Tuesday, October 4, 2016


This is a small adventure for Wandering Heroes of Ogre Gate. While it takes place in Li Fan, it can be used anywhere the GM finds convenient. Forgive the formatting, it was tricky to get this all on the blog page. 
Ghost in the Fields, by Jackie Musto

Overview: Player Characters go to Hero Guan's Villa to obtain his many treasures and riches after hearing rumors that he retired from the secular world and left behind a vast wealth of artifacts. When they arrive they must contend with another group of heroes who are looking for his fortune as well, then discover that Hero Guan never retired at all but murdered his entire family turning everyone into hate-filled ghosts. If they want to survive they need to find a way to destroy the spirits or lay them to rest. 

Background: Hero Guan was respected and adored in Li Fan for helping drive back the Kushen many years ago and for his ongoing efforts to hunt spirited beasts and ghosts. He was also enormously proud of his family: his wife, Di, and his three sons Chor, Bun and Meng. One night he found a letter revealing that his wife had a secret lover who was the true father of his three children. He went mad with rage, butchering his family and his servants. He tied his sons to a tree and made them watch while he beheaded their mother with the Diamond Sword. He then stabbed his three sons before drowning all his servants in the courtyard pond. 

Guan Su took the Diamond Sword and stabbed himself in the heart. His blood and spirit filled the sword with hate. Now anyone who picks up the sword is overwhelmed by his rage. 

The sons rose became tree ghosts who feast on human blood and control other trees. The wife rose as a headless ghost, bound to the Diamond Sword. The servants became pond muck-spirits, their long, distended limbs and bodies intertwined as one water-logged entity that reaches out and grabs passerby. 

Introduction: A new rumor spreads through the martial world slowly, reaching a contact or ally of the PCs before most other people. Hero Guan has not been seen in some time and a local wine shop owner (Red Eagle of the Red Eagle Wine Shop) claims he overheard Hero Guan say he was going to take his family to the Banyan and live in seclusion, leaving all his earthly possessions behind. None of this is true of course, Red Eagle likes to insert himself into any local happening and has a talent for embellishment (see the BACKGROUND section above for what really happened). 

Either way, the PCs learn that if they are fast, they can get there before anyone else and acquire one of his Diamond Sword, riches and other treasures. Alternatively someone can hire them to, or they could be asked by a concerned family member to check on him. 

Meeting Bao of the Roaming Avengers
On their way their they encounter one of the Roaming Avengers, a man named Bao who tries to insert himself into the party by feigning cowardice and expertise in antiques. He waits in a nearby tree on the outskirts and says he is looking for martial heroes to help him. He claims to be an antique dealer and have come here on his own but fled when he thought he saw a demon in the woods (this is a lie but is close to the reality of the situation). If they'd be kind enough to help him venture in, he'd let them take first pick of what they want, and only want one or two minor objects for himself. 

In truth, Bao is one of four brothers, the Roaming Avengers (See below). He and his brothers are setting a trap for whoever comes first. They've heard rumors that something sinister may be going on at the villa and don't want to take chances themselves. Their main purpose is to get the white jade Statue of Hen-Shi. So they sent him to join the first heroes to arrive in order to attack and rob them on the way out (he can lead them to the ambush site and help catch them off guard). 

Approaching the Villa
The players may approach the villa however they like. But they must make Detect Rolls TN 10 to avoid being ambushed by the Three Sons if they take the main trail. Even if they succeed, the Three Brothers will be aware of their presence and try to attack if they take the main trail. If they take another route, they must make a Survival Roll TN 8 to not attract the Three Son's attention. 

The sons bodies and spirits are joined in the form of a giant tree with gnarled bark and bright yellow leaves. Their faces appear on different sides of the trunk, and can also appear on nearby trees under their control. They are obsessed with getting revenge for the death of their mother and believe everyone they see is their father. 

The Brothers can move as one entity by their roots somewhat slowly (40 feet a round). They are physically unable to enter the villa itself. They are unable to leave the 1 mile area in the Yellow Forest around the villa. 

Anyone without the Diamond Sword is wise to run from the Three Sons. 

Hardiness 7, Evade 5, Parry 7, Stealth 10, Wits 6, Resolve 9

Key Skills
Bite: 2d10 (4d10 Damage), Thrusting Roots: 1-5d10 (1d10 Damage Each)

Wounds: 14

Bite: The bite of the brothers does 4d10 Damage and subjects targets to a draining effect as they drink the blood. 

