Monday, October 28, 2024

TEMPLE OF THE 18 ARHATS

Playtesters: Kenny Yeung, Ryan Turner and Bret Betnar 

This is a Strange Tales of Songling temple exploration adventure for 3-6 characters of high level. The tone is more whimsical than the previous two entries in this series. However, it is still potentially lethal and the light tone is contrasted with horror. Characters have a higher risk of dying, so players should make backup PCs. 

 

This adventure was inspired by the Pu Songling story The Large Scorpion. Like other sources of inspiration, I encourage the GM to read The Large Scorpion if they have access to it, but it isn’t essential to understanding the adventure. 

 

Note: I playtested this adventure once and am still playtesting it, so the contents of this entry are subject to change should I make revisions over the course of the next playtests. 

 

SYNOPSIS

The players are sent to the Temple of the 18 Arhats, to explore and find the evil at its core and possibly uncover a weapon of advanced design. There they face eighteen mechanized Arhat statue guardians, discovering the temple’s grim history and a terrible black scorpion that haunts its halls. 

 

THE HOOK
The characters can go to the temple for any number of reasons: to obtain a specific sutra, to inspect it for a local official or help locals rid it of the nefarious presence of the black scorpion. The method I used was having them hired by a military official who has heard rumors of a complex weapon in the temple and wants a thorough report on its engineering. This is intended to be a tough adventure so I used this hook with a general camped at the base of the mountain hiring heroes to retrieve the engineering designs from the temple (this allows for a fresh supply of new characters as PCs die). See GENERAL PENG’S CAMP below for details. 

 

BACKGROUND

The temple of the 18 Arhats was founded by an Abbot named Tranquility. Originally, he led a small community of monks, living simply by the mountain pool. They arrived several hundred years ago, during a wave of invasions that eventually saw the empire toppled and overtaken by western nomads. Before the empire was conquered, The Temple of 18 Arhats was fitted with an array of mechanical defenses to protect their sacred Buddhist scriptures. In that time, it was visited by a wandering beggar and magician, called Black Scorpion, because he was known to keep such a creature as his favorite pet. He impressed the monks and abbot with his sleight of hand and was given hospitality for the month. But he used his skills to evade their mechanical guardians and stole several scriptures. The monks chased him into the surrounding mountains and cornered him near the edge of a steep cliff. In the heat of the scuffle, the magician’s scorpion stung the abbot. Knowing instantly it was a lethal venom, the Abbot felt a surge of sudden anger and without thinking thrust the magician off the cliff.

 

Filled with a guilt the monks and abbot Tranquility returned to the temple. Ten days later, the abbot was near death and retreated to a cavern to meditate and stave off the venom’s effect. The black scorpion returned to the temple, stinging each of the monks over the course of days, devouring most and leaving some to die of their stings. With each person it consumed, the Scorpion grew, and each of the monks he ate returned in spirit to the temple as black kite birds that hungered for human flesh. Those who died of their sting, but were not eaten, rose up as undead servants. Now the temple stands in ruin, inhabited by the birds and scorpion, always protected by its mechanical guardians. The Abbot remains in meditation, hidden in his cavern, nearly a mummified corpse. 

 

RUNNING THE ADVENTURE
This adventure is potentially lethal, due to the volume of encounters and lower Max Wounds of Strange Tales of Songling characters. Some methods of healing can be found within the temple to make this easier, but death is a possible outcome for characters. The GM is encouraged to embrace this but should have players make backup characters who can quickly join the group in the event of character death. The GM may also consider running this using the Strange Sandbox method outlines on page 35 of STRANGE TALES OF SONGLING. That would allow for greater survivability. The main way for players to survive is to avoid combat when possible, often by running away or confronting guardians cautiously. 

 

The GM should emphasize to players that running from threats is an option. Even threats as deadly as the Black Scorpion, can be evaded in this way, and will eventually lose interest in them if they run and hide long enough. When characters run from a monster, simply use opposed Speed rolls to see if they can initially escape and follow up these with additional opposed rolls to see if the monster keeps pace or catches up, should it give chase. There is no formal procedure here, but generally I use one initial roll to escape, and once distance is maintained, I require monsters to succeed to keep pace, catching up on a total success. This is all very flexible however and a matter of rulings arising organically from what players try to do. 

 

SURROUNDING AREA 

Anyone approaching the cliff by the stairs can see the Black Kite Birds glaring at them from the cliff’s edge. At this point they simply try to ward people away by making them fearful.  

 

GENERAL PENG’S CAMP

General Peng Wuning has an encampment at the base of the mountain with nearly 3,000 soldiers for his campaign securing the frontier. A forceful man with high ambition, he wants to obtain the weaponry rumored to be at The Temple of the 18 Arhats. He has sent out word to recruit, seeking worthy people to go into the temple in small squads of 4-6. He is offering 100,000 coins to anyone who brings him back enough knowledge to re-engineer the deadly system found in the temple. If the PCs answer his call, he signs them up and sends them to the temple as a unit. He gives them four messenger pigeons and instructs them to send word of how many men died should they need reinforcements (in which case he will send that number up the mountain to join them at the temple).

 

If the players ask why he hasn’t sent his soldiers to take care of the issue, he says simply he needs specialists as there are rumors of supernatural hauntings. He also states that he needs his men for his campaign. However if they press him, he confesses that he worries about the impact the haunted temple would have on his men’s morale. 

 

A. MAGICIANS BODY 

The desiccated remains of the Magician can be found here behind the waterfall. If anyone lays them to rest the monks of the temple are liberated (all except for the corpse of the monk controlling the arhats in AREA 17 and the Abbot). 

 

B. MINGXI POOL

These waters are mysteriously calm. It is relatively shallow. If the pond is searched, there is a stone rod with snake carvings that the magician dropped when he fell. This has the power to control snakes. Anyone who drinks the water feels the sensation of falling from a great height and can feel the rush of the falls around their body. This can’t kill the person but it is convincing enough that you should roll 3d10 against Wits. On a Success the person passes out from the shock. 

 

C. MINGXI STONES

Anyone who meditates on these stones has visions of the events at the temple on a Successful Divination roll. 

