Staff (3d10 Damage, +2d10 Accuracy)

Key Kung Fu Techniques (Waijia 1, Qinggong 1, Neigong 2): Blast of the Dragon, Breath of Fury, Clutch of the Hawk, Dog Bashing Stick, Dog Lifting Stick, Flaming Dragon, Great Stride, Reclining Stick Stance, Stick of the Rebounding Dog, Swift Stride, Whirling Dodge (Counter), Horizontal Sidestep (Counter)

ABBOT HUAN DAI (GREEN BEGGAR)
See NATURE LOVING MONK entry in WHOG page 195.

Defenses: Hardiness 9, Evade 5, Parry 8, Stealth 6, Wits 6, Resolve 6
Key Skills: Grapple: 2d10, Throw: 3d10, Arm Strike: 3d10, Leg Strike: 2d10, Light Melee: 3d10 or 4d10 with Stick, Medium Melee: 1d10, Heavy Melee: 3d10, Athletics: 3d10, Speed: 3d10, Muscle: 3d10, Endurance: 3d10, Meditation: 3d10, Detect: 2d10, Command: 1d10, Survival (Wilderness): 3d10
Qi: 6
Max Wounds: 13
Weapons: Stick (3d10 Damage, +1d10 Accuracy), Wood Staff (3d10 Damage, +2d10 Accuracy)

Key Kung Fu Techniques (Waijia 1, Qinggong 1, Neigong 2): Blast of the Dragon, Breath of Fury, Clutch of the Hawk, Dog Bashing Stick, Dog Lifting Stick, Flaming Dragon, Palm of the Dragon, Reclining Stick Stance, Rising Dragon Stance, Reclining Stick Stance, Skull Breaking Stick, Stick of the Rebounding Dog, Whirling Dodge (Counter), Horizontal Sidestep (Counter), Graceful Retreat (Counter)

THE PALE FOX GANG
This is a small group of robbers who inhabit the southern hills and are known for periodically stealing shipments of precious gems. They are on good terms with Southern Hill Sect and always inform Yellow Mantis of any intended targets. The group is led by a woman named Pale Fox, who is the former lover of Hero Feng. However, due to Hero Feng’s cowardice ten years, the entire gang despises him (they don’t know the details of his departure). See PALE FOX entry in the CHAPTER SIX for details on her.

PALE FOX GANG (45)
The pale fox game is a group of male bandits who follow Pale Fox. Everyone in the sect has a rank, and rank is displayed with jewelry (the more, the higher the rank).

Defenses: Hardiness 4, Evade 4, Parry 6 or 7 with Butterfly Sword, Stealth 8, Wits 6, Resolve 6
Key Skills: Grapple: 1d10, Throw: 1d10, Arm Strike: 2d10, Leg Strike: 1d10, Light Melee: 2d10, Medium Melee: 2d10, Heavy Melee: 2d10, Athletics: 1d10, Speed: 1d10, Muscle: 1d10, Endurance: 2d10, Meditation: 3d10, Detect: 1d10, Talent (Theft): 3d10, Trade (Jewlery): 3d10, Survival (Hills): 2d10, Survival (Wilderness): 1d10

Qi: 0
Max Wounds: 1
Weapons: Butterfly Swords (3d10 Damage, +1d10 Accuracy)

PHYSICIAN WU BEI
Physician Wu Bei is a coward who always flatters and ingratiates himself to folks but gossips behind their backs. For him salacious news is like a form of currency. He will gladly overlook his usual rates (200 Spades plus 30 spades per hour of treatment) for a juicy rumor. He knows many dark secrets and fabricated tales about people in the region. For example he heard a false rumor that Green Mantis slept with the wife of Yellow Mantis (White Chrysanthemum) which he has quietly been spreading.

PHYSICIAN WU BEI
Defenses: Hardiness 5, Evade 5, Parry 3, Stealth 8, Wits 8, Resolve 6
Key Skills: Grapple: 0d10, Throw: 1d10, Arm Strike: 3d10, Leg Strike: 1d10, Light Melee: 2d10, Medium Melee: 2d10, Heavy Melee: 0d10, Small Ranged: 1d10, Speed: 2d10, Muscle: 2d10, Meditation: 1d10, Athletics 1d10, Detect: 2d10, Medicine: 3d10, Talent (Poison): 3d10, Divination: 2d10, Trade (Alchemy): 2d10, Read Script (Feishu): 3d10, Language (Daoyun): 3d10

Qi: 3
Max Wounds: 7
Weapon: None
Combat Technique: None

Key Techniques (Neigong 1, Dianxue 3): Curing Palm, Gallbladder Strike, Nine Divine Snakes, Strike of the Raging Tiger, Trembling Strike, Iron Body (Counter)

PEACEFUL WIND WINE SHOP
This wine shop is a small drinking establishment and inn on the side of the road. They have a wide assortment of wines (all reasonably priced) and are most famous for their Divine Peach Wine. Anyone who drinks Divine Peach Wine decreases their Karma by 1 point. This costs 150 Spades for a small sealed ceramic jar. There are four inn rooms, each costing 35 spades.

