Sunday, May 21, 2023

CELESTIAL PLUME MASTERS SESSION 21

This was the Twenty First session of my Wandering Heroes of Ogre Gate wuxia sandbox campaign, the Celestial Plume Masters, using the Sons of Lady 87 book, which was just released in print. You can see the first session HERE. You can see the twentieth session HERE 

PLAYER CHARACTERS 

Wei Ziying: A skilled poisoner and physician, with ties to the Relentless Corpse Sect, Wei Ziying is a disciple of the Celestial Plume Masters. He also has a longstanding friendship with Kuo Qingzhao, who wishes to know more about the poisons that killed his wife (poisons Wei Ziying knows the secrets of). Grudge: Ravenous Nun Xuanji (for the murder of Red Eagle)

Wang Haoyang: A master of stealth, Wang Haoyang is one of the Celestial Plume Master disciples. He has a lifelong friendship with Pei Ye of the Vermillion Bird Teahouse, but has attracted the affection of another member of that organization, Fan Zhen'er (he does not return the affection but wishes to avoid creating friction within the Vermillion Bird Teahouse, and possibly creating enemies). Grudge: Guan Nuan (for a duel he escaped, she feels she lost face because he was weaker than her and should have been an easy victory)

Hei Ling: A one-eyed chief in the Celestial Plume Masters, Hei Ling is the father of Li Liang, whom he wishes to cease practicing her Toad Style kung fu because of the physical toll on her body. He had Li Liang with Qixia the candied fruit in his youth and since then Qixia has grown hostile. He has a working relationship with the Wu Sisters. Grudge: Qixia the Candied Fruit Vendor (of Hai'an). Grudge: Qixia (many reasons related to their pre-existing relationship)

Iron Tiger: The newest member of the party, sent by Night Thorn to help them expand. He has a longstanding friendship with Iron Beggar Sun Kang, whom he wants to leave his lap of luxury in the House of Flying Lanterns so he can train with the Nature Loving Monks and improve his Kung Fu. Iron Beggar in turn wants Iron Tiger to leave the Celestial Plume Masters. Grudge: Pei Ye (he murdered her favorite client, Golden Cobra).

THE FOX KILLING GRANNY^

Hei Ling found the Nature Loving Monks receptive to his letters. The first to reach out was Fox Killing Granny, one of the chiefs placed in charge of a remote region. They learned from their informants that she resented her position as she was one of the most skilled martial artists in the organization. They also learned she was given the post in question because of an impulsive and cruel nature, though her cruelty was often in service of righteous causes. She was presently trying to capture the leader of the Jade Owl Bandits, believing her to be an escaped consort of the emperor who carried his child. However she was disobeying the orders of the Nature Loving Monks by hounding and killing members of the Jade bandits in this pursuit. 

She arrived and addressed Hei Ling in  straight forward manner, saying she would work with him, despite his dabbling in the celestial plume trade, if he could help ensure her takeover of the leadership position in the northern region of the beggar's territory. She also said she would only work with him if he agreed to not work with any of the other Nature Loving Monk chiefs. 

They spoke for some time and most of the party was against working with here. She told him she wished to have an answer before sunset and he agreed to speak privately with her after deliberating with his men. 

In the meantime Iron Tiger sent his men to obtain fireworks and a loud horn. 

When the time came Fox Killing Granny met with Hei Ling in private and she made clear that she knew Feng the Wanderer, another nature loving monk chief, would come speak with him after sunset. She believed he was working with the empire, and she warned him that imperial agents had infiltrated both their organizations. If he murdered Feng the Wanderer, that would give her the opening she needed to become head chief of the north. Even though his men had expressed skepticism of the arrangement, Hei Ling was persuaded by her words and agreed. 

After Fox Killing Granny left, Hei Ling told his men who largely accepted his decision. However Iron Tiger objected and said he wanted no part in the killing. He would go south instead and find the daughter of an another chief, arrange a marriage and create an alliance that seemed more reliable than the cruel granny. 