 

D. TEMPLE STEPS 

These steps are difficult to climb. If one goes slowly there is no danger but any who press for speed, must make an Athletics roll TN 5 to avoid falling (see Black Scorpion Cliffs for details). 

 

E. YANGSHI FALLS

This is a violent waterfall. Any who plunge off it takes 6d10 damage plus 1 Extra wound. 

 

F. BRIDGE OF LOVING KINDNESS 

This is a simple bridge but the creatures of the temple cannot cross it. 

 

G-H. BELL AND DRUM TOWERS

These were used for communication and marking time in the temple but now they are nearly both collapsed. But they still sound to signal each hour. 

 

I. BLACK SCORPION CLIFFS

This steep cliff of snaggy granite is 90 feet high. Mingxi creek flows over its edge into the violent falls of Yanshi, which empty into the mysteriously calm waters of the Mingxi Pool. Around the pool are large boulders, suitable for resting upon, where the monks used to meditate (The Mingxi Stones). A set of narrow stone steps are carved into the cliff and lead to the temple. This is where Black Scorpion Fell to his death, and his body is just behind the falls. Falling off the cliff causes 6d10 Damage. 

 

TEMPLE OF THE 18 ARHATS 

The players can explore the temple freely. The walls of the temple are all 10 feet high and scalable, as it is a courtyard structure. However climbing the walls puts characters at greater risk for encounters with Black Kites (see ENCOUNTERS IN THE TEMPLE BELOW). 

 

ENCOUNTERS IN THE TEMPLE

One character should roll Survival TN 7 for the party every ten minutes. On a Success there are no encounters, on a failure roll on the following table. Also, when players take certain actions you should roll for specific encounters. For example, anyone climbing a wall should make a TN 8 Athletics roll to avoid an encounter with Flesh Eating Black Kites (as they are on the lookout for scaling intruders). This concept can be extrapolated to other regions of the complex. 

 

Treat all the monsters as living entities in the adventure, who can move freely unless otherwise constrained (for example the large spiders found in the Hall of the Boddhisattva may be found elsewhere but the Bronze Lion Guardians in the entrance have more limited mobility). 

 

TABLE ONE: FRONT COURTYARD

Roll 1d10            Result

1                         Yaksha Demon* (STRANGE TALES OF SONGLING, 64)

2-3                      Flesh Eating Black Kites 

4-7                      Corpse of the Temple

8-9                      Large Spiders (see AREA 8 A-B)

10                       Black Scorpion 

 

TABLE TWO: CENTRAL COURTYARD

Roll 1d10            Result

1                         Yaksha Demon* (STRANGE TALES OF SONGLING, 64)

2                         Flesh Eating Black Kites 

3-4                      Corpse of the Temple

5-6                      Nearest Arhat

7-8                      Large Spiders (see AREA 8 A-B)

9-10                    Black Scorpion 

 

TABLE THREE: INNER COURTYARD 

Roll 1d10            Result 

1                         Yaksha Demon* (STRANGE TALES OF SONGLING, 64)

2                         Flesh Eating Black Kites 

3                         Corpse of the Temple

4-5                      Nearest Arhat

6-7                      Large Spiders (see AREA 8 A-B)

8-10                    Black Scorpion 

 

*This is a lone Yaksha demon roaming the temple grounds, a former imperial official named Xu Wanchou, who was working on a gazetteer of the region when he was struck by the statue in 8. HALL OF THE JADE YAKSHA. Use

 

FLESH EATING BLACK KITES
The large black birds were once the monks of the temple but now serve the Black Scorpion by feasting on the flesh of intruders. 

 

Defenses: Hardiness: 2, Evade 7, Wits 6

Key Skills: Attack: 0d10, Speed: 3d10, Muscle: 0d10, Detect: 1d10

 

Max Wounds: 1

 

Devour: Roll attack against Evade. On a Success they do 0d10 Damage. If enough damage is done to kill the target, they are stripped of much of their flesh and become a corpse of the temple. On a Total Success the person is stripped completely of flesh. 

 

CORPSE OF THE TEMPLE

These are the bodies of those who died in the temple grounds, many of them monks killed by the Scorpions sting. Any killed by the Scorpion serve its will, those who simply die serve their own desire to punish the living. Most of these beings are too weak to stand and must crawl slowly to kill their target. 

 

Defenses: Hardiness 5, Evade 2, Wits 1

Key Skills: Bite: 0d10, Arm Strike: 2d10, Speed: 0d10, Muscle: 3d10

 

Max Wounds: 3

 

Deathly Grip: The corpse can grip targets with crushing force using its Arm Strike, for 1d10 damage plus -1d10 to any skill affected by the damaged limb (if the attack was a success the penalty lasts 10 minutes, if a total success 1d10 hours). 

 

Bite: The bite of a corpse of the temple does 2d10 damage. 

TEMPLE MAP


THE 18 ARHATS AND OTHER GUARDIANS
The temple is protected by 18 hydro-mechanical arhats and a number of other guardians, including bronze lions. These are controlled by a central panel of buttons, cranks and levers, affixed to the temple’s rotating scripture cabinet. According to legend, the system was designed by the great engineer Su Song. This is unlikely as he died before the temple was erected. But the design is similar to his famed astronomical clock tower. From the command center in the scripture hall, the user can control the guardians through a set of chain drives that connect to shafts running under the entire temple. The guardians themselves are attached to these shafts and can freely move on a grid system incorporated into the stonework floor of the temple. The person in command of the guardians can see through their eyes by an elaborate series of mirrors. Without anyone to command the guardians, they can still attack automatically but cannot move. Presently the guardians are commanded by the rotting remains of a monk who is condemned to serve the Black Scorpion in death. 

 

It is important to note that these are mere mechanical representations of the 18 Arhats engineered for the temple, they are not the beings themselves. However some have taken on supernatural properties with time. 

 

SECRET PASSAGE (5A)

There is a secret passage running from area 5 to areas 13, 11 and 14. See AREA 5: HALL OF THE 16thARHAT and 5A: SECRET PASSAGE for details on it. 