The proprietor is named Guisui Duyao and enjoys poisoning the wine of customers he dislikes.

GUISUI DUYAO
An old man with a long beard and wide smile, Guisui is a poisoner who delights in poisoning guests who offend him or other customers. Anyone killed in such a way he feeds to his dogs (he has about 6) then grinds their bones for use in his Divine Peach Wine.

Defenses: Hardiness 6, Evade 3, Parry 5, Stealth 9, Wits 7, Resolve 6
Key Skills: Grapple: 2d10, Throw: 1d10, Arm Strike: 2d10, Leg Strike: 2d10, Light Melee: 2d10, Medium Melee: 2d10 or 4d10 with Jian, Heavy Melee: 1d10, Small Ranged: 1d10, Speed: 3d10, Muscle: 1d10, Meditation: 1d10, Athletics 2d10, Detect: 2d10, Medicine: 3d10, Talent (Poison): 3d10, Trade (Alchemy): 3d10, Read Script (Feishu): 3d10, Language (Daoyun): 3d10

Qi: 2
Max Wounds: 5
Weapon: Jian (2d10 Damage, +2d10 Accuracy)
Poisons: Cyanide, Hellebore, Zhen Bird Venom

Key Techniques (Waijia 1, Neigong 2): Cloud of Inebriation, Slashing Blade, Master Teaches Student

DOGS OF GUISUI
Defenses: Hardiness 4, Evade 5, Parry 5, Stealth 9, Wits 3, Resolve 4
Key Skills: Bite: 1d10 (Damage 1d10), Swim: 0d10, Speed: 3d10 (50 feet), Muscle: 1d10, Detect: 4d10

Max Wounds: 1

Powers
Track: Can detect scent for miles using Detect.

PERENNIAL WORLD SECT
Leadership: Timeless Perennial and her Four Aunties
Location: Xiulan Meadow

The Perennial World Sect is led by Lady Hua Xiuying, also known as Timeless Perennial. The stats and details of the individual sect members and disciples are found in CHAPTER SIX in the PERENNIAL WORLD SECT entry.

HISTORY AND ORGANIZATION
The actual details of how the sect came to be are somewhat obscured, but it has been run by Timeless Perennial and her Four Aunties for as long as anyone can remember.

Timeless Perennial is the ultimate authority of this sect. She is assisted by her four Aunties, each of whom has equal power in the Sect. The disciples are then split into Senior and Junior as normal. The Sect keeps no servants. Some praise them for going against the established norms and doing everything for themselves, but in actuality, they simply don’t believe in work without pay. Therefore, their disciples are expected to share the work normally done by servants, but in return, they are taught the ways of the Sect.

Many sects divide their disciples by martial prowess or mighty feats, but The Perennial World Sect focuses on herbalism. Junior Disciples are promoted only when their affinity for plants and their ability to brew herbal cures, poisons, and other substances have reached a sufficient level. In fact, cultivating Qi energy is left entirely to the will of the disciples themselves, for it is not required so long as they can display the necessary alchemic talent.

HEADQUARTERS
Xiulan Meadow is an impressive expanse of grassland, peppered with what are seemingly wildflowers. However, the entire area is carefully tended to by the Sect, who make sure to maintain it. They also plant the flowers in seemingly random places, so that it is hard to tell which they are growing for their alchemy and which are simply for aesthetics. The buildings are all simple utilitarian structures: the halls for the disciples, the residence of Timeless Perennial and her Aunties, pavilions for enjoying natural surroundings. Due to their love for nature, the sect encourages practicing alchemy and Kung Fu outside, as well as hosts guests there. The multi-purpose building is for if the weather does not permit such.