The party was distressed but determined that Iron Tiger was a free enough agent that this wouldn't violate her expectation that Hei Ling not work with other chiefs in her organization. Iron Tiger departed and the party awaited the arrival of Feng the Wanderer. 

On his way out of the city, Feng the Wanderer saw twenty cranes gathering in the sky. 

OMENS AT GUAN MANOR 

Feng the Wanderer arrived, bringing a gift of golden taels and dressed in expensive robes. He praised Hei Ling and offered an alliance that would benefit them both. Hei Ling humored him  but, knowing tomorrow was an auspicious day for killing, told Feng the Wanderer that he would be an honored guest, giving him quarters that night. Wei Ziying, who possessed the Yao Rattling Sabre, felt the hilt of his weapon rattle and realized Yao were nearby. 

They scouted outside and saw a Yao spying on Guan Manor. 

That night, Wei Ziying, Wang Hoayang and Dan Zhen'er went out and attacked the Yao. It was easy business with the Yao Rattling Saber but they knew the legends and dismembered the corpse, putting its body parts in chests with secure locks and chains. 

Art by Jackie Musto 

Then they snuck into Feng's room, where Hei Ling stabbed him in the belly. Feng told him the empire would come after him for his actions. Hei Ling finished him off once he had confirmation he was an imperial agent. 

After the killing Hei Ling's men told him there were 20 cranes circling Guan Manor, so he called for an Astrologer. They also discovered that the chest in which the torso of the Yao had been placed was moving. They examined the head and identified the Yao's name. Then Wei Ziying performed a ritual to extract the phoenix spirit of the Yao and house it in a cauldron. This caused the torso to stop moving. 

Astrologer Leng Guozhong arrived, a knowledgeable astrologer and scholar in his 80s with a curious obsession with Hen-Shi. He agreed to enter Hei Ling's service if they provided room and board and helped give him access to printing so he could disseminate his works. 

Examining the cranes he told them a similar sign had been seen when the Righteous Emperor came to power so he interpreted it as they had gained favor with the Enlightened Goddess. When told of the circumstances, he said they had acted in accordance with heaven's will. But he warned them that the Enlightened Goddess could relinquish her favor if they acted against her will. 

THE COURTSHIP OF XIN PING 

Iron Tiger was not keen on the group's plan to work with Fox-Killing Granny and headed to Li Fan with his retinue to find the daughter of chief Xin Shi, Xin Ping, to propose marriage and help create an alliance. 

He found her working as a waitress at the Golden Pavilion. Initially she was quite rude, and he asked her why she was so irritated. She told him she didn't like people like him, people from the empire. She pointed to his clothes which were not how the locals dressed. 

They bickered back and forth for a bit, but eventually said he was interested in courting her. She was embraced and somewhat shocked by his directness but smiled after thinking for a minute.

"You and your men look pretty tough," She said scanning the room as her eyes settled on a man in the back who was laden with weapons and exuded a dangerous aura. "Can you beat him?"

"Yes," Said Iron Tiger. 

"Very well," she said. "If you can beat him in a fight, I will talk more to you about this matter"

Iron Tiger walked over to the man's table and saluted him, "Greetings sir, I was hoping you and I could have a friendly match outside to test one another's kung fu."

The man motioned for Iron Tiger to sit and poured wine for him. "Drink."

"Greatly appreciated my friend," Said Iron Tiger, "But I do not drink wine."

The man sneered and attacked with a powerful palm strike. However He missed and in the next instant, Iron Tiger snapped his arm against the table and the man gave up. 

He spent the next several days getting to know Xin Ping and was quickly able to persuade her to agree to a marriage*. On the way back to Mai Cun he learned that Xin Ping disliked her father. 

THE MATCH MAKING GRANNY

Hei Ling decided it was time to help his friend Scholar Han in his pursuit of Silver Chrysanthemum. He summoned a woman named Luo Rong the Matchmaking Granny. He presented her with information about their birthdays. He also told her about the couple. The Matchmaking Granny said she was happy to act as a matchmaker but believed the woman would only give Scholar Han a chance if he could master a truly impressive martial arts technique, as his talents were not widely respected in the martial world. 