 

1. ENTRANCE GATE AND HALLS

This gate is flanked on either side by two doors that contain bronze lion guardians, each inside a small chamber. The doors to these chambers are closed. The ground of the hall is made from square bricks, and every other brick is a trigger that opens the chamber doors and prompts the guardians to attack. The brick triggers can be seen on a Detect TN 7 roll. If anyone steps on them, one or both the guardians attack (it is a 50% chance that one or both doors open). The Bronze Lion Guardian are controlled from the Scripture Hall and can move throughout the grid formed by the bricks in this chamber.  

 

BRONZE LION GUARDIANS

These creatures are made of bronze and have snarling faces of a verdigris hue. 

 

Defenses: Hardiness 9 or 4 against Crossbows or similar weapons), Evade 3, Wits 0

Key Skills: Bite: 0d10 (1d10 damage), Muscle: 1d10, Speed: 2d10

 

Max Wounds: 2

 

Immunities and Weaknesses: Their bodies are susceptible to weapons that more easily pierce armor such as crossbows, lowering their Hardiness from 9 to 4. When the guardian lions reach their Max Wounds they are disabled but can be repaired with a TN 7 Trade skill roll. After disabling them, the attacker can choose to destroy the lions with any further attacks. 

 

2. HALL OF THE BODHISATTVA

This chamber leads into the central courtyard. It is a wide barren hall containing a large wooden guardian statue of an unnamed Bodhisattva. The statue is of a robust man in robes, calmly seated. At the base of the statue is the body of a prior intruder into the temple, dressed as a soldier. His flesh is tarry and fills the chamber with a pungent death stench. He has a functional crossbow and 12 bolts. His body is filled with arrows. He also has a gourd bottle with 2 curing pills (see page 27, STRANGE TALES OF SONGLING). There are two narrow pillars that can provide some cover (+2 to evade) from the arrows.

 

WOODEN BODHISATTVA 

A tall wooden figure, seated with a calm and impassive expression. Its body can fire arrows and it can strike at targets with rigid arms. 

 

Hardiness: 5, Evade: 2, Wits: 0

Skills: Arm Strike: 1d10 (1d10 Damage), Arrows: 0d10 (2d10 Damage), Speed: 0d10

 

Max Wounds: 3

 

Arrows: The body of the Bodhisattva is equipped with arrows that can hit multiple targets standing before it. These can be fired three times before they need reloading. They do 2d10 damage. 

 

Immunities and Weaknesses: If the Bodhisattva reaches its Max Wounds it is disabled but can be repaired with a TN 7 Trade skill roll. After disabling it, the attacker can choose to destroy the wooden Bodhisattva with any further attacks. 

 

2B. BODY

A heavy stench hangs here. There is the corpse of a vagrant who wandered into the temple seeking shelter and had a ring placed upon his head by the 18th Arhat. The ring is on the ground, still functional, but his skull is shattered from the ring. He has been here for two months rotting. 

 

CORPSE WITHOUT A SKULL

This corpse still lives, even though its skull is crushed. It cannot stand but can crawl and grip people with tremendous power. He was once a wanderer named Bei, who came to the temple hoping for a place to rest, but his skull was obliterated by the ring of the 18th Arhat. 

 

Defenses: Hardiness 5, Evade 2, Wits 1

Key Skills: Arm Strike: 2d10, Speed: 0d10, Muscle: 3d10

 

Max Wounds: 3

 

Deathly Grip: The corpse can grip targets with crushing force using its Arm Strike, for 1d10 damage plus -1d10 to any skill affected by the damaged limb (if the attack was a success the penalty lasts 10 minutes, if a total success 1d10 hours). 

 

3. HALL OF THE 18th ARHAT

The door of this chamber opens to reveal a large room with a high ceiling. Against the wall on a set of stone steps rests a figure of bronze, a man upon a tiger. Before the shrine are thick sticks of incense that perpetually burn and never diminish. There is also a stone bowl with a pile of bright oranges containing juicy flesh. The oranges have been here since the temple was destroyed and taken on special properties. Anyone who eats them, gains +1d10 to their Speed and Muscle for 3 hours.  

 

THE 18th ARHAT 

This statue is made from bronze and is of an Arhat Standing atop an angry tiger. He grips the tiger’s tail in one hand, but in the other holds a large ring. 

 

Hardiness: 9 or 4 against Crossbows (see weaknesses), Evade: 7, Wits: 0

Skills: Arm Strike: 1d10 (2d10 Damage), Tiger Attack: 1d10 (1d10 damage), Muscle: 2d10, Speed: 1d10

 

Max Wounds: 2

 

Ring Attack: Roll 1d10 against Evade. On a Success the Arhat places his ring on the target’s head like a tiara, only once secured it crushes them every ten minutes they remain in the temple from that point forward (roll 1d10 against Hardiness, on a Success they lose 1 point of Hardiness, when they reach zero their skull is crushed and they die). Removing the ring is a Muscle TN 10 roll (one roll is allowed every ten minutes). The arhat has ten more rings he can eject from inside his body. 

 

Bronze Fists: The attacks of the Bronze Arhats do normal damage, but on a Total Success they shake the target to the core, reducing Muscle by 1 rank for 1 hour.  This arhat only uses this ability after he has delivered the ring. 

 

Tiger Counter: The Arhat can unleash an attack with its tiger, when it is struck successfully. After a successful attack, roll 1d10 against the Target’s Evade. On a Success the tiger bites for 1d10 damage. 

 

Immunities and Weaknesses: Their bodies are susceptible to weapons that more easily pierce armor such as crossbows, lowering their Hardiness from 9 to 4. When the Arhats reach their Max Wounds they are disabled but can be repaired with a TN 7 Trade skill roll. After disabling an Arhat, the attacker can choose to destroy them with any further attacks.

 

4. HALL OF THE 17th ARHAT 

In this chamber is a statue of an Arhat with robes upon a dragon and protruding ribs atop a dragon. He holds a stone cup in one hand that is filled from rainwater. The roof of the building shows signs of leakage and the floors are black from mildew. Anyone entering the chamber is exposed to the spores: roll 1d10 against Hardiness, on a Success the target becomes dizzy and suffers a -2 to their Evade, which lasts until they have left the room for one minute. 