BELIEFS
The Perennial World Sect holds nature above all else. They revere plant life and will do anything to preserve it. Even a simple dandelion is worth protecting with one’s life. In other matters, they tend to remain fairly neutral, though Timeless Perennial will go out of her way to help her friends. Despite being cordial, Timeless Perennial refuses to discuss religion. She says her disciples are free to believe in what religions they will and won’t speak further on the subject; she has even outright denied to identify her own religion, usually by joking that it is too complicated. All that she requires is that disciples respect nature and care for the life around them.

REPUTATION
The Sect is often labeled as eccentric and is seen as going too far in their efforts to protect nature. However, their skill in Alchemy is well-respected, and anything produced by a member of the sect is taken as the highest quality. The sect is also known to grow its own ingredients and keep to its own recipes, which has led some people to covet their techniques. Those who wish to brew the substances without adhering to the sect’s strict nature policies have tried to create recipes of their own, but they never have quite the same efficacy.

They are feared by many of the local sects, and Timeless Perennial’s word is given great weight. Though they rarely weigh in on feuds, grudges or conflicts, when they do, even Yellow Mantis heeds them.

TECHNIQUES
Alchemy of the Citron, Blade of Grass, Enlightenment of Shuixian, The Gentle Footsteps of Timeless Perennial, Hail of Thorns, Lily of the Poisoned Mind, Scales of the Petal Dragon, Surge of Growth

PURPLE LOTUS TEMPLE
This is a temple of Yen-Li nuns who devote themselves to Hen-Shi and magic to fight demons. They believe in mercy but also view mercy as having a limit. They will resort to violence when necessary and they will kill if pressed. However, they control nearby copper mines and often put enemies they wish to reform to work there.

The nuns are led by Abbess Jingling and the senior nun is a woman named Wu Gaolin. There is a young disciple named Xiaomin who is the only non-ordained disciple of the sect. She is Gaolin’s daughter, but does not realize this as it is a secret.

All ordained nuns of the temple must shave their head.

NUNS (40)
Defenses: Hardiness 4, Evade 4, Parry 4, Stealth 6, Wits 6, Resolve 7
Key Skills: Grapple: 1d10, Throw: 1d10, Arm Strike: 1d10, Leg Strike: 1d10, Light Melee: 1d10, Medium Melee: 1d10, Heavy Melee: 0d10, Small Ranged: 0d10, Speed: 2d10, Muscle: 1d10, Endurance 1d10, Meditation: 2d10, Athletics 1d10, Religion/Gods (Yen-Li): 1d10, Religion/Gods (Cult of Hen-Shi): 1d10, Ritual (Spell of the Golden Fireball, Ritual (Draw out the Demons): 1d10, Ritual (Blazing Hands of Hen-Shi): 1d10

Qi: 1
Max Wounds: 3
Weapons: Unarmed (2d10 Damage), Daggers (2d10 Damage)
Combat Technique: Fists of Steel

Techniques (Waijia 1, Qinggong 1, Neigong 1, Dianxue 1): Breath of the Lotus Petal, Guiding the Crashing Wave

XIAOMIN
Xiaomin is a disciple of Purple Lotus Temple but has never been ordained. She has a highly aggressive temperament and loves to fight. She also struggles to be merciful, preferring to vent her Kung Fu upon her enemies. She doesn’t realize it, but she is the daughter of Ping Wu and Wu Gaolin (who gave birth to her eighteen years ago). She inherited her father’s exceptional looks and greatly resembles him.

Xiaomin is the best fighter at the temple and is highly respected by the other nuns for her skills.

Defenses: Hardiness 6, Evade 6, Parry 8, Stealth 6, Wits 6, Resolve 7
Key Skills: Grapple: 2d10, Throw: 2d10, Arm Strike: 3d10, Leg Strike: 2d10, Light Melee: 3d10 or 4d10 Daggers, Medium Melee: 2d10, Heavy Melee: 0d10, Small Ranged: 0d10, Speed: 2d10, Muscle: 2d10, Endurance 3d10, Meditation: 3d10, Athletics 3d10, Empathy: 2d10, Religion/Gods (Yen-Li): 2d10, Religion/Gods (Cult of Hen-Shi): 1d10, Ritual (Spell of the Golden Fireball, Ritual): 1d10, Ritual (Draw out the Demons): 1d10, Ritual (Blazing Hands of Hen-Shi): 1d10

Qi: 6
Max Wounds: 13
Weapons: Unarmed (2d10 Damage), Daggers (2d10 Damage)
Combat Technique: Fists of Steel, Light Melee-Daggers
Flaw: Fated (to commit patricide)

Techniques (Waijia 1, Qinggong 1, Neigong 1, Dianxue 1): Breath of the Lotus Petal, Guiding the Crashing Wave, Heart Smashing Palm, Kick of the Golden Elephant, Ringing Strike of the Hand, Ringing Strike of the Divine Ram, Storming Daggers, Swan Taming Strike, Iron Body (Counter), Grasp of the Python (Counter)

WU GAOLIN
Wu Gaolin is very ugly but also quite strong and surprisingly agile. She is famous for her Twin Moon Punch and her enormous appetite. Her manner is brave and fierce against foes, friendly and understanding with her allies.

