Sunday, March 22, 2020

THE CONSTABLES: THE STRANGE ORIGIN OF STRANGE TALES

I am continuing to celebrate the release of Strange Tales of Songling. Today I want to share the original document that started everything. When I originally began working on Strange Tales, the concept was totally different. It started as an idea just called The Constables (I mentioned this in a recent interview). I sat down one morning and wrote a short document to run as an adventure. I don't even remember if we ended up running it or not. I do recall talking it over with my players after the regular game and eventually deciding to take The Constables in a much different direction. However I thought it would be fun to post the original document without any edits. This is rough. I left in all the mistakes and all the blank spots. Some spaces are just rough sketches (this might give you an idea of how I run games as well; sometimes I just drop in a header and that is all I need, other times I just need quick notes on characters). Note some of the elements survived into Strange Tales (like the name Dao Hong Village and some other details). This was originally for Ogre Gate so is well suited to use in a standard Ogre Gate campaign. However with some minimal adjustment it all could be used in Strange Tales of Songling as well. 



THE CONSTABLES 
Premise: Player Characters are 0 Qi rank Constables with no Kung Fu technique and the normal allotment of starting skill points. They are sent out by the sheriff to investigate crimes. Their first task is investigating Dao Hong Village, where locals have gone missing. As they investigate they risk being turned into Inside-Out Beasts who serve a Ritual Master (Di Shican). 

This adventure serves a few purposes. First it is an attempt to emulate Chinese horror movies and tales of the supernatural with characters who don’t have the protection afforded by Qi ranks or Kung Fu. The PCs are just normal, everyday people. Second, it is meant to test run a Ritual Master Path for Wandering Heroes of Ogre Gate. The villain, Di Shican, is a Ritual Master with two levels of cultivation. He is still weak like a normal person, dying from a single wound, but he has access to powers normal Ritual Masters might not have. 

During the adventure, because PCs are Qi 0, they may die or be turned into monstrosities. If they become monstrosities, let them play those as NPCs. You can also keep them in the game by allowing them to play helpful townsfolk. If the adventure ends with all the constables dead, they are just backstory for the next constable adventure. Only the constables who survive go on to serve the Sheriff in the following session. 


DAO HONG VILLAGE
Population: 450
Headman: Wei Che

As soon as the player’s arrive, Shican hopes to lure them to the forest where he will send him inside out beasts after them. 

Missing People:

Shan Ming: Went missing ten days before letter sent when she went to see her mother’s grave. 

Shan Wu: A young man who refused to bow to headman Wei because the headman is responsible for his father being sentenced to labor for two years. He went missing when he went to look for Shan Ming 

Huo Tian: Was having affair with Lady Cao. Went to meet her at lake, disappeared when he walked to investigate a sound in the woods. 

EVIDENCE
People saw Shan Wu go to Shican’s manor. Shican says he told Shan Wu what he knew but urged him not to go to the cemetary until they’d settled things. 

Huo Tian was known to be having an affair with Lady Cao. 

Lady Cao admits to having gone to the lake for a tryst and saw him walk in the woods before disappearing. 

GUAN SHEN
This old man is a relative of Lady 87 and been helping her extend her territory southward. He organized an attack on a group of conscripted laborers and soldiers heading west in exchange for the ability to tax local businesses. He operates out of an inn room at Lotus Inn and has five low Killers with him. They have been instructed not to harm the constables and leave them to Scholar Shican. 

Defenses: Hardiness 3, Evade 3, Parry 6, Stealth 6, Wits 8, Resolve 7
Key Skills: Grapple: 1d10, Throw: 1d10, Arm Strike: 2d10, Leg Strike: 1d10,  Heavy Melee: 1d10, Small Ranged: 0d10, Speed: 3d10, Muscle: 2d10, Talent (Theft): 3d10, Institutions (Imperial Bureaucracy): 2d10, Athletics: 1d10

Max Wounds: 1

FOUR KILLERS
These are members of the 87 killers lent to Guan Shen. They are under strict orders simply to enforce and collect. 