 

THE 17th ARHAT

This Arhat is made from bronze, but looks a deep green. In his right hand he holds a stone cup containing water dense with a dark mold. He sits upon angry dragon. 

 

Hardiness: 9 or 4 against Crossbows (see weaknesses), Evade: 8, Wits: 0

Skills: Arm Strike: 1d10 (1d10 Damage), Dragon Attack: 1d10 (1d10 damage), Muscle: 1d10, Speed: 2d10

 

Max Wounds: 1

 

Two Attacks: Every round he the Arhat and the Dragon can attack. 

 

Water Attack: The Arhat can throw water in the face of one target. Anyone hit is exposed to a deadly toxin that takes over their body. Make an Arm Strike roll against Evade. On a Success roll 1d10 against Hardiness. If this succeeds the characters flesh is infected. It begins in one area of the body and spreads every ten minutes to another, every area affected imposes an increasing -1d10 penalty to the following skills as they are overwhelmed Muscle, Speed, and Detect). When they reach -3d10 penalty their body is so mold ridden, they collapse and die. This can be reversed on a TN 10 Medicine roll (one allowed every ten minutes). 

 

Bronze Fists: The attacks of the Bronze Arhats do normal damage, but on a Total Success they shake the target to the core, reducing Muscle by 1 rank for 1 hour.  This arhat only uses this ability after he has delivered the ring. 

 

Immunities and Weaknesses: Their bodies are susceptible to weapons that more easily pierce armor such as crossbows, lowering their Hardiness from 9 to 4. When the Arhats reach their Max Wounds they are disabled but can be repaired with a TN 7 Trade skill roll. After disabling an Arhat, the attacker can choose to destroy them with any further attacks.

 

5. HALL OF THE 16th ARHAT 

In this chamber there is a statue of a tall arhat with a broom standing upon a thick base. Beneath the base is a secret panel leading to the passage below. If the statue is moved, it is a Detect TN 7 to see the panel. 

 

THE 16th ARHAT

This Arhat is tall with a look of dim-simplicity in his eyes. He holds a broom, which he can wield as a weapon, and stands on a heavy base that covers the secret passage. The base moves freely and the passage is sometimes discernable when he moves. 

 

Hardiness: 9 or 4 against Crossbows (see weaknesses), Evade: 7, Wits: 0

Skills: Broom: 1d10 (3d10 Damage), Muscle: 3d10, Speed: 0d10

 

Max Wounds: 2

 

Broom Strike: The 16th Arhat can strike with his broom for 3d10 damage. He can also use it to trip someone to the ground on a Total Success (takes a Move to get up). 

 

Immunities and Weaknesses: Their bodies are susceptible to weapons that more easily pierce armor such as crossbows, lowering their Hardiness from 9 to 4. When the Arhats reach their Max Wounds they are disabled but can be repaired with a TN 7 Trade skill roll. After disabling an Arhat, the attacker can choose to destroy them with any further attacks.

 

5A: SECRET PASSAGE

This narrow passage is about three feet wide and five feet tall. It leads from AREA 6 to AREAS 11, 13 and 14. However it is inhabited by an invisible ghost of a monk named Chen who died during the building of the passage. As the decades went on his resentment built against the temple. This rage extends to anyone who enters his passageway. He has also developed a connection with the snakes in the tunnel that he uses to torment interlopers. Anyone in the passage has a 2 in 10 chance of encountering the ghost or his snakes (roll 1d10, on a result of 1-4 the encounter is with the Ghost, on a result of 6-10 the encounter is with the snakes). The ghost can possibly be reasoned with and provide information to the party about the temple, due to his strong dislike of the monks, but this takes some convincing. For Chen use the INVISIBLE GHOST entry in STRANGE TALES OF SONGLING, page 57; for the snakes use KILLER SNAKES entry from STRANGE TALES OF SONGLING, page 61). 

 

6. HALL OF THE 15th ARHAT 

This hall is like the others, large with a high ceiling, and an Arhat sitting upon a deer. Near the statue is the spot where one of the monks died of poison. However, before he died he etched a message into the wall that reads: “Control the Arhats from the scripture pavilion, lay the magician to rest”.  

 

THE 15th ARHAT

This Arhat has a look of wisdom on his face and bushy eyebrows. He rides a deer, which is harmless but its body, if broken open, is revealed to contain 5 Longevity Pills (STRANGE TALES OF SONGLING, 27). 

 

Hardiness: 9 or 4 against Crossbows (see weaknesses), Evade: 7, Wits: 0

Skills: Fist: 1d10 (1d10 Damage), Muscle: 1d10, Speed: 1d10

 

Max Wounds: 1

 

Bronze Fists: The attacks of the Bronze Arhats do normal damage, but on a Total Success they shake the target to the core, reducing Muscle by 1 rank for 1 hour.  

 

Immunities and Weaknesses: Their bodies are susceptible to weapons that more easily pierce armor such as crossbows, lowering their Hardiness from 9 to 4. When the Arhats reach their Max Wounds they are disabled but can be repaired with a TN 7 Trade skill roll. After disabling an Arhat, the attacker can choose to destroy them with any further attacks.

 

Immunities and Weaknesses: Their bodies are susceptible to weapons that more easily pierce armor such as crossbows, lowering their Hardiness from 9 to 4. When the Arhats reach their Max Wounds they are disabled but can be repaired with a TN 7 Trade skill roll. After disabling an Arhat, the attacker can choose to destroy them with any further attacks.

 

7. HALL OF THE 14th ARHAT 

There is a statue here of a reclining Arhat, old and lean. He is made from wood and resting on a stone base in the shape of a banana leaf. On close inspection his hands are made of peach wood. He has awakened, becoming a spirited statue but he is shackled to the mechanisms at his base. The pipe to which he is attached feeds shafts and chains through his entire body (but can be removed if the base is dissembled). He can speak freely and will engage the party even as his body attacks, willing to help them if they can liberate him from the Scripture Pavilion by destroying his base. 

 

THE 14th ARHAT

This Arhat statue is alive and has a mind of its own. This happened spontaneously over time, though perhaps the shape and intention behind the statue has something to do with it. He appears as an old figure, with a bald head and long ears. His physique is lean and he has an impassive expression. While he does not know his name or what he is, the statue desires to learn the dharma and cleanse the temple. The mechanisms in his body cause tremendous discomfort, so he will be thankful to any who remove them. 