Wu Gaolin once had an affair with Ping Wu, northwestern chief of Nature Loving Monk Sect (See the NATURE LOVING MONK CAMP entry in this section for more details). She found him charming and conceived his child before she was a nun. However, he rejected her and the baby when it was born, saying the child was too ugly to be his. Heartbroken she joined the temple and had the sect raise her daughter, Xiaomin, never telling her that she was her mother.

She still loves Ping Wu and took the surname Wu in his honor.

Defenses: Hardiness 7, Evade 4, Parry 6, Stealth 6, Wits 6, Resolve 7
Key Skills: Grapple: 2d10, Throw: 2d10, Arm Strike: 3d10, Leg Strike: 2d10, Light Melee: 2d10, Medium Melee: 2d10, Heavy Melee: 0d10, Small Ranged: 0d10, Speed: 2d10, Muscle: 3d10, Endurance 3d10, Meditation: 3d10, Athletics 3d10, Empathy: 1d10, Command: 3d10, Religion/Gods (Yen-Li): 2d10, Religion/Gods (Cult of Hen-Shi): 3d10, Ritual (Spell of the Golden Fireball, Ritual (Draw out the Demons): 2d10, Ritual (Blazing Hands of Hen-Shi): 2d10

Qi: 4
Max Wounds: 9
Weapons: Unarmed (3d10 Damage)
Combat Technique: Fists of Steel

Techniques (Waijia 1, Qinggong 1, Neigong 1, Dianxue 1): Breath of the Lotus Petal, Guiding the Crashing Wave, Heart Smashing Palm, Kick of the Golden Elephant, Ringing Strike of the Hand, Ringing Strike of the Divine Ram, Twin Moon Punch, Iron Body (Counter), Grasp of the Python (Counter)

ABBESS JINGLING
Abbess Jingling is old-fashioned and stern but she has a gentle heart and wishes to reform people rather than harm them. She is particularly good at gauging people and sensing their intentions. While she will seek to reform those she can, she won’t hesitate to kill anyone who presents a threat to her group.

Defenses: Hardiness 5, Evade 4, Parry 5, Stealth 6, Wits 9, Resolve 8
Key Skills: Grapple: 1d10, Throw: 1d10, Arm Strike: 3d10, Leg Strike: 2d10, Light Melee: 0d10, Medium Melee: 2d10, Heavy Melee: 0d10, Small Ranged: 0d10, Speed: 2d10, Muscle: 2d10, Endurance 3d10, Meditation: 3d10, Athletics 2d10, Empathy: 3d10, Persuade: 3d10, Religion/Gods (Yen-Li): 2d10, Religion/Gods (Cult of Hen-Shi): 3d10, Ritual (Spell of the Golden Fireball, Ritual (Draw out the Demons): 3d10, Ritual (Blazing Hands of Hen-Shi): 3d10

Qi: 5
Max Wounds: 11
Weapons: Unarmed (2d10 Damage)
Combat Technique: Fists of Steel

Techniques (Waijia 1, Qinggong 1, Neigong 1, Dianxue 1): Breath of the Lotus Petal, Guiding the Crashing Wave, Heart Smashing Palm, Kick of the Golden Elephant, Ringing Strike of the Hand, Ringing Strike of the Divine Ram, Iron Body (Counter), Grasp of the Python (Counter)


SINGING PAVILION
This is a small wine shop on the side of the road. It sells sorghum wine in large clay vessels for 100 spades each. The proprietor, Zhang Daoming, is an ugly man with eyes that seem too large. He is quiet but observant and knows many things. He only shares what he knows for 1000 spades. For this amount he can tell people information found on the rumor tables. The GM should also feel free to have him share any other relevant information in the campaign that could reasonably have been communicated by patrons at his establishment. For 2000 spades he can tell people about the exchange between Hero Feng and Yellow Mantis (See HERO FENG entry in CHAPTER SIX).