Hei Ling went to Scholar Han and convinced him to come back to Mai Cun and become a pupil of Twin Dagger Zuan Shanhu. He agreed and when he was brought before Twin Dagger she was willing to accept him as a pupil and instruct him in her dagger techniques. She also proposed helping him devise a technique that complimented the Chrysanthemum Daggers. 










^ I had a cold this session and over the weekend so I opted to write this entry in a more straight forward manner than other ones. 

*The player in this instance had asked about relatives of Nature Loving Monk chefs. I didn't have much information on that so I just randomly determined if each one had aunts, daughters, etc. When it was determined that Xin Shi had a daughter I decided she was a waitress in Li Fan and not on good terms with her father. I also figured she had lived a rough life, being the daughter of an absent Nature Loving Monk, and would respond positively to someone who could both help her find stability and prove a tough character (and that toughness would be the deciding factor). When the  player first introduced himself to her I asked in what way he was presenting himself (i.e. was he playing up his toughness, his wealth, his knowledge of the martial world, his intelligence, his courteousness). He said he was going to present as a dangerous figure and that was the thing that indicated to me she would be open to his proposal if she could make him jump through the appropriate hoops. 

Thursday, May 18, 2023

SECT MANAGEMENT

These are very rough rules I have been dabbling with for management of sects. It is part of a manuscript for a PDF. The rules below are by no means the final rules and description entries for the tables are incomplete (though I think in most cases their meanings are obvious without descriptions). This is going to change a lot as many of these numbers are just initial selections to test and rework in playtest. I arrived at my baselines by putting an Excel doc with all the core book sects for Wandering Heroes of Ogre Gate and getting a clearer overview of the numbers of members by rank for each sect. 

I am posting this here because I hope it may be useful to people who are in need of such tools. 

CHAPTER TWO: SECT MANAGEMENT 

Art by Jackie Musto 
The chapter explores building and managing sects. Devising such a sub-system has proven one of the bigger challenges of Ogre Gate, in large part because the campaigns are dictated more by facts on the ground than an abstract set of guidelines or procedures. However the need for sect management is still something that often arises. While I have tried several methods over the years, this chapter offers the two I am most satisfied with. The first is a simple, sect development and disciple gaining by level approach (as you level you gain disciples and the sect grows). The second method is a point-buy approach that allows players to build sects by purchasing disciples and other sect features.  

Please feel free to modify these or create new approaches. The a management of sects very much depends on what you are trying to accomplish and emulate in the campaign. I personally tend to use looser methods, but when it becomes important to quantify these are the kinds of approaches I use. 

 

A more open third option is described at the end of this section. It is more fiscally based.

 

GROWING SECTS AND DISCIPLES BY LEVEL 

 

Using this method every character will attract disciples over time. These are personal disciples. To determine how many personal disciples a character may have, add their Command+Persuade+Deception+2. If they do not have ranks in these they can still get 2 Disciples. Personal Disciples are loyal to their teacher provided they are well treated and given training. A disciple’s loyalty may shift if they feel they are not being adequately tended to. Individual disciples with bad personalities can also become disloyal for other reasons. 

 

When characters reach rank 5 have them roll on the following table. They should roll again each time they level: 

 

DISCIPLE TABLE I

Roll 1d10         Result

1                      2 Qi rank 0 disciples 

2                      1 Qi rank 1 Disciple

3                      2 Qi rank 1 Disciples  

4                      3 Qi rank 1 Disciples 

5                      1 Qi rank 2 Disciple 

6                      2 Qi rank 2 Disciples 

7                      10 Qi rank 0 disciples 

8                      5 Qi rank 1 Disciples 

9                      3 Qi rank 2 Disciples 

10                    Roll on Disciple Table II

 

DISCIPLE TABLE II

Roll 1d10         Result

1                      20 Qi rank 0 Disciples 

2                      10 Qi rank 1 Disciples 

3                      1 Qi rank 3 Disciple 

4                      6 Qi rank 2 Disciples 

5                      2 Qi rank 3 Disciples  

6                      1 Qi Rank 2, 5 Qi rank 1 Disciples 

7                      4 Qi rank 3 Disciples 

8                      50 Qi rank 0 Disciples, 5 Qi rank 1 Disciples, Qi rank 2 Disciples 

9                      10 Qi rank 2 Disciples 

10                    1 Qi rank 4 disciple 

 

 

When the party forms a sect, they should establish a leader. Then they can combine all of their disciples under one organization (ideally with each PC personally overseeing their disciples as sub-chief of the sect). In addition, once the sect is formed the group may roll on the above tables once per year to add to their numbers. 