 

Hardiness: 7, Evade: 7, Wits: 7

Skills: Arm Strike: 2d10 (1d10 Damage), Muscle: 1d10, Speed: 1d10

 

Max Wounds:

 

Peach Wood Hands: His hands do 1d10 damage against normal foes but 3d10 against supernatural foes. 

 

Awakened: This Arhat statue is fully animate but still connected to the guardian system through his base. If the base is destroyed and he is detached from it, he can freely move around on his own. 

 

Immunities and Weaknesses: When the Arhats reach their Max Wounds they are disabled but can be repaired with a TN 7 Trade skill roll. After disabling an Arhat, the attacker can choose to destroy them with any further attacks. He is immune to fire. 

 

8. HALL OF THE JADE YAKSHA 

This hall if made up of a tall central chamber and two wings, now in disrepair and filled with cobwebs. The middle chamber shows the legacy of flames, with charred floors from an exploding bead (see AREA 8A). In the midst of debris rises a squatting Yaksha statue of faded jade with fat outstretched palms and empty eyes. This statue is not controlled from the scripture pavilion like the others but is made from spirited jade tasked with warding away intruders. 

 

YAKSHA STATUE

This statue is of a heavyset Yaksha, squatting and presenting both its palms. It has a spark of awareness and can curse anyone with a touch. Its aim is never to kill, simply to warn and afflict. It uses slow gestures to warn people from passing it into the inner courtyard. It will not stop them but will palm strike anyone who passes or comes near it. 

 

Hardiness: 8, Evade: 2, Wits: 2

Skills: Palm Strike: 1d10 (Special), Detect: 1d10, Muscle: 6d10, Speed: 0d10 

 

Max Wounds: 7

 

Palm Strike Curse: On a successful palm strike, roll 3d10 against Hardiness. On a Success the target is afflicted with its curse. The strike does no damage but causes the heart to feel hot. This intensifies as the person goes deeper into the temple. Anyone who reaches the Scripture Pavilion, suffers the final effect of the curse, transforming into either a Yaksha Demon (if male) or a Beautiful Yasksha Demon (if female). See YAKSHA DEMONS and YAKSHA DEMONS, BEAUTIFUL, page 64, STRANGE TALES OF SONGLING. 

 

8A-B. SPIDER CHAMBERS 

These wings were once storage areas but have largely been looted, though some rotting grains of rice remain. However, they are filled with impenetrable cobwebs making visibility and entrance difficult. Any who venture into either wing without destroying the webs, suffers a -1d10 penalty to all skills while inside. Each chamber is occupied by abnormally large spiders. On the floor of chamber A is the skeleton of a demon hunter who fell victim to the resident spider. The demon hunter still wears his Exploding Beads, of which there are 10 remaining (page 29 of STRANGE TALES OF SONGLING)

 

LARGE SPIDERS 

These spiders are thin and black but their haunch rises to knee-height. They have red and black angular patterns on their bodies and their legs end in bright yellow tips. 

 

Defenses: Hardiness 2, Evade 8, Wits 2

Key Skills: Web: 1d10, Bite: 0d10,  Muscle: 0d10, Speed: 2d10

 

Max Wounds: 1

 

Web Attack: Roll 1d10 Against the Evade of a single target. On a Success the target is immobilized. On a Total Success the target is immobilized and can take no action at all. Breaking free from the web is a TN 5 Muscle roll.

 

Bite: On a Successful bite roll 1d10 against Hardiness. On a Success the person dies in 1d10 hours unless someone can produce a cure (a cure can be fabricated from the body of the spider on a TN 7 Medicine roll provided the user has access to basic equipment to prepare ingredients. Other cures may also be possible). 

 

9. ABBOT HALL

This was once a more complex structure but most of it burned down and only one building partially remains. But there is a table still standing and a record book written by the abbot. It kept account of the temple, chronicling events and includes details about the final days. Those who read it can learn about the guardian system, that there is a manual near its control center, the story of Black Scorpion, and how the abbot retreated to Wax Cavern to stave off the effects of the venom. 

 

10. ABBOT HALL COURTYARD (13th ARHAT)

This courtyard is filled with debris and the wreckage of abbot hall. There is a small open-air shrine housing the 13th Arhat here. This arhat is robust with a sack made of cloth in his grip. 

 

THE 13th ARHAT 

This Arhat is seated but can stand. He has a wide physique, lively eyebrows and a look of cruel mirth in his eyes. He can move freely through the entire courtyard. 

 

Hardiness: 9 or 4 against Crossbows (see weaknesses), Evade: 7, Wits: 0

Skills: Palm Strike: 2d10 (2d10 Damage), Sack Attack: 2d10, Muscle: 2d10, Speed: 1d10

 

Max Wounds:

 

Two Attacks: The 13th Arhat can attack up to two targets each round. 

 

Sack: Roll against target’s Evade. On a Success they are scooped into his sack. The sack can capture a limitless number of targets and hold a limitless number of objects. Escaping once captures requires a TN 10 Muscle Roll.  If cut it opens but does 4d10 damage to all in area. There is a 50% chance the sack contains a person, monster, object or combination of all three. 

 

Palms Attacks: The palm attacks do 2d10 damage on a normal success. On a Total Success they do 2d10 damage and stun the target, reducing their speed by -2d10 for one round (and reducing their turn order by 4).  

 

Immunities and Weaknesses: Their bodies are susceptible to weapons that more easily pierce armor such as crossbows, lowering their Hardiness from 9 to 4. When the Arhats reach their Max Wounds they are disabled but can be repaired with a TN 7 Trade skill roll. After disabling an Arhat, the attacker can choose to destroy them with any further attacks.

 

INNER COURTYARD 

This area had four alcoves, each containing an Arhat (each labeled 11A-D). There is a central pavilion (Sage of the Sakya Pavilion), the Script Pavilion in the rear, a cavern entrance in the north west corner, and another cavern entrance behind 11D. These Arhats are each likely to attack once anyone enters the area (but remember only one can be operated at a time). 