There is a 2 in 10 chance of a random personality being present at the wine shop. Roll on TABLE: PERSONALITIES OF THE MARTIAL WORLD in CHAPTER THREE.

SINGING RIVER
This river is densely forested and the land around it is filled with ancient heads of Gushan. The heads jut from the earth and occasionally speak prophecies that come true. Anyone who passes through this area has a 1% chance of hearing a prophecy. Anyone who performs a Divination roll during a storm hears a prophecy on a success. These prophecies are not just glimpses into the future, they help create it. Anything uttered by the Gushan heads, lends tangible weight to those events occurring in the future in the form of bonuses and penalties. So if the heads say “You will be crushed by a Raksha” then the next time that character faces a Raksha, it gains a +1d10 Bonus, while the player might gain a –1d10 Penalty. To determine the prophecy, use the table below, but feel free to modify or adjust to customize to your characters.

The first and third tables determine who is addressed by the prophecy, regardless of in what capacity. The second table provides an action, that one might do to the other, or hints towards the outcome of them meeting in some way. For example, a roll of all 1s could be interpreted as "You are going to kill a great master," or, "You are going to die by the hand of a great master," among other ways (the GM should roll with a 50% chance to see who is the subject and who is being acted upon).





SOUTHERN HILL SECT FORTRESS AND SOUTHERN HILL SECT
This highly defensive stone structure is built using designs from Naqan. From the outside it looks like square fortress with inclined walls that narrow as they rise. These are quite difficult to scale (TN 10 for any relevant Athletics rolls). The interior is a series of chambers and halls that are all well protected. For information on Southern Hill Sect see their entry in CHAPTER SIX.

STONE-THRONE BRIDGE
This bridge is built of heavy stone from the time of the Heavenly King. There are many legends around the meaning of its name. Some say it was the Throne of the Heavenly King’s court, others say it was the throne of a great river god that the Heavenly King killed in conquest. Whatever the case, it has seen considerable bloodshed. The stones themselves, on close inspection, have a red hue from centuries of war. The bridge is in fact vaguely spirited. Anyone who makes a last stand on the bridge, can remain standing even after becoming incapacitated, if they make a successful 0d10 Resolve Roll every round (roll against the character’s Resolve).

TWIN-FISTED EAGLE CLAN
This is the headquarters of Twin-Fisted eagle clan. It is a large, earthen-style roundhouse. Hundreds of people can live comfortably inside. 

Twin-Fisted Eagle is very concern about Southern Hill Sect and is actively recruiting martial heroes to help him defeat them. However, he wants full credit for destroying Southern Hill Clan, and therefore intends to betray and murder those he hires when they are weakened from battle.

Twin-Fisted Eagle is famous for his bronze meteor hammer that ends in two large metal fists. This is where his name comes from.

For information on this organization see their entry in CHAPTER SIX.

WIND BONE
Wind Bone is an eccentric master who dresses in trousers and a course wrap jacket. He hides his features beneath a conical hat, often playing on a flute made from human bone. Wind Bone believes in Gushan and revels in chaos. He despises order and the orthodox. He believes what Gushan offers is a means to reject these things. The winds of Gushan are not destruction, but liberation. He is sympathetic to anyone bullied or wronged by institutions or officials, but always reluctant to help.

The Jin Suk respect Wind Bone and seek his aid on occasion (they also bring him regular tribute).

WIND BONE
Defenses: Hardiness 8, Evade 7, Parry 7, Stealth 6, Wits 9, Resolve 9
Key Skills: Grapple: 3d10, Arm Strike: 4d10, Leg Strike: 3d10, Light Melee: 3d10, Medium Melee: 3d10, Speed: 3d10, Muscle: 4d10, Endurance: 4d10, Meditation: 4d10, Divination: 4d10, Command: 3d10, Detect: 3d10, Talent (Flute): 4d10, Read Scripts (All): 3d10, Languages (All): 3d10, Religion (All): 3d10, Rituals (Storm of Gushan): 3d10

Qi: 8
Max Wounds: 17
Weapon: Flute (4d10 Damage)
Profound Techniques: The Spearing Flute (see below)

Key Techniques (Waijia 1, Qinggong 1, Neigong 2): Dissolving Song, Dog Bashing Stick, Stick of the Rebounding Dog, Flight of the Hawk, Crack of the Bone Flute*, Whirling Dodge, Spinning Back Kick (Counter)

*see CHAPTER SEVEN

XUILAN MEADOW
See PERENNIAL WORLD SECT above.

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