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Showing posts with label Warhammer. Show all posts
Showing posts with label Warhammer. Show all posts

Friday, 31 July 2026

Water babies


The kappa of The Eye of the Dragon, which eventually found their way into Dragon Warriors, owe very little apart from their watery habitat to the creatures of Japanese folklore. For one thing they live in the sea, whereas Japanese kappa haunt ponds and streams. Not to mention the unhealthy obsession with mortal posteriors, as in the illustration above where a kappa is looking at an bow trap baited with a corpse whose arse is positioned directly under the arrow tip.

The way it came about was this. I probably first came across kappa (the original variety) either in Richard A Lupoff’s Sword of the Demon or the roleplaying game Bushido. As the setting of The Eye of the Dragon is vaguely Graeco-Egyptian, at least architecturally, and kappa is a Greek letter, some circuit tripped in my brain. That combined with The Tempest’s “of his bones are coral made; those are pearls that were his eyes” and gave us the DW kappa.

For our Tetsubo book (I won’t recap the story here, there are enough old posts about it) Jamie and I naturally had to include to genuine Japanese kappa, supposedly spawned from the ghosts of the Heike after the clan’s destruction at the sea battle of Dan-no-ura.

According to the Morokoshi Kinmō Zui, these creatures resemble a small child or monkey with a back entirely covered in scales, look like a tiger when resting on the sand, and have long claws that they keep hidden in the water. But folk tales, like dreams, are elusive and protean; another description claims the kappa has the body of a tortoise, the limbs of a frog, and the head of a monkey. Just to confuse things even more, the Suiko (a Bugaku theatrical mask) depicts the creature with flat ears, a pointed eagle nose, and a coxcomb covered with tiger's skin.

In the river of Kawachi Mura, a kappa was once caught in the girth of a horse. After being rendered harmless by spilling its fluid, it was forced to sign a bond promising never to attack a man, woman, child, or beast again. Another tale tells of Rokusuke of Keyamura, a retainer of Taiko, a strongman who captured a kappa. In prints he is seen surrounded by a number of these creatures.

Poems by Sugawara no Michizane were held in great esteem in Kyushu as protection against the kappa. Before departing for exile in Kyushu in 901 AD, Michizane cast a final glance at his plum trees and composed the following verses:

Kochi fukaba Niwoi okoseyo Ume no hana Aruji nashi tote Haruna wasurezo.

The sources translate this as:

"When the eastern breeze passes, load her with perfume O blossoms of my plum trees; even though the master is far away, never forget the spring."

According to legend, the poem was so powerful that one of the plum trees uprooted itself and miraculously flew to Chikuzen to be with him. This tree became known as Tobi Ume, or the "jumping plum tree". In exile, Michizane was crossing a river when a kappa seized his horse’s bridle and tried to drag him underwater. Michizane sliced off the creature’s hand. The mummified hand can be viewed to this day at the Kitano Tenmangū Shrine in Kurume, Fukuoka.

That’s all a long preamble to the Tetsubo entry for kappa, which (like the baku and gaki) I have converted to Dragon Warriors rules.

Kappa

Kappa are amphibious goblins that inhabit the rivers, lakes and ponds of the Ikaido islands. Honourable but vicious, they prey on the blood of land-dwelling creatures -- not just mankind, but also cattle and horses. Their favourite sustenance, however, is the blood of human children. They drink this through the rectum, so if a drowned corpse with a distended anus is found this is always blamed (on the whole justifiably) on the kappa. These creatures are ferociously proud of their martial ability. They will sometimes challenge a person to single combat, and if the kappa is bested it will undertake to teach secret skills to its opponent. It is important to be very exact about the terms of a duel, as kappa are sticklers for the letter of an agreement and if they can gain any advantage (such as by insisting the duel take place underwater) they will not hesitate to do so. Kappa are not communal. Always encountered singly, they are the Oriental equivalent of the kelpie of Elleslandic folklore: a genius loci, really a water sprite rather than a simple water-dwelling animal.

Physique: Kappa are spindly beings rather like monkeys, except that they have no fur but instead are covered with silvery-grey or yellow-green scales, like those of a fish. Their hands are webbed and, in some cases at least, a carapace like a tortoise’s shell protects the kappa’s upper body. Kappa have a bowl-shaped depression in the top of their heads. This is used to carry water when the kappa emerges on to dry land, as otherwise it would quickly lose its strength.

Behaviour: Kappa fear fire, which desiccates their bodies. A kappa faced with brandished flame must roll 6 or less on d20 or give ground. Any fire-based attack which strikes a kappa, whether or not it inflicts damage, dries its body; it loses 1 Health Point and suffers a cumulative −1 from ATTACK until it can next immerse itself.

Special Rules: Kappa breathe underwater and are excellent swimmers. Either through sorcery or stealth, they are seldom seen on their excursions to human settlements. Renowned for their fondness for cucumbers, they can be bribed or distracted by an offering of them; the kappa resists the temptation only if it rolls 17 or more on d20.

They are able to survive short forays onto land by means of the hollow on their heads, which holds water to sustain them. If this water is spilled, the kappa quickly becomes too weak even to move. It is possible to trick a kappa into spilling its water simply by bowing: kappa are so polite that they almost invariably bow back. Roll d20 against the kappa’s Intelligence of 6; on a success it realises the danger and keeps its head level as it bows, otherwise the water spills out and the kappa can be caught. (As with most creature vulnerabilities, players should not have their characters make use of this ploy without first checking to see if they know it. Obviously anyone can read it here, but the Tetsubo rulebook is unfortunately not available in Yamato! A character must be versed in Shinto doctrine and make a successful Intelligence check at difficulty factor 13 to remember this weakness and exploit it.)