 

11. SAGE OF THE SAKYA PAVILION 

Here is a large, seated statue of The Buddha that is 12 feet tall. On either side are statues of two 12 feet tall standing figures, one cradling a short blade, the other clasped hands. This area is a sanctuary. None of the creatures in the temple would dare venture inside. The blade in the statue’s hands is exceedingly sharp, a gift from the prefectural magistrate when the temple was built. It functions like a normal sword, doing Muscle+1d10 damage, but the sharpness effectively lowers the target’s Hardiness by 3 when rolling damage. 

 

11A. THE 12th ARHAT

This Arhat has a distracted expression and is cleansing his ear with a finger, his other hand is poised with a digit to clean his other ear.  


THE 12th ARHAT 

Hardiness: 9 or 4 against Crossbows (see weaknesses), Evade: 7, Wits: 0

Skills: Stabbing Finger: 1d10 (2d10 Damage), Muscle: 2d10, Speed: 1d10

 

Max Wounds: 3

 

Stabbing Finger: This finger can be used to stab, draining 1 Hardiness in addition normal damage. However, it can also use its fingers to puncture ears on a successful attack instead of doing damage (if it damages one ear the target takes -2d10 to all Detect rolls related to hearing, if it damages both, the target can no longer hear at all). 

 

Immunities and Weaknesses: Their bodies are susceptible to weapons that more easily pierce armor such as crossbows, lowering their Hardiness from 9 to 4. When the Arhats reach their Max Wounds they are disabled but can be repaired with a TN 7 Trade skill roll. After disabling an Arhat, the attacker can choose to destroy them with any further attacks.

 

11B. THE 11th ARHAT

This Arhat statue looks younger than the others. And seems lost in contemplation. Though seemingly calm, this statue is capable of surprisingly agile attacks. 


THE 11th ARHAT 

Hardiness: 9 or 4 against Crossbows (see weaknesses), Evade: 7, Wits: 0

Skills: Fist: 1d10 (1d10 Damage), Muscle: 1d10, Speed: 3d10

 

Max Wounds: 3

 

Counter: This statue can counter melee and other close range attacks, deflecting blows and launching a strike of its own. Roll 1d10 against the attack roll. On a success it blocks the attack and delivers a fist strike (roll as usual). 

 

Bronze Fists: The attacks of the Bronze Arhats do normal damage, but on a Total Success they shake the target to the core, reducing Muscle by 1 rank for 1 hour.  

 

Immunities and Weaknesses: Their bodies are susceptible to weapons that more easily pierce armor such as crossbows, lowering their Hardiness from 9 to 4. When the Arhats reach their Max Wounds they are disabled but can be repaired with a TN 7 Trade skill roll. After disabling an Arhat, the attacker can choose to destroy them with any further attacks.

 

11C. THE 10th ARHAT 

This Arhat has his hands raised above his head, as if coming out of a deep meditative state. His mouth is yawning and can release a trance inducing chime. It has a trace of intellect, seeming to delight in causing harm. 


THE 10th ARHAT

Hardiness: 9 or 4 against Crossbows (see weaknesses), Evade: 7, Wits: 2

Skills: Fist: 1d10 (1d10 Damage), Chime: 1d10, Muscle: 1d10, Speed: 3d10

 

Max Wounds: 3

 

Chime: He issues a resounding ring that washes over people and distorts their perceptions. Roll 1d10 against the Wits of all in hearing range. Those affected begin to misperceive friend from foe. When they attack a target there is a 1 in 5 chance that they attack an ally instead. 

 

Bronze Fists: The attacks of the Bronze Arhats do normal damage, but on a Total Success they shake the target to the core, reducing Muscle by 1 rank for 1 hour.  

 

Immunities and Weaknesses: Their bodies are susceptible to weapons that more easily pierce armor such as crossbows, lowering their Hardiness from 9 to 4. When the Arhats reach their Max Wounds they are disabled but can be repaired with a TN 7 Trade skill roll. After disabling an Arhat, the attacker can choose to destroy them with any further attacks.

 

11D. THE 9th ARHAT

This Arhat statue guards the entrance to the wax cavern. He is seated with a compassionate expression and opens his chest to reveal an image of the Buddha. Those who look at the Buddha image begin to stare and can’t look away and are eventually lulled into a deep sleep. 


         THE 9th ARHAT

Hardiness: 9 or 4 against Crossbows (see weaknesses), Evade: 7, Wits: 0

Skills: Fist: 1d10 (2d10 Damage), Heart of Buddha: 1d10, Muscle: 2d10, Speed: 2d10

 

Max Wounds: 3

 

Heart of Buddha: Roll 1d10 against the Wits of any who look in the direction of The 9th Arhat. On a success the target can’t look away and feels no desire to act (to act this round they must make a Reasoning roll TN 7). On a Total Success the target falls asleep for 1d10 minutes.  

 

Bronze Fists: The attacks of the Bronze Arhats do normal damage, but on a Total Success they shake the target to the core, reducing Muscle by 1 rank for 1 hour.  

 

Immunities and Weaknesses: Their bodies are susceptible to weapons that more easily pierce armor such as crossbows, lowering their Hardiness from 9 to 4. When the Arhats reach their Max Wounds they are disabled but can be repaired with a TN 7 Trade skill roll. After disabling an Arhat, the attacker can choose to destroy them with any further attacks.

 

12. WAX CAVERN

This chamber is a small cavern that is so named because the rocks here resemble wax. They are quite solid but have the appearance and sheen of candles. It is here that Tranquility came to stave off the effects of the poison in his final days. His body is nearly perfectly preserved, not quite dead, and mummified by the elements. It rests in the back of the chamber and has traces of life remaining. Though terrifying to behold, he is kind and can offer the characters advice if they are willing to listen. The GM should play up how menacing he first appears. 

 

TRANQUILITY 

Tranquility has been in a prolonged state of meditation, unconcerned about the dangers lurking in the temple. In the time he has spent meditating, Tranquility understands that the temple twisted the meaning of the Arhats and was overzealous in protecting the scriptures with cruel guardians. He needs neither food nor drink and his flesh clings to his bones like parchment. He is not familiar with events that transpired after he sought seclusion in the cave but can provide useful information about the temple and has some abilities that can aid the party. Due to his frailty, he is unlikely to survive should he give assistance. His voice is very feeble and sounds ghastly, like a death rattle. If Tranquil is killed, he rises as an undead servant of the Black Scorpion.

