FOUR POSSIBLE ENDINGS "When the bitters of adversity are exhausted, then come the sweets of happiness" - traditional Chinese proverb "The ideal state is a small intimate community, Where all the necessities of life are present in abundance" - Lao Tzu 1. The magic incense goes out and The Five Brothers of Thunder and nine members of the White Knife Society conquer Hung Lian through force of arms and the power of magic. Wow. Things have gone very badly. Hung Lian will be laid waste - the P.C.s can just forget about it. They can either cut their losses and run or they can go crying to Li Hsien. Hsien will take the news stoically, but he won't be happy. He doesn't know how the Five Brothers can be defeated now - the victory over Hung Lian will only have made their magic stronger. The only person he knows who might know the answer is Lukhar the Golden, who dwells somewhere in distant Xizang (Tibet). Obviously, this is a whole new quest in itself, and way beyond the scope of this scenario. 2. The incense remains burning (perhaps because it is hidden?), but The Five Brothers of Thunder and nine members of the White Knife Society conquer Hung Lian through force of arms and the power of magic. This is bad, but not nearly so tragic as the first alternative. The Brothers will punish Hung Lian severely, but will decide to spare the village because they need to use it as a power base. The Brothers will begin recruiting soldiers from the surrounding area and will soon have themselves a well-defended village of slaves. They will also keep close tabs on the White Knife Society in case they need their services again. If the P.C.s want to save Hung Lian, they had better either raise some forces or start coming up with some very cunning plans. It may be time to start playing Robin Hood (Lo-Pin Hu?). 3. The incense remains alight and the village defeat the combined forces of The Five Brothers of Thunder and the White Knife Society. The characters are the heroes of Hung Lian, loved and adored by all. The village may be poor, but from now on, there is almost nothing that it will not do to help its benefactors. Make sure that the P.C.s get as huge a feast as the town can manage, and a speech from the magistrate/headman Cheung Ch'i praising them in the highest possible terms as the saviors of the village. They may not get much wealth from this adventure, but there is at least one place in the world where they can always be sure to find friendly faces, a full bowl and an overflowing cup of millet wine. It is quite possible that the P.C.s will gain a reputation as demon- slayers, especially when old Shan Tsai dies and his wife Shan Chin makes her break out into the big city. They may then find that other, perhaps richer, supplicants coming to them for help against supernatural oppressors. 4. The incense is extinguished but the characters and the village defeat the combined forces of The Five Brothers of Thunder and the White Knife Society. The result is initially much the same as in the previous case. The P.C.s will be hailed as heroes and will have friends for life in the citizens of Hung Lian. On the down side, the Five Brothers of Thunder are sure to return in fine melodramatic villain fashion with a new plot to take over the village. The sequel is up to you, but there is certain to be one. Bwah-ha-ha-etc. STATISTICS FOR THE BAD GUYS "When wrath speaks, wisdom veils her face" - traditional Chinese proverb "He who desires to conquer desires to kill" - Lao Tzu THE FIVE BROTHERS OF THUNDER The Five Brothers of Thunder are ancient spirits of unknown origin. They are all powerful magicians associated with Earth and they all have powers over the element of Water. Like many spirits, their vanity lead them to demand obedience and fear from the helpless mortals around them. Many ages ago, they were banished beneath the ground by the god Chih- Chiang Fyu-Ya on the orders of the White Jade Ruler, Ti himself. However, The Five Brothers of Thunder have now managed to regain their freedom and want their old tyrannical status back. They intend to start their new reign by conquering the humans who released them, the poor citizens of the village of Hung Lian. It should be noted that the spells listed for each Brother need not be the limit of their powers. Sometimes I let them do things by mysterious means if the plot calls for it without having specific mechanics behind it. That's what's known as a "plot device". ;) None of the advantages of the Five Brothers of