 

BUILDING SECTS BY POINTS

 

A player who reaches level 5 can become a sect leader (this can happen earlier but few will be respected enough before this level to lead a sect). Your level determines how many points you have to build a sect. 

 

 

SECT LEADER LEVEL                POINTS

5                                              21

6                                              31

7                                              41

8                                              51

9                                              61

10                                            71

11                                            81

12                                            91

 

COSTS

 

DISCIPLES 

Qi Rank 0                                 10 for 2 (can only buy ten at a time)

Qi Rank 1 Disciple                   1

Qi Rank 2 Disciple                   3

QI Rank 3 Disciple                   6

Qi Rank 4 Disciple                   10

Qi Rank 5 Disciple                   15

Qi Rank 6 Disciple                   21

 

BASE INCOMES

5,000                                       Default

10,000                                     6

20,000                                     10

30,000                                     15

50,000                                     21

 

BASE HEADQUARTERS 

Encampment                           2

Storefront                               4

Courtyard House                     6

Manor                                     10

Fortified Manor                      14

Temple                                    18

Fortress                                   21

 

MAX DISCIPLES

 

 

MAX DISCIPLES 

Sect Leader Qi Rank

Max Disciples per Qi Rank 

 

0

1

2

3

4

5

6

5

400

25

20

15

1

0

0

6

800

50

40

30

4

2

0

7

1,400

60

50

40

6

3

1

8

2,800

70

60

50

8

4

2

9

5,600

80

70

60

10

5

3

10

11,200

90

80

70

12

6

4

11

22,400

100

90

80

14

7

5

12

44,800

110

100

90

16

8

6

 

MAX DISCIPLES

These are how many disciples the sect can have based on the sect leader’s Qi rank. You can exceed these amounts but whenever your sect numbers exceeds them, the Sect Leader must make a Leadership Roll against TN 8 that season to avoid internal strife. 

 

INFORMATION NETWORKS, INFLUENCE, AND ESCORT RANKING

These each start at 0d10 and you have three ranks to spend however you wish to start (You could put 1d10 in each; or 3d10 in one, or 2d10 in one and 1d10 in another, etc). These can increase as a result of a project 

 

Information Network: This is a d10 dice pool rolled against a TN to see if you can obtain information. It always functions at your present rank within your area of influence, but decreases by 1d10 the further out of range you extend. 

 

Influence: This is how easily you can influence local officials, constables, local guilds, and other important people. 

 

Escort Ranking: Your ability to safely move goods. This is just your roll to avoid running into trouble. If trouble is encountered then you need to roll a dice pool based on the sect members involved and those interfering. 

 

LEADERSHIP

Add together the Sect Leader’s Command, Deception and Persuade. This produces the sect’s Leadership score. It can be used for a number of things but mostly it is used to prevent internal conflict when the sect exceeds its Max Disciples. Should the max be exceeded, so long as it does so, the sect leader must make a Sect Leadership roll against TN 8 to avoid internal problems. On a failure, roll on Enemy Present column of the sect table that season. 

 

ADVANCING DISCIPLE RANKS 

You must devote time to training disciples. This counts as a project and you can only advance 10 Disciples at a time 

 

FAVORED DISCIPLE
At any given time, you can devote special attention to 1 disciple, having them travel with you. They earn XP with the rest of the party

 

BASE INCOME

Sects have a base income of 5,000 spades a month. This can be increased when you build your sect or raised as a project in a season by increments of 10,000 each season. 