Thrusting Roots: The Brothers can shoot out up to five thrusting roots that attack targets at a distance of 30 feet. They can attack multiple targets or direct many roots at fewer targets. On a Total Success the root impales the target doing 1 Extra Wound. Otherwise, each root in an attack does 1d10 damage. 

Blood Drain: When the brothers bite into the flesh of the living they suck up the blood and drain 1 point of Hardiness. 

Immunities: They are immune to normal weapons but harmed by the Diamond Sword. 

Tree Minions: They can use nearby trees to attack. Each round they can command 3 trees to attack (but must forgo any attack themselves when they do). Trees roll 2d10 for their attacks and do 3d10 damage. 

This is a courtyard house surrounded by a hall and made up of several halls divided into three rooms each. The walls of the rooms are separated by sliding doors made from framed oiled paper. 

My hand-drawn map of the villa
The Villa has been abandoned for months, but even before that it was falling into disrepair as the Hero Guan was distracted with suspicions of his son's parentage. The players are free to explore, and the GM can certainly add more elements to the map as desired. For space consideration on the blog page I am keeping it simple. However in my campaign when I ran this I had more extensive entries on the individual chambers (for example in the kitchen was a considerable quantity of exotic poison for a mysterious reason that could be explained by further investigation). GMs are encouraged to elaborate with the map in that way to add their own style and flavor. 


Areas and Things of Note
Muck-Filled Pond (D-Servants)
This pond is filled with a thick green coating and appears viscous. It is unusual even for a pond that hasn't been cared for in months. A Creatures (Spirits) roll TN 7 indicates the presence of some kind of Gui (or Ghost) is the cause. 

Beneath the surface of the pond are the intertwined and warped bodies of the household servants. There were five in all, but they are now barely recognizable as human. 

The servants bodies now form a single entity. Their bodies are pulled long like clay and intertwined like string used to make a rope. The skin itself is dark and moist but one can occasionally catch glimpses of their human facial features or limbs. This mass can change shape readily and form new appendages which seem somewhat hand-like and can reach from the pond to pull in victims from many feet away. They retain residual loyalty to Guan and try to prevent anyone who enters from reaching his residence hall. 

Hardiness 5, Evade 7, Parry 5, Stealth 8, Wits 10, Resolve 10

Key Skills
Grapple: 1d10, Arm Strike: 1d10, Muscle: 1d10, Speed: 5d10

Wounds: 20


Rotting Hands: They can launch a long single limb from the pond up to forty feet to entangle and pull in victims. Anyone hit immediately feels their skin grow damp and their skin begins to rot as they are exposed to Heart Fire. Unlike normal Heartier, this has a potency of 4d10, so roll that against the target's Hardiness. If it beats their Hardiness they acquire Heart Disease plus their skin starts to take on a rotting appearance and smell. 

Guan's Body
This is the body of Hero Guan. It is quite rotten. But a deep wound is visible in the chest over his heart upon inspection (Medicine TN 6 to confirm this is the cause of death and to tell the body is completely depleted of blood). 

Wall Breach

This enormous crack and hole in the wall was caused by the Three Sons when they tried to gain entry into the villa. They smashed it with their roots but found they could not enter even when no barrier existed. Players can use this to get in and out of the Villa. 

Reception Hall (C-Wife's Head)
The head of Guan's wife is here, upon a tall cabinet near the door to the treasury. The head is resting and will only attack in two conditions: if the players attack/awaken the body in the bedroom or if they try to walk past the head into the Treasury. 

See Bedroom for Head's stats.

Bedroom (B-Wife's Body)
This is a normal looking bedroom. The wife's body is resting on a canopied Kang Stove bed. The canopy obscures her. Behind her, there is a cabinet at the head of the bed. Inside the cabinet is a gourd filled with 17 Blue Phoenix Pills.On her body is stamped a letter from her former lover, Jong Sheng, asking about his illegitimate sons. 

Di is a ghost whose body and head are serrate. She appears as she did in life but her face is emotionless. When she attacks her eyes fill with rage. Her teach are unusually sharp and large. Her laughter fills people with tremors. She tries to protect the villa from intruders and prevents people from obtaining the Diamond Sword. She can only be harmed by the Diamond Sword. Not even Qi energy attacks her her. 