 

Defenses: Hardiness 2, Evade 2, Wits 7

Skills: Arm Strike: 0d10, Leg Strike: 0d10, Detect: 0d10, Survival: 3d10, Command: 3d10, Ritual: 3d10, Medicine: 1d10, Muscle: 0d10, Speed: 0d10, Creatures: 1d10, Religion: 3d10

 

Max Wounds: 1

Magic: Demon Sutra, Blood Against the Demons

 

CORPSE OF TRANQUILITY 

If Tranquility becomes a corpse, he serves the will of the Black Scorpion and hungers for human flesh. 

 

Defenses: Hardiness 5, Evade 5, Wits 2

Skills: Arm Strike: 1d10, Bite: 1d10 (2d10 Damage), Leg Strike: 0d10, Detect: 0d10, Muscle: 2d10, Speed: 1d10

 

Max Wounds: 3

 

13. BLACK SCORPION GROTTO

This expansive area of stark white stone is warm and opens into shallow pools where the Scorpion baths its body. It has steeped so long in the waters that they have healing properties. Anyone who rests in them heals 1 wound every hour. 

 

THE BLACK SCORPION

This scorpion is 6 feet long with a shiny black exoskeleton and long pincers. Though intelligent, the Black Scorpion does not communicate or use language. It can affect those under its controlled through will. It desires to forever plague the temple grounds and keep its monks as servants for their crimes against the Magician. 

 

Defenses: Hardiness 8, Evade 7, Wits 5

Skills: Sting: 0d10 or 2d10 if in pincers, Pincers: 3d10, Muscle: 1d10, Speed: 3d10, Command: 1d10, Survival: 3d10

 

Max Wounds: 9

 

Immunities and Weaknesses: The Scorpion is immune to normal weapons and only affected by magic. It is also susceptible to peach wood. 

 

Pincers: Its pincers are more for holding people in place. On a Successful Pincer attack it does 0d10 damage but has the target gripped and can deliver a free 2d10 attack with its stinger. 

 

Sting: Its sting can reach targets ten feet away. Roll 0d10 against Evade (2d10 if it has the target in its pincers). On a Success the sting does 1d10 damage and afflicts the target with venom. Those stung die in 1d10 days. Anyone killed by the venom rises as an undead servant of the scorpion. If the scorpion consumes the corpse, the spirit returns as a Black Kite in service to it. This also causes the Scorpion to grow in size and power.

 

Command: The Black Scorpion commands the Flesh Eating Black Kites and the corpses in the temple. 

 

14A: PAVILIAN ENTRANCE 

The entrance to this pavilion is sealed and the building remains in good repair. The walls have Hardiness 8 and 5 Wounds for the purposes of breaching. The door requires a TN 5 Theft roll to pick open, or a TN 7 Trade roll to open, or a TN 10 Muscle roll to force open. 

 

14. SCRIPTURE PAVILION 

This is the first story of the structure housing the temple’s scriptures. The back of the chamber has stairs going to the next level. In the center of the chamber is a golden Bodhisatva, its body layered in a dense coating of spikes. Its mouth opens and draws in heavy breaths that suck people against its spikes. When the statue draws in air, the characters must make an opposed Muscle roll against its 1d10 breath roll to remain in place or reach the stairs without getting sucked to the statue.  

 

Secret Panel: The Golden Bodhisatva has a secret panel on its back that is found if anyone inspects it closely (otherwise TN 8 Detect). This contains 20 pills of Heavenly Growth (see page 106 of STRANGE TALES OF SONGLING). 

 

GOLDEN BODHISATVA

This statue is several meters high and broad. It can’t move its limbs, but it can draw in air with great force when it opens its mouth. 

 

Hardiness: 9, Evade: 2, Wits: 0

Skills: Breath: 1d10, Speed: 0d10

 

Max Wounds: 5

 

Breath: Make an opposed 1d10 roll against Muscle roll of the target. If it succeeds the target smashes into the statue for 1d10 damage. On a Total Success the target smashes into the statue for 2d10 damage. It takes a successful muscle roll to extract oneself from the statue. 

 

Immunities and Weaknesses: If the Bodhisattva reaches its Max Wounds it is disabled but can be repaired with a TN 7 Trade skill roll. After disabling it, the attacker can choose to destroy the Bodhisattva with any further attacks. 

 

15. SCRIPTURE PAVILION LEVEL ONE (ARHATS 8-6)

There are three Arhat statues here made dense bronze. Unlike the other Arhats, they can all be controlled at the same time from the Scripture Cabinet. Because they possess a spark of intelligence they contribute a will of their own to any conflict. 

 

ARHATS 8-6

These arhats are painted with brilliant colors and nearly 14 feet tall. The 8th Arhat Rides an Elephant, the 7thArhat cradles a lion and is seated, and the 6th holds a book in one hand and has a tiger at his feet. Each of the Arhats is protected by their animal, using them to counter attacks. 

 

Hardiness: 9 or 4 against Crossbows (see weaknesses), Evade: 7, Wits: 2

Skills: Fist: 1d10 (3d10 Damage), Animal: 1d10, Muscle: 3d10, Speed: 1d10

 

Max Wounds: 3

 

Lion and Tiger Counters: The Arhat can unleash an attack with its tiger or lion, when it is struck successfully. After a successful attack, roll 1d10 against the Target’s Evade. On a Success the tiger bites for 1d10 damage. 

 

Elephant Counter: The elephant doesn’t block an attack but retaliates with a stream of acid from its trunk. Roll 1d10 against Evade. On a Success the target’s flesh is eaten away causing 1d10 damage and suffers a permanent -1d10 penalty to persuade. On a Total Success they suffer a permanent -2d10 penalty to Persuade. 

 

Bronze Fists: The attacks of the Bronze Arhats do normal damage, but on a Total Success they shake the target to the core, reducing Muscle by 1 rank for 1 hour.  