Defenses: Hardiness 6, Evade 6, Parry 5, Stealth 8, Wits 8, Resolve 6

Key Skills: Grapple: 1d10, Throw: 1d10, Arm Strike: 2d10, Leg Strike: 3d10, Light Melee: 2d10, Medium Melee: 3d10, Heavy Melee: 3d10 or 4d10 with Spear/Qiang, Small Ranged: 2d10, Speed: 3d10, Muscle: 3d10, Religion (Yen-Li): 2d10, Talent (Poison): 2d10

Qi: 4
Wounds: 9
Weapon: Spear/Qiang (5d10 or 3d10 Damage), Daggers
Poisons: Hellebore
Expertise: Heavy Melee-Qiang

Key Kung Fu Techniques (Qinggong 1, Waijia 1, Neigong 2): Blade of the Dancing Fox, Fluttering Kicks, Storming Daggers, Vault of the Rope Dart*, Blade Pinch (Counter)

SCHOLAR DI SHICAN 
Scholar Di Shican is a mad Dehuan scholar who believes that people’s lack of virtue has caused the world to fall apart. He seeks to help them, and believes he is the human incarnation of the 7th magistrate, the Magistrate of Propriety. He recreated the hell beyond Emo Cheng beneath his residence by kidnapping conscripted laborers with the help of Guan Shen (a relative of lady 87)

Defenses: Hardiness 4, Evade 4, Parry 4, Stealth 8, Wits 8, Resolve 7
Key Skills: Arm Strike: 1d10, Small Ranged: 3d10, Athletics: 2d10, Speed: 2d10, Muscle: 1d10, Endurance: 2d10, Creatures (Animals): 3d10, Talent (Poetry): 3d10, Talent (Painting): 3d10, Classics (The Sayings of Kong Zhi): 3d10, Classics (The Rites of Wan Mei): 3d10, Classics (The Book of Fortunes): 2d10, History (Era of the Demon Emperor): 3d10, History (Era of the Glorious Emperor): 2d10, History (Era of the Righteous Emperor): 3d10, Ritual (Ancestor Veneration): 3d10, Ritual (Spirited Object): 3d10, Trade (Stone): 3d10, Trade (Alchemy): 3d10, Trade (Engineering): 3d10

Ritual Cultivation: 2
Max Wounds: 1
Expertise: Alchemy-Tranformative


SKIN INVERSION (NEW RITUAL)
With this Ritual you must first make an Alchemy roll TN 8 to create a thick red fluid. This is then dropped on the knee cap of a person. Roll Ritual TN 8. On a success the skin begins to turn inside out until the target’s veins and are on the outside of their body. This turns them into an Inside-Out Beast. 

VENGEFUL FIGURINE RITUAL (NEW RITUAL)
With this ritual you create a figurine that can animate and attack your foe for one hour. There are three types of figurines you can make: Paper Soldier, Clay Beast, and Demonic Archer. To make a figure you must create it with the raw components (paper, clay or a puppet) and add your blood (taking 1 wound in the process). Roll any relevant Trade Skill rolls to create the figurines. Then make a Ritual Roll TN 7. On a Success the figurine comes to life for an hour and seeks out your enemies. On a Total Success the figurine comes to life for three hours. 




MONSTERS 

INSIDE-OUT BEASTS 
These near-mindless monstrosities feel only pain and it abates when they heed the words of their master Di Shican. They know to return to the hell beneath his residence through the downstairs well. They also know to seek out the constables and turn them. 

Defenses: Hardiness 5, Evade 7, Parry 7, Stealth 6, Wits 7, Resolve 7
Key Skills: Chain Strike: 3d10, Arm Strike: 2d10 (2d10), Speed: 2d10, Detect: 2d10, Muscle: 1d10, Survival (Wilderness): 3d10, Deception: 2d10

Qi: 0
Max Wounds: 1

Powers

Skin Turning Bite: On a Successful bite do 1d10 damage plus roll 3d10 against the Hardiness of the target. If this beats the Target’s Hardiness score their skin turns inside out and they become an Inside-Out Beast. 

PAPER SOLDIER (SMALL STATS IN PARENTHESIS)
When animated these figures look like a human soldier, either of normal size or diminutive (the size of a hand). They can change their size at will and attack ferociously. When killed they revert to their real form: that of a slip of paper cut and painted into the shape of a soldier. 