Hardiness 7, Evade 8, Parry 5, Stealth 7, Wits 7, Resolve 10

Key Skills
Arm Strike: 1d10 (3d10 Damage), Bite: 2d10 (damage 3d10 Open), Grapple: 2d10, Speed: 3d10, Fly (head): 2d10, Muscle: 2d10

Wounds: 10

Life Drain: On a successful attack with her bite or hands she drains 1 point of Hardiness. 

Laugh: When she laughs people feel an uneasy trembling inside their body and can lose the ability to move easily. Roll 2d10 against Hardiness. On a success any target hearing her laughter is filled with trembling, like their heart is out of control. They take a -2d10 to all skill rolls that round (which also reduces their movement accordingly). 

Floating Head: Her head floats and attacks separately. On a successful bite it does 3d10 open damage. 

Immunities: Only the Diamond Sword can word her. Nothing else does any damage to her body. If she is killed by the Diamond Sword, she permanently is laid to rest. 

This is where Hero Guan's treasury is. Unfortunately it is less splendid than its reputation suggests. It was mainly his studio for painting and writing. So there are a number of paintings of the nearby pond and trees on the wall. There is also a large lacquered cabinet with the following objects displayed prominently: 

The Diamond Sword: This is an Ox Tail Dao made from a fine metal that is smooth like ice and sharp as diamond. It is famous for killing many demons and spirits and does do 1 Extra wound against all creatures of those types (including ghosts). However the residence of Guan's villa are especially susceptible to it. Not only does the blade kill them permanently, it does 2 Extra Wounds to them. 

However it is cursed with the blood and spirit of Guan's anger. Anyone who holds the sword is overwhelmed with a violent rage. Roll 5d10 against their resolve each hour they hold or carry it. If they fail, they fly into an explosion of anger and must attack all nearest targets indiscriminately for 1d10 rounds to the best of their ability. After a person has managed to hold the sword for at least a day, the 5d10 roll against Resolve lowers to 3d10 against Resolve. 

Jade Hen-Shi Statue: This doesn't seem valuable at first. In fact it doesn't even look like jade it is so dirty. Anyone with Trade (Jewelry) can identity it as White Jade on a TN 7 roll (those with other trade skills can make the roll at -1d10).  This weighs 29 ounces, which means it is worth a fortune (over 1 Million Spades). 

Crown: There is an old crown from the Era of the Five Dragon Emperors worth approximately 14,000 spades. 

The Belt of Wu: This is a belt of unknown origin. On a successful History (Era of the Five Dragon Emperors) roll TN 8, it is possible to know that this object is the Belt of Wu, an item of unknown origin that makes one incredibly strong but also crave alcohol. Anyone who wears it against Beast Strength x2 and does 1 Extra Wound on Arm Strike rolls. However they also must pass a 3d10 daily Resolve test not to get drunk. 

The Book of the Ghostly Emperor: This is a strange text that talks about an entity called the ghostly emperor. He is a kind of celestial kingpin, or criminal mastermind. They say he was one of the Five Dragon Emperors who became obsessed with longevity and tried to cheat death. He fled from the Eight Magistrates and found spaces in between the realms. Now he is a ghostly creature who appears in stone, metal water, earth and wood. He can be summoned by a ritual called The Pearl Burning Ritual (not described fully in the book) and is aided by a cult called The Golden Rakshas. Mainly what he does is gives people favors or counterfeit celestial medallions so they can travel between different realms. He can also help people escape from Supreme Judge Yu's prison. 

The Roaming Avengers is a name this group has taken upon themselves, most do not acknowledge this title and instead call them the Five Thieving Brothers. They travel the world working for wealthy patrons and reclusive masters, in search of ancient treasures. However their preferred method is to let others do the hard work, then rob them.

The Roaming Avengers are five brothers, the sons of a man named Se Yong. Their childhood was idyllic, they lived in a nice villa in Hu Qin, and their father was a wealthy merchant. One day, after weeks of consternation, their father kicked them out of their home late at night, and had his men beat them with sticks until they left, saying they were never to return, never to claim to be his sons until they had earned Ten Hundred Million Taels.