 

SPENDING INCOME

Generally it is assumed your income is spent on things like projects, so there usually isn’t a need to track for those kinds of expenditures (as this is factored into you breaking even each season). But you can still spend money on specific things if you have the resources. You will not need to roll for such projects (for example building an irrigation system so you can make rice fields). But the GM will tell you the cost and the number of seasons it will take to complete. And in exceptional cases the GM may request that you invest a specific amount of income before a project can start (for example a massive undertaking like a trap filled tomb for the master when he dies). 

 

TIME INCREMENTS

Managing a sect is dealt with seasonal increments of time: Autumn, Winter, Spring, Summer and Late Summer. During a season you can focus on a particular project such as recruitment, building, training, etc. However the seasons must wait for events in the game before they can pass. If the players have retired to sect headquarters they can wait out a seasons but with each passing season you must roll on the Sect Tables to see if anything develops. This table is rolled on whether you wait out a season or not. If you are out adventuring then you still roll, just using the appropriate column to do so.

 

Every Sect has a standard Income. It is assumed they break even unless income results arise on seasonal sect roll

 

SECT ROLL TABLE ONE 

Roll 2d10

Sect Leader Present

Junior Leadership Present 

Senior Disciples Present 

Enemy present 

2

Two Projects succeed 

Project Succeeds

Loss of revenue  

Catastrophe 

3

Project Succeeds 

Project Succeeds

Earn Standard Income 

Loss of revenue

4

Project Succeeds 

Earn Standard Double Income

Alliance starts breaking down 

Alliance breaks down 

5

Earn double income

Earn Standard Income

Golden Opportunity 

Alliance Breaks down

6

Earn Standard Income 

Alliance Opportunity 

Stability 

Stability 

7

Alliance opportunity 

Golden Opportunity

Stability 

Stability 

8

Golden Opportunity 

Sect Grows 

Sect Declines 

Sect Declines

9

Stability 

Stability 

Sect Declines 

Sect Declines

10

Stability 

Stability 

Tension within Sect 

Sect Declines

11

Stability 

Stability 

Tension within Sect

Violence within sect

12

Sect Grows 

Tension within sect

Tension with other Sect

Violence within sect 

13

Disciple with Qi ranks seeks to join   

Tension with other sect

Tension with Other Sect

Skirmish with other sect. New Enemy

14

Escort Services Requested 

Locals seek help 

New Enemy 

Attacked by enemy 

15

Locals seek your help 

Escort Services requested 

Attacked by Enemy Sect

Attacked by Enemy 

16

A master or sect seeks your help 

New Enemy 

Attacked by Enemy Sect 

Manual, Treasure or Artifact stole

17

Income Growth 

1d10 Disciples Attacked by a non-enemy sect 

Manual, treasure or Artifact taken 

Hostile Breakaway faction forms

18

New Enemy

2d10 Disciples Attacked by enemy Sect

Unwanted imperial attention 

Hostile Breakaway Faction Forms 

19

1d10 Disciples attacked by enemies

Assassination attempt at sect HQ

Breakaway Faction Forms

Headquarters attacked by multiple enemies 

20

2d10 Disciples Attacked by enemy Sect

Faction forms in sect  

Major Betrayal  

Headquarters attacked by imperial forces 

 

 

 

 

 

 

 

 

 

 

 


SECT STAT BLOCK 

 

NAME OF SECT

Leadership:

Allies:

Enemies:

Numbers: 

Location:

Information Network: d10

Leadership: 

Influence: 

Escort: 

Attack: 

Revenue: 

 

MANAGING RESULTS

For the most part, results from the above tables should be dealt with naturally in place, choosing outcomes that match based on what is going on in the campaign and what the players are trying to do. However feel free to use the guidelines below. 

 

Alliance Opportunity: An opportunity to form an alliance presents itself. This is not guaranteed and the specifics should vary depending on who wishes to work with your sect. Most likely they will ask for terms, with both sides needing to give and take. An alliance opportunity is very easy to lose if mishandled. 

 

Disciples Attacked By Enemy Sect: Pick a random enemy and randomly throw 1d10 or 2d10 members from that sect against them. Make opposed Sect Attack rolls to see who wins.   