 

Immunities and Weaknesses: Their bodies are susceptible to weapons that more easily pierce armor such as crossbows, lowering their Hardiness from 9 to 4. When the Arhats reach their Max Wounds they are disabled but can be repaired with a TN 7 Trade skill roll. After disabling an Arhat, the attacker can choose to destroy them with any further attacks.

 

16. SCRIPTURE PAVILION LEVEL 2 (ARHATS 5-2)

In this chamber are four Arharts, made from a combination of bronze and jade. Unlike most of the other Arhats, these can all be controlled at the same time from the scripture cabinet. These Arhats are more aware than the others. Their facial expressions and eye movements are life-like. 

 

ARHATS 5-2

The 5th Arhat is seated, clutching large prayer beads. The 4th holds a tall golden pagoda in his left hand and his right hand extends forward ready to snap his fingers, The 3rd Arhat stands on one leg with a begging bowl, the Second Arhart appears joyous and his arms are extended. 

 

Hardiness: 9 or 4 against Crossbows (see weaknesses), Evade: 7, Wits: 3

Skills: Fist: 1d10 (3d10 Damage), Ranged: 1d10, Muscle: 3d10, Speed: 1d10, Begging Bowl: 2d10, Ritual: 0d10, Talent: 1d10

 

Max Wounds: 3

 

Bead Attack: The 5th Arhat has prayer beads. These prayer beads can be thrown at targets and explode for 3d10 damage. 

 

Finger Snap: With the snap of his fingers, the 4th Arhat can cause people to shrink to the size of his thumbnail so he may house them in his pagoda as pets. Roll Ritual 0d10 against both Wits, Evade and Hardiness (one roll against all three). On a Success the target turns into a Thimble Sized man and is sucked inside the pagoda (where there are already 1d10 other people being housed. The 4th Arhat supplies his pets with regular food and water and tries to thwart any escape attempts. 

 

Bowl: The 3rd Arhat can draw other people’s items into his begging bowl. He can target one object each round. Make an opposed 2d10 roll against the Muscle of the target. On a Success the item it pulled through the air into the begging bowl. 

 

Song of the Heart: The 2nd Arhat sings a song that causes the those affected to feel nauseous and dizzy. Roll 1d10 against Hardiness. On a Success the GM should secretly lower the target’s Hardiness by 1. On a Total Success lower it by 2. When the target reaches 0 Hardiness, his or her heart is sucked out of their chest and into the hands of the 2nd Arhat. 

 

Bronze Fists: The attacks of the Bronze Arhats do normal damage, but on a Total Success they shake the target to the core, reducing Muscle by 1 rank for 1 hour.  

 

Immunities and Weaknesses: Their bodies are susceptible to weapons that more easily pierce armor such as crossbows, lowering their Hardiness from 9 to 4. When the Arhats reach their Max Wounds they are disabled but can be repaired with a TN 7 Trade skill roll. After disabling an Arhat, the attacker can choose to destroy them with any further attacks.

 

17. SCRIPTURE CABINET HALL 

This chamber houses a tall rotating scripture cabinet, which contains a range of key sutras, teachings on doctrine and the life of The Buddha. It forms the epicenter of the guardian system in the temple. There is a wooden seat connected to the back of the cabinet, which faces a panel of levers and cranks that control the guardians through chain drives that power shafts running beneath the floor. Upon this seat, reposes the corpse of a monk, in full command of the device. Protecting them both is the First Arhat. 

 

Controlling the Guardians: The Guardians can be controlled from the command center on a successful Trade skill. Inside the rotating scripture cabinet is a bound tome, alleging to be written by Su Song, that explains how to control the command center. Anyone attempting to do so without the knowledge from this book, does so at a -2d10 Penalty. While the book takes time to read, a Scholar can use their Frantic Research ability to understand the basics of the command center from the book in the heat of combat. One guardian can be controlled at a time except when otherwise noted. 

 

THE 1st ARHAT 

The 1st Arhat has long eyebrows down to his knees and is seated in a chair. He is 15 feet tall and can spin around like a top to attack. As he spins his eyebrows slice through the air like razor. 

 

Hardiness: 9 or 4 against Crossbows (see weaknesses), Evade: 7, Wits: 3

Skills: Fist: 1d10 (2d10 Damage), Ranged: 1d10, Muscle: 2d10, Speed: 2d10

 

Max Wounds: 4

 

Eyebrows: Make a 1d10 roll against Evade of up to 2 targets. On a Success roll 2d10 Damage. On a Total Success he slices off the target’s head. If the damage roll on a normal success does 1 Wound and the target loses a random limb (1-5 an arm, 6-10 a leg). 

 

Bronze Fists: The attacks of the Bronze Arhats do normal damage, but on a Total Success they shake the target to the core, reducing Muscle by 1 rank for 1 hour.  

 

Immunities and Weaknesses: Their bodies are susceptible to weapons that more easily pierce armor such as crossbows, lowering their Hardiness from 9 to 4. When the Arhats reach their Max Wounds they are disabled but can be repaired with a TN 7 Trade skill roll. After disabling an Arhat, the attacker can choose to destroy them with any further attacks.

 

MONK CORPSE

In life this monk was named Wisdom, who was poised to succeed the abbot as head of the temple. Unlike the other monks, he voluntarily formed a pact with the Scorpion to serve it forever, rather than face a pitiful end like his brethren. 

 

Defenses: Hardiness 5, Evade 6, Wits 8

Key Skills: Arm Strike: 3d10 (2d10 Damage), Death Cackle: 1d10, Speed: 2d10, Muscle: 2d10, Trade: 3d10, Religion: 2d10, Read Script: 3d10, Institutions: 2d10

 

Max Wounds: 5

 

Death Cackle: His nightmarish laughter fills people with dread and even propels an unlucky few to an early grave. Roll 1d10 against Wits. On a Success he shakes anyone who hears to the core, causing them to suffer a -4 on their Turn Order and a -1d10 to Combat skills. On a Total Success Roll individually against each target again. If this gets a success the target begins laughing and heaving until they vomit up their own guts. This lasts 1d10 rounds and each round the victim must make a Muscle roll against the Monk’s result. Every round the target fails, he or she vomits up guts and loses a wound.