Defenses: Hardiness 3 (1), Evade 3 (9), Parry 6 (2), Stealth 6 (10), Wits 6, Resolve 6
Key Skills: Medium Melee: 2d10 (01d0), Speed: 1d10, Muscle: 1d10 (0d10), Detect: 2d10

Max Wounds: 3 (1)

Weapons: Ox Tail Dao (3d10 Damage when big/0d10 when small)

Powers
Shrink or Grow (Counter): As a Move action, a Paper Soldier can shrink or grow. Normally it just uses this to avoid attacks. When doing so, roll 2d10 against the Attack roll, on a success it changes size and avoids being hit as a result. Otherwise it just uses this to alter its size. Use the stats in parenthesis for when it is small. 

CLAY BEAST 
These terrible creatures are the size of a large dog with stone gray skin and enormous mouths filled with piercing teeth. Whenever they are struck they split, weakening them but increasing their numbers. They are made from clay and look like a shattered ceramic jar when destroyed. 

Defenses: Hardiness 4, Evade 5, Parry 5, Stealth 7, Wits 4, Resolve 6
Key Skills: Bite: 3d10 (Damage 4d10), Claw: 2d10 (Damage 3d10), Speed: 3d10 (60 feet), Muscle: 3d10, Detect: 3d10

Max Wounds: 10

Powers

Pounce: When a Clay Beast gains surprise by stalking its prey it can pounce on them. This does one Extra Wound on its Damage roll.

Bite: The bite of the Clay Beast does 4d10 damage on a normal attack roll. On a Total Success it does 4d10 plus 2 Extra wounds. 

Splinter: Clay Beasts split into equal parts for each wound they take. Their overall number of wounds decrease but their numbers grow anytime they take damage (with wounds being split equally among the parts). 

DEMONIC ARCHER
These look like large 1- foot tall humanoid creatures with green skin, wild black hair and black eyes. They usually have a bow and sword and resemble a Zun warrior in dress. When killed they revert to their true form: a human-sized puppet made of wood. 

Defenses: Hardiness 8, Evade 4, Parry 7, Stealth 7, Wits 6, Resolve 6
Key Skills: Grapple: 5d10, Throw: 4d10, Arm Strike: 3d10, Leg Strike: 1d10, Medium Melee: 2d10, Heavy Melee: 3d10, Small Ranged: 3d10, Speed: 1d10, Muscle: 4d10

Max Wounds: 15

Weapons: Ox Tail Dao (6d10 Damage, -1d10 Accuracy), Bow (4d10 Damage), Arm Strike (4d10 Damage)

Powers
Beast Strength x4

Arrow Rebuttal (Counter): Demonic Archers counter attacks by quickly firing arrows at the attacker (stepping back if need be). Anytime someone makes a melee attack, roll Small Ranged against the Attack roll. On a Success, if you exceed the target's Evade, you hit them and disrupt their attack.

SPIRITED YU STATUE 
This statue of Judge Yu has been filled with spirit energy by Shican. It guards the entrance to his hell and goes after his enemies.  

Defenses: Hardiness 8, Evade 7, Parry 6, Stealth 6, Wits 5, Resolve 
Key skills: Bite: 1d10, Arm Strike/Claw/Attack: 3d10 (2d10 Damage), Speed: 4d10, Fly: 4d10, Deception: 1d10, Persuade: 2d10, Empathy: 1d10, Muscle: 1d10, Detect: 2d10

Max Wounds: 3

Powers
Illusions: Spirited Objects can create minor illusions, visual images with no sound. To do so they must roll Deception against the Wits of the intended target. On a Success the person sees what they wish. This illusion can be no larger than the Spirited Object itself. 

Large Form: Spirited Objects can gain beast strength and grow in Size. They can still take their smaller form if they wish, but they increase up to the size of an ox and gain Beast Strength x3. If you get this result again, they increase to the size of an Elephant and gain Beast Strength x10. 


SPIRITED OX-HEAD STATUE
Defenses: Hardiness 8, Evade 7, Parry 6, Stealth 6, Wits 5, Resolve 
Key skills: Bite: 1d10, Arm Strike/Claw/Attack: 3d10 (2d10 Damage), Speed: 4d10, Fly: 4d10, Deception: 1d10, Persuade: 2d10, Empathy: 1d10, Muscle: 1d10, Detect: 2d10

Max Wounds: 3

Powers
Mighty Bite: The Spirited Object gains a bite attack that does 3d10 Open Damage. 

Large Form: Spirited Objects can gain beast strength and grow in Size. They can still take their smaller form if they wish, but they increase up to the size of an ox and gain Beast Strength x3. If you get this result again, they increase to the size of an Elephant and gain Beast Strength x10. 



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