 

Disciple With Qi Rank Seeks to Join: A new disciple has heard of your sect’s reputation and wishes to join. To determine their Qi rank roll 1d10: 

1-3       Qi Rank 1

4-5       Qi Rank 2

6-7       Qi Rank 3

8          Qi Rank 4

9          Qi Rank 5

10        Qi Rank 6

 

Earn Standard Income: You gain your income in spades 

 

Earn Double Income: You gain twice your income in spades 

 

Escort Services Requested: A sect, government official, merchant, individual/family or wealthy local magnate seeks help transporting a person or thing of value. If your sect serves as bodyguards and transports the goods, you can earn money or grow your reputation. 

 

Income Growth: Your revenue increases by an increment of 10,000 spades 

 

Stability: Nothing changes and this is usually a good thing.

 

Golden Opportunity: This is just a chance for some big gain in reputation or something specific the sect needs. It could also be income on top of revenue (for example if the sect is involved in banditry, a shipment of smuggled goods will be known to pass through a given area, or if the sect is righteous, a group of notorious outlaws may have been spotted nearby). 

 

Locals Seek Your Help: Locals need help dealing with a threat (a local bully, bandits, corrupt official, monster, etc). This is a sign that you are well respected and have influence. There is usually little to know physical reward but it’s good for your reputation 

 

New Enemy: Your sect gains a new enemy in the form of another sect or a powerful master (higher than Qi rank 6) 

 

A Master or Sect Seeks Your Help: A high rank Master or another sect needs your help with a task. While this is not an alliance opportunity, they will owe you a favor if you succeed. 

 

Project Succeeds: This simply means you complete a project you began. It could be a project related to something physical like a building or field, but it could also mean something more nuanced like an elaborate mercantile arrangement. This can also be a project of training your men so they increase in Qi rank. You can improve rankings in Influence, Information Network, etc by 1d10 as a project. 

 

Sect Grows: Your sect grows by one of the following increments (your choice): 25 Qi Rank Zero,  10 Qi Rank 1, 5 Qi Rank 2,  2 Qi Rank 3, 1 Qi Rank 4. 

 

Two Projects Succeed: The same as Project Succeeds except instead of completing one project, you complete two. 

 

THE OPEN APPROACH 

Using this approach there is no system constraining sect growth, it is only constrained by the players own actions and resources. Using a more freeform style like this means tracking the sect, its resources and responding to actions the players take in a fair way. For example if they put on a demonstration in Mai Cun and kill 20 of Lady 87’s men, its fair for them to be able to recruit some worthy followers. It still may be a good idea to randomize the power levels. I tend to do things like a d10 roll sculpted to the level of the party or level of the party’s leader to determine those kinds of details. And the GM also needs to put together a spread sheet to track revenue, spending, assets, etc. This can get very detailed and requires additional work (asking the players to track their resources can be useful option here). It is also useful to audit this document occasionally to make sure you are accounting for all recent campaign developments. This sounds boring but if done well can be very rewarding for your group. 

 

As an example, Hei Ling and Iron Tiger wander into Mai Cun and get into a brawl with many of Lady 87’s men. Though outnumbered, they manage to handily defeat the 87 Killers, wounding nearly 12 men in the public streets. This will surely incur a grudge but it will also likely boost any recruitment efforts they make. Iron Tiger sees the opportunity and tells everyone watching they should come and train with Hei Ling if they want to learn real kung fu and not the silly games taught at Mai Cun Manor. The GM thinks about it, decides though luck was a huge factor this was also a truly tremendous display. He asks Iron Tiger’s player to make a Command or Persuade roll, which he succeeds. Hei Ling is Qi rank 5, so the GM quickly scribbles a table to roll for recruitment and has Iron Tiger’s player make the roll. 

 

The table is as follows:

1-3       3d10 Qi rank 0

4-5       2d10 QI rank 1

6-7       1d10 QI rank 2

8-9       0d10 Qi Rank 3

10        0d10 Qi rank 4


The player rolls a 6, so he gets 1d10 Qi rank 2 martial experts to join them.