The sum was outrageous but the brothers took the number very seriously and have been stealing artifacts and selling them, so they can return home. What they don’t realize is their father and mother are both dead and kicked them out to protect their lives.

In truth, Se Yong was really an aristocrat from Li Fan. His real surname was Han and he was supposed to marry the daughter of an important official named Lu Cong. Before the wedding, Se Yong fell in love with a young woman from another great clan: Pei Mochou. Not only was this forbidden by Li Fan law, but Lu Cong was enraged and threatened to kill Se Yong and Pei Mochou. The two fled and assumed new identities in Hu Qin. Twenty three years later, Lu Cong found them. He had devoted himself to revenge and martial arts. Fearing for the safety of their five sons, the couple kicked their children from the home, and came up with the implausible sum of ten hundred million taels so they would never be in danger. They were both killed by Lu Cong.

The Roaming Avengers have no real beliefs except that they must earn their father’s acceptance by obtaining ten hundred million taels. They will use any means they can to achieve it and prefer to let others do the heavy lifting, which is why they’ve resorted to robbery. However they are not blood thirsty. They like to tie-up and threaten people with a horrible death, but they just want to get their money and have no desire to spill real blood.

The brothers have developed a poor reputation in the martial world. They area aware of this, so often use assumed identities to trick their victims. Most consider them thieves of the lowest sort.


The five brothers all wear matching outfits, except for Bao. They

Roaming Archer is the eldest of the brothers and the most devoted to earning a fortune to gain their father’s good graces (see sect entry for details on this). He focuses all his mental energy on planning and scheming to obtain as much wealth in as short a period as possible. He treats interactions with people as transactions toward this end. He is capable of demonstrating tremendous affection, wit, and passion, but these are masks. His true nature, is sullen and cold.

Hardiness 5, Evade 9, Parry 3, Stealth 6, Wits 8, Resolve 8

Key Skills
Grapple: 1d10, Throw: 0d10, Arm Strike: 1d10, Leg Strike: 2d10, Light Melee: 2d10 or 3d10 with Stick, Medium Melee: 0d10, Heavy Melee: 0d10, Small Ranged: 3d10 or 5d10 with Composite Bow, Speed: 3d10, Muscle: 1d10, Meditation: 2d10, Athletics 3d10, Detect: 2d10, Empathy: 3d10, Reasoning: 3d10, Persuade: 1d10, Deception: 2d10, Survival (Wilderness): 2d10, Survival (Mountain): 2d10, Survival (Desert): 2d10, Trade (Wood): 2d10, Talent (Disguise): 2d10, Read Script (Feishu): 3d10, Language (Daoyun): 3d10, History (Era of the Great Emperor): 1d10, History (Era of the Compassionate Daughter): 1d10, History (Era of the Demon Emperor): 1d10, History (Era of the Five Dragon Emperors): 1d10, History (Era of the Righteous Emperor): 1d10, Places (Hai’an): 2d10, Places (Li Fan): 2d10

Qi: 4
Max Wounds: 9
Weapon: Composite Bow (3d10 Damage, +1d10 Accuracy), Stick (3d10 Damage, +1d10 Accuracy)
Combat Technique: Small Ranged-Accurate
Expertise: Bow

Key Techniques (Waijia 3, Qinggong 1): Endless Arrow, Rain of Arrows, Storm of Arrows, Slashing Arrow, Intercepting Arrow (Counter)

Bao is the sort of person who believes his own lies and makes friends quickly. He seems sincere, even when he isn’t and knows how to earn peoples’ trust. He often approaches victims before the other brothers under some pretense so he can travel with them then help his brothers take their treasure.

Hardiness 6, Evade 4, Parry 4, Stealth 8, Wits 7, Resolve 6

Key Skills
Grapple: 2d10, Throw: 2d10, Arm Strike: 3d10, Leg Strike: 1d10, Light Melee: 1d10, Medium Melee: 0d10, Heavy Melee: 2d10, Small Ranged: 0d10, Speed: 0d10, Muscle: 2d10 or 1d10 with Hard Whip, Meditation: 1d10, Athletics 1d10, Detect: 1d10, Persuade: 2d10, Deception: 3d10, Empathy: 3d10, Talent (Disguise): 3d10, Read Script (Feishu): 3d10, Language (Daoyun): 3d10

Qi: 3
Max Wounds: 7
Weapon: Hard Whip (4d10 Damage, -1d10 Accuracy)
Combat Technique: Heavy Melee-Set Up

Key Techniques (Neigong 1, Waijia 3): Crack of the Hard Whip, Hands of the Hawk Beak, Grasp of the Python (Counter)

Dresses all in white and uses the venom of the white spider.  He is quiet and thoughtful, only occasionally voicing his opinion (usually when he believes it has exceptional merit). He judges others harshly, despite rarely expressing his disdain.