Thunder can be determined by looking at them. For instance, although they each have the Gills advantage, this just indicates that they can breathe under water. Their necks look perfectly normal. One new magical advantage that the Five Brothers of Thunder each have is Brothers of Thunder Resurrection. This means that if they are killed, they will simply disappear in a puff of stinking yellow smoke to reform at their lair within five hours. There are magical means of ridding the Brothers of this advantage, which the P.C.s had better do if they hope to defeat them. The Taoist hermit Li Hsien knows how it can be done. The present lair of The Five Brothers of Thunder is in an underwater cave in the river Shou, downstream from Hung Lian. However, assume that the magic of the Brothers prevents the P.C.s from finding it while those villains still live. If the P.C.s want to find the lair after the Brothers have been destroyed then they will need the Breathe Water spell, the Breath Holding skill, or a cunning plan to do so. They will find the lair to be much like an ordinary under-water cave, save with an unusual number of fish bones strewn about. However, amid the garbage can be found five large pearls, whose value will be 100 tael ($1,700) each in a city! It is possible that at some point the P.C.s will decide to capture one of the Five Brothers of Thunder. If the Brother still has a visit to pay to the village at some later point as part of the plot, this could be a problem. Having Lying Brother sneak into the village in magical disguise to free one of his brethren might solve this problem, at least once. If you use this ploy, ensure that someone sees Lying Brother escorting the prisoner away - even if the witness thinks that Lying Brother is merely another villager at the time. This could lead to a whole new trial for the "traitor", wasting yet more time that the citizens need for readying themselves. Having said this, don't thwart the player's plans at every turn just so that you can stick exactly to the series of events as I have laid them out - it is more important that they feel that their actions have an influence on what happens. You may have to improvise a little. :o ELDEST BROTHER APPEARANCE: A sneering old man with white hair and a white mustache. ST: 12 IQ: 15 DX: 12 HT: 13 Speed: 6.25. Move 6. Dodge: 6. Parry: 10. Punch: 1d. Kick: 1d+2. ADVANTAGES: Amphibious, Brothers of Thunder Resurrection, Gills, Magical Aptitude 3, Nictating Membrane, Unaging. SKILLS INCLUDE: Judo -15, Karate -15, Occult -16, Philosophy (Taoist) - 16. SPELLS: Seek Earth- 16, Shape Earth -16, Earth to Air -16, Earth to Stone -16, Create Earth -16, Seek Air- 16, Purify Air- 16, Create Air- 16, Shape Air- 16, Lightning -16, Seek Water- 16, Purify Water- 16, Create Water- 16, Shape Water- 16, Clouds- 16, Rain- 20, Divination (Feng Shui)- 20. LYING BROTHER APPEARANCE: Thin and weedy with a slightly stooped stance. He has a single tuft of stringy hair growing from the right side of his chin. ST: 12 IQ: 15 DX: 12 HT: 12 Speed: 6. Move 6. Dodge: 6. Parry: 10. Punch: 1d. Kick: 1d+2. ADVANTAGES: Amphibious, Brothers of Thunder Resurrection, Charisma +2, Gills, Magical Aptitude 1, Nictating Membrane, Unaging. SKILLS INCLUDE: Climbing -16, Flute -14, Judo -15, Karate -15, Mimicry -14, Stealth -16. SPELLS: Seek Air- 14, Purify Air- 14, Create Air- 14, Shape Air- 14, Seek Water- 14, Purify Water- 14, Create Water- 14, Shape Water- 14, Clouds- 14, Rain- 16, Simple Illusion -14, Illusion Disguise -15, Complex Illusion -14, Perfect Illusion -18, Sound -14, Blur -14, Invisibility -14. SAGACIOUS BROTHER APPEARANCE: Long face and long droopy black mustache and beard. His manner is serene but very smug. ST: 12 IQ: 15 DX: 12 HT: 12 Speed: 6. Move 6. Dodge: 6. Parry: 10. Punch: 1d. Kick: 1d+2. ADVANTAGES: Amphibious, Brothers of Thunder Resurrection, Gills, Magical Aptitude 1, Nictating Membrane, Unaging. SKILLS INCLUDE: History (Chinese) -16, Judo -15, Karate -15, Savoir- Faire -15. SPELLS: Seek Air- 14, Purify Air- 14, Create Air- 14, Shape Air- 14, Seek Water- 14, Purify Water- 14, Create Water- 14, Shape Water- 14, Clouds- 14, Rain- 16, Sense Life -14, Sense Foes -14, Sense Emotion -14, Persuasion -15, Foolishness -14, Fear -14, Daze -14, Mass Daze- 15, Sleep- 14, Mass Sleep- 15. BROTHER LIGHTNING APPEARANCE: Short and clean-shaven with his long hair held tightly back in a pony-tail. ST: 12 IQ: 14 DX: 13 HT: 12 Speed: 7.25. Move 7. Dodge: 7. Parry: 10. Punch: 1d. Kick: 