Friday, March 16, 2018

BLOOD-STAINED ROADS TWO: YANG TUO AND THE EMERALD TURTLE

This is an entry on the Blood-Stained Roads Table. You can see the main table HERE

YANG TUO AND THE EMERALD TURTLE 
In this adventure, designed for more unorthodox parties, the players are tracked down by Yang Tuo who is attempting to ambush them and contain them inside his Emerald Turtle. If the party isn't unorthodox or evil, he may merely have been misinformed about them and come to believe they are deserving of punishment. If this is the case, he may be reluctant to believe the party should they protest, but could be persuaded. The Emerald Turtle  is a kind of karmic prison for the wicked but will work on anyone with attachments and any who have killed. He finds a good spot based on the local terrain and stands on high ground to announce his intentions to the party. They may be able to stop him before he activates the Emerald Turtle and sucks them inside of it. He will list off their known crimes or offenses, and tell them he is here to enact justice. 

YANG TUO
See Entry on page 341 on the WANDERING HEROES OF OGRE GATE (WHOG) rulebook. 

EMERALD TURTLE PRISON
The Emerald Turtle prison looks like a small turtle made of emerald and can pull people in where they remain trapped until they free themselves of their attachments. In truth the prison is an illusion, but it is so powerful, the characters bodies become Feng Gui (WHOG, 367) and they believe themselves to be trapped inside the pagoda described below. To use the Emerald Turtle roll 4d10 against the Resolve of all within a 60 foot radius. On a Success you pull in the target. 

Laws of the Emerald Turtle Prison
These laws govern the world inside the Emerald Turtle:
  • Every hour inside the turtle is a week outside
  • If characters die inside the Emerald Turtle, they are reborn in the Pleasure Cave (area 8)
  • If characters sleep, they dream of their phoenix bodies outside
  • To escape they must meditate and cultivate until they overcome their Phoenix Spirit obstacles OR they can find the golden lamp, illuminate the shadows of their Phoenix Spirits, and take it to the bottom of the waters of Inward Reflection

Dangers
Cannot die but can be whittled down and replaced by Empty Ones 


THE EMERALD WASTES
This is a land of arid hills and tables. There are ruins scattered about and the place is inhabited by people the players have killed. Any person killed at any point by the players in their past, can appear here and attack them. 


Cave of the Golden Light
This long cave has a dim light at the end. The cave is about thirteen miles long. Every mile the players advance, the take a wound. However these wounds are just an illusion, not real. They will not die or become incapacitated from them. If they press on and continue despite feeling as though they are dying they find a golden lamp at the far end. 

The Golden Lamp
This is a lamp made from gold that radiates light which illuminates the soul. Anyone who stands in the light feels discomfort as it helps them overcome their obstacles and attachments temporarily. It takes two rounds. Each round the person feels this physically, losing 1 point of Hardiness. They also gain 1 point of resolve. If the lamp is brought to the bottom of the bottom of the Waters of Inward Reflection after this has been done, the character is restored to their body and free from the Emerald Turtle Prison. 

THE PAGODA OF THE EMERALD TURTLE
In the halls of illusion there is a 3 in 10 chance every ten minutes of having an encounter with an Empty One.

1. SHRINE OF HEN-SHI
There is a massive statue of Hen-Shi here and thousands of floating golden mercies. Anyone inside can hear a rumbling in their chest. This is Hen-Shi. She tells them “Reflect. Reflect and overcome the obstacles. Cultivate and I will release you.”

This is an invitation to meditation. It takes a long time to complete. Characters can make 1 Meditation roll a day and only advance if they get a 10. Each level is a different obstacle and can only be reached when one is finished (the stairs just go on endlessly otherwise). This area is protected from Empty Ones.

Obstacle Levels: Happiness, Anger/Rage, Sorrow, Love, Pleasure

Secret Door: Detect TN 9 every hour to see the secret door. This leads to the Hall of Illusion below.

2-3. HALL OF ILLUSION
There is a giant plaque here that reads: This is all an illusion, but all too real. There is another path, a faster path. Find the Golden Lamp, bring it here and face the obstacles within. When the lamp radiates golden light, sink with it to the bottom of the waters of reflection.

Door: This cannot be opened without the golden lamp.

4. THE VAST EMPTY
This dark chamber is cold and seems endless. Anyone who enters is attacked by Empty Ones. Once here it is hard to leave. Characters must make Meditation TN 7 rolls to find the door. 