Hardiness 3, Evade 5, Parry 3, Stealth 10, Wits 7, Resolve 6

Key Skills
Grapple: 1d10, Throw: 1d10, Arm Strike: 1d10, Leg Strike: 1d10, Light Melee: 1d10, Medium Melee: 0d10, Heavy Melee: 0d10, Small Ranged: 0d10, Speed: 2d10, Muscle: 1d10, Meditation: 1d10, Athletics 0d10, Detect: 3d10, Talent (Poison): 3d10, Trade (Alchemy): 2d10, Creatures (Insects): 2d10, Read Script (Feishu): 3d10, Language (Daoyun): 3d10, Read Script (Yanzi): 3d10, Language (Kushen): 3d10

Qi: 2
Max Wounds: 5
Weapon: Needles
Combat Technique: None
Equipment: White Spider Venom, Fury Powder

Key Techniques (Neigong 1, Waijia 2, Dianxue 1): Merciless Black Claw, Storming Needles

Lu Cong is the least intelligent of the brothers and the most prone to simple solutions. However he is oddly insightful at times. The correct conclusion to complex problems often comes to him from nowhere. 

Hardiness 7, Evade 3, Parry 7, Stealth 6, Wits 6, Resolve 6

Key Skills
Grapple: 0d10, Throw: 0d10, Arm Strike: 2d10, Leg Strike: 3d10, Light Melee: 2d10, Medium Melee: 2d10, Heavy Melee: 3d10 or 2d10 with Hard Whip, Small Ranged: 0d10, Speed: 1d10, Muscle: 3d10, Meditation: 0d10, Athletics 1d10, Detect: 2d10, Reasoning: 3d10, Read Script (Feishu): 3d10, Language (Daoyun): 3d10

Qi: 3
Max Wounds: 7
Weapon: Hard Whip (5d10 Damage, -1d10 Accuracy)
Combat Technique: Fists of Steel
Flaw: Unintelligent (-1d10 to all Knowledge Skills)

Key Techniques (Neigong 1, Waijia 3): Crack of the Hard Whip, Fierce Strike, Clutch of the Hawk (Counter)

White Spider Venom
This venom is taken from the white spider and induces sleep. It must enter the blood stream to work, usually through a needle or dart (but any cutting weapon will do). Once it enters the body, the target falls asleep in 1d10 minutes for 2d10 hours. When they wake they suffer no ill effects.

White Spider Venom

Fury Powder
Fury Powder can be dispersed into a 20 by 20 foot area easily where it lingers in the air for 1d10 rounds. Anyone exposed to it is susceptible to its effects. While not lethal, Fury Powder drives its victims into a murderous frenzy directed at their allies. Anyone must make a 5d10 Resolve check every round for 1d10 minutes or attack their nearest ally. Enemies are spared. The powder only creates murderous anger toward those the person trusts and has some positive emotional connection to. There are 32 ingredients in Fury Powder including lead and at least an ounce of crushed gold.

Fury Powder

Discipline: Waijia
Skill: Light Melee and Ranged Attack
Type: Normal
Qi: 3

You fire an arrow so that it bounces off the bones of your targets and continues to strike.

Make a small ranged roll against anyone within range. On a success the arrow does normal damage and continues to another target of your choice.

Cathartic: This works as above, except it keeps going after the second target, working until you fail.

Discipline: Waijia
Skill: Light Melee and Ranged Attack
Type: Normal
Qi: 3

You slice in a wide circle with an arrow, cutting down foes before knocking it for a single shot.

Make a Light Melee attack against all targets in your immediate area and roll 1d10+Muscle for damage on any successes. Then roll Small Ranged to fire the arrow at any target in range.

Cathartic: Works as above except the melee attack with the arrow does 3d10+Muslce for Damage and you can knock two arrows to fire at up to two targets. 

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