1d+2. ADVANTAGES: Amphibious, Brothers of Thunder Resurrection, Gills, Increased Speed 1, Magical Aptitude 2, Nictating Membrane, Unaging. SKILLS INCLUDE: Acrobatics -16, Judo -16, Jumping -16, Karate -16, Running -16. SPELLS: Seek Air- 14, Purify Air- 14, Create Air- 14, Shape Air- 14, Walk on Air- 14, Seek Water- 14, Purify Water- 14, Create Water- 14, Shape Water- 14, Clouds -14, Rain -16, Walk on Water- 14, Cloud Walking -14, Cloud Vaulting -17. BROTHER THUNDERCLAP APPEARANCE: Bushy pitch-black hair and beard streaked with gray. He looks as if he has never had a haircut or shave in his life. ST: 13 IQ: 14 DX: 12 HT: 12 Speed: 6. Move 6. Dodge: 6. Parry: 10. Punch: 1d+1. Kick: 1d+3. ADVANTAGES: Amphibious, Brothers of Thunder Resurrection, Gills, Magical Aptitude 1, Nictating Membrane, Unaging. DISADVANTAGES: Bad Temper, Bully. SKILLS INCLUDE: Judo -15, Karate -15, Singing -16. SPELLS: Seek Air- 13, Purify Air- 13, Create Air- 13, Shape Air- 13, Seek Water- 13, Purify Water- 13, Create Water- 13, Shape Water- 13, Clouds- 13, Rain- 15, Sound- 13, Thunderclap - 20. THE NINE MEMBERS OF THE WHITE KNIFE SOCIETY The White Knife society is a small gang of skilled and well-equipped mercenaries. They have been hired by The Five Brothers of Thunder to take over Hung Lian or kill all the villagers in the attempt. Although they have no great love for the Brothers, their honour demands that they stay bought. The P.C.s and the village itself will never be safe as long as any of the nine remain alive. Their leader is Gentleman Yung. THE EIGHT ORDINARY MEMBERS OF THE WHITE KNIFE SOCIETY White Knife Society members all wear identical white jackets and trousers and have leather sandals on their feet. The left sleeve of each jacket bears a crude picture of a white knife. The outfits probably look pretty impressive when they are clean, but they are usually caked with dirt. Every member has a beard and mustache. ST: 12 DX: 11 IQ: 10 HT: 12 Thrust: 1d-1. Swing: 1d+2. Punch: 1d-2. Crossbow: 1d+3 imp. Jiann: 1d impale / 1d+2 cut. Speed: 5.75. Unarmoured: Move: 4. Dodge: 4 or 7 with shield. Block: 10. Parry (Jiann): 6 or 9 with shield. Armoured: Move: 3. Dodge: 5 or 8 with shield. Block: 12. Parry (Jiann): 9 or 12 with shield. ADVANTAGES: Ally Group (White Knife Society). DISADVANTAGES: White Knife Society Code of Honour (Never Break Your Word, Never Surrender Or Give Up, Protect Other White Knife Society Members With Your Life). SKILLS: Agronomy -10, Area Knowledge (Ch'u) -12, Brawling -14, Broadsword (Jiann) -13, Crossbow -12, Riding (Horse) -13, Shield -14, Tactics -6. QUOTES: "Die fool!" "Charge!" GENTLEMAN YUNG, LEADER OF THE WHITE KNIFE SOCIETY Gentleman Yung is dressed like every other member of the White Knife Society. Only his proud bearing and the deference that the other members of the Society show him betray his status among them. ST: 13 DX: 12 IQ: 12 HT: 13 Thrust: 1d. Swing: 1d+2. Punch: 2d-1. Crossbow: 2d imp. Jiann: 1d+1 impale / 1d+3 cut. Speed: 6.25. Unarmoured: Move: 5. Dodge: 5 or 8 with shield. Block: 11. Parry (Jiann): 7 or 10 with shield. Armoured: Move: 4. Dodge: 6 or 9 with shield. Block: 10 or 13 with shield. Parry (Jiann): 9 or 12 with shield. ADVANTAGES: Ally Group (White Knife Society). DISADVANTAGES: White Knife Society Code of Honour (Never Break Your Word, Never Surrender Or Give Up, Protect Other White Knife Society Members With Your Life). SKILLS: Agronomy -11, Area Knowledge (Ch'u) -14, Bard -12, Brawling - 16, Broadsword (Jiann) -15, Crossbow -14, Leadership -13, Riding (Horse) -15, Savoir-Faire -14, Shield -16, Tactics -9. QUOTES: "You are welcome. Please - sit" "Now I must destroy you!" When preparing for battle, members of the White Knife Society will don heavy leather armour (PD 2, DR 2) and carry medium shields (PD 3). They will bare jianns (broadswords) for close combat and for fighting at range, they carry crossbows (Malf 16, SS 12, Acc 4, Wt 6, Shots 1). For normal members of the society, crossbow 1/2D is 240 and Max is 302. For Gentleman Yung, crossbow 1/2D is 260 and Max is 327. Although the members of The White Knife Society are not tactically sophisticated, they will realize that if the peasants have no missile weaponry, then sniping with crossbows and riding away could be highly effective. This means that if the P.C.s are to defeat the Society, it will not be enough to train the peasants up half a point in Polearm skill each and then hand them a hoe. They are going to have to outwit their adversaries.