EMPTY ONES 
Empty Ones are the embodiment of nothingness and absorb to become real. Initially they have no form. As they absorb they take on form, eventually replacing those they take from. They can only be fended off with magic, or attacked when they take form.

Defenses: Hardiness 0, Evade 0 (10 Formless), Parry 0 (10 Formless), Stealth 0, Wits 0, Resolve 0

Key Skills: Attack: 1d10

Max Wounds: 1+1 for every Absorb.

Powers
Absorb: Every Successful attack they drain a skill of their choice, taking the knowledge that reflects from the target.

5. CHAMBER OF SORROW
This room is filled with draping vines and flooded with water. The stone floor is uneven.

THE SORROW CLUSTRATION
This is a creature created by a combination of the party’s sorrow. It looks like a three-headed creature in white robes. Its face is hideous, black hair wrapping around impossibly large features, a wide mouth filled with giant teeth.

Defenses: Hardiness 7, Evade 7, Parry 7, Stealth 8, Wits 4, Resolve 9

Key Skills: Bite: 2d10 (2d10 Open Damage and Special), Arm Strike: 1d10 (Damage 2d10), Grapple: 2d10, Speed: 3d10, Detect: 2d10, Muscle: 2d10

Max Wounds: 7

Powers

Teeth of Fatigue: When the creature bites, it leaves a large dagger like tooth behind. This weighs down the person until removed (Muscle TN 8). When weighed down the person must make a Speed roll just to move (TN 7). 

6. CHAMBER OF RAGE
This chamber literally is steaming with rage. There are numerous vents that sporadically issue plumes of burning heat. Each round Roll 1d10 against Evade. Those hit take 2d10 fire damage.

THE HATEFUL ANGER AMALGAMATION 
This is a creature created by a combination of the party’s rage and hatred. This entity is massive, the size of an entire wall. It blends in with the stone perfectly but as it appears, it looks like a vaguely humanoid being cut from frayed and burned wood. It is a tangle of features and it sends flaming balls of death at all it sees. 

Defenses: Hardiness 7, Evade 7, Parry 7, Stealth 8, Wits 4, Resolve 9

Key Skills: Arm Strike: 1d10 (Damage 8d10), Grapple: 2d10, Speed: 3d10, Detect: 2d10, Muscle: 8d10

Max Wounds: 7

Powers
Burn: With a wail, it can throw gobs of flame at people. Roll against Evade. On a success does 4d10 fire damage.

7. THE LOVER’S CHAMBER
This chamber is filled with burning incense, curtains, partitioned chambers with assorted food items. The entity here does not try to kill, rather it attempts to imprison. Supplying people with anything they desire. It lies hidden through a translucent jade ceiling high above.

8. PLEASURE
This room is filled with music. The music comes from the walls. The dripping of water is like fingers tapping notes on an instrument. The entity here appears as a tall luminous woman who glides and sings.

THE PLEASURE SPIRIT
Appears as a tall woman with ghuzeng strings for hair and fine red robes. Strikiing her hurts the attacker.

Defenses: Hardiness 7, Evade 7, Parry 7, Stealth 8, Wits 4, Resolve 9

Key Skills: Hair Whipping: 3d10, Arm Strike: 1d10 (Damage 5d10), Grapple: 2d10, Speed: 3d10, Detect: 2d10, Muscle: 5d10, Talents (All): 4d10

Max Wounds: 7

Powers 

Hair Whip: The metallic hair of the pleasure spirit cuts for 3d10 open damage and can hit everyone in a 60 foot area. It slices so fine it doesn’t hurt, and is almost pleasing.

Sing: The song of the Pleasure Spirit Heals

Reflect: Anyone wounds a person inflicts on her, they take.

9. HAPPINESS
There is a falls here and an island with a small house. An abundance of fruits grow in trees despite the lack of natural sunlight.

THE HAPPINESS BLEND
This appears as a round person with a long smile and beaming eyes. It drinks blood, which brings it joy. It is friendly as it attacks, often engaging in seemingly unrelated conversation, as if it is doing no harm to the person.

Defenses: Hardiness 7, Evade 7, Parry 7, Stealth 8, Wits 4, Resolve 9

Key Skills: Bite: 3d10, Arm Strike: 1d10 (Damage 5d10), Grapple: 2d10, Speed: 3d10, Detect: 2d10, Muscle: 5d10, Talents (All): 4d10

Max Wounds: 7

Powers
Bite and Feast: When it bites a target and does damage, it inflicts 2d10 Open Damage and drains 1 points of Hardiness (that comes back at a rate of 1 point per day).



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