Kappa invariably know Unarmed Combat, Kawashi, Koppo, Atemi-Waza, Heal Wounds and Surgery (skills defined in the Tetsubo rules), and in most cases they are better at these skills than humans. They are also innate spellcasters, casting without gesture, incantation or ingredient — though their magic, like their strength, fails entirely while the water is spilled from their heads. Each kappa has 3d4 Magic Points and commands the following: Curse, Lesser Healing, Command, Tangleroots, Peer, and Illusion (all as the Sorcerer spells of those names, at the usual Magic Point costs); Wave Mastery (as the Water Elementalist spell; a kappa uses it to part or still the waters of its pool, 2 Magic Points); and five lesser dweomers of its own, each costing 1 Magic Point and lasting until a Spell Expiry Roll: marsh-lights (a drift of pale flames that wander where the kappa wills, luring or misleading travellers by night), the zone of cold (a clammy chill within 10m of the kappa, numbing fingers: −1 from ATTACK for all within), the zone of silence (no sound carries within 10m of the kappa), the reek (a concealing fog rises over water within 50m) and dousing (every open flame within 15m gutters out).

As Tetsubo is not going to be out before next year, anyone looking for a good RPG of the Sengoku and early Edo period is advised to check out Stray Crows from Portmortem Studios. The Kickstarter is launching soon and there's a free preview on DriveThruRPG.

Friday, 28 November 2025

Hungry ghosts and dream-eaters

Tetsubo was originally intended to be the “fantasy medieval Japan” supplement for Warhammer, but there were personnel changes at Games Workshop after Jamie Thomson and I were asked to write it. On the week we were due to deliver the manuscript, contacts in the GW offices advised us it would probably no longer fit their publishing plans. And so it turned out. We recovered the rights, and over the years talked about doing it with other publishers, but most of them wanted more of a 1960s Japanese cinema vibe than a Muromachi/Edo style setting.

In lockdown I took advantage of the sudden surfeit of spare time to start converting Tetsubo to Paul Mason’s Outlaws RPG system. I’ll get back to it in the next pandemic, if we haven’t had a nuclear war first. (My backers on Patreon have access to the work-in-progress version of the rulebook.) In the meantime, here are a couple of yokai from the book translated into Dragon Warriors rules – or should that be “Tatsu Bushi”? If you want the original Warhammer stats, they're here.

Baku

The baku is a powerful quadruped. It is called the Eater of Dreams, and people in rural areas sometimes make offerings so that it will devour their nightmares for them. Nonetheless the baku is not a kami but a physical creature, albeit one with myriad wondrous powers. Its ability is not restricted to consuming evil dreams. It can devour any dream, and characters whose dreams are taken frequently can become irritable or enervated.

If a baku takes up residence in an area it may come close to human habitations by night in order to feed. At all times it exudes a narcotic sorcery – characters who are unaware of its approach must resist with a Psychic Talent roll of difficulty factor 16 or else fall into a deep slumber; the roll is made using d20+2 if the character was already recumbent and ready for sleep.

Characters visited regularly over several nights suffer temporary penalties of −1 from PERCEPTION, Psychic Talent and Reflexes for as long as the baku's visits continue. If the visitations persist for more than a week, characters also start to lose 1 experience point per night. (This only applies to experience built up since the last level break; if it goes on long enough the character will not drop a rank, just lose all their unconverted experience.) If the visitations go on uninterrupted for a month, the victim develops insanity (randomly rolled). If the baku is slain or prevented from reaching its victims, depleted characteristics recover with just a few good nights' sleep but lost experience is gone and must be earned all over again. If an insane victim sees the baku’s dead body, he or she loses their insanity.

Baku are semi-intelligent and have been known to speak in guttural, half-coherent tones. It may be that they do not understand what they say but only regurgitate garbled phrases from the dreams they have eaten. Sometimes baku can be controlled by magic, so players could encounter one as the steed or servant of a powerful wizard.

Physique: The body of a baku resembles a tiger as large as a bull. Its fur is slick black and patterned with green circles like staring eyes. Its head has a long snout like that of a tapir or elephant, usually crested with long slender horns. It has a mane, but its domed forehead is bald (or even, in some accounts, fleshless). This is the appearance of a male baku. Females have a completely different physiognomy, but there are no reliable accounts from which any description could be attempted here.

Behaviour: Baku fear daylight and will always return to their lair before sunrise – usually a burrow or cave, sometimes a deserted temple in thick woodland. Although powerful they are not used to encountering opponents who fight back; any time a baku takes a wound it must make a morale roll or flee; deduct the rank of all opponents it is facing from 25, and the baku must roll the result or less on d20 to stand its ground. Sometimes baku will flee without waiting to be wounded, as they are intelligent enough to recognise there is nothing to be gained in fighting against the odds.

Special rules: A baku given an hour to feast on the dreams of a sleeping spellcaster will cause him or her to suffer the loss of d3 Magic Points the following day. Mystics suffer a penalty of 1 to Psychic Fatigue Checks.

When a baku strikes someone in combat it steals some of the strength of his dream-self. This has no perceptible effect on most people, but against a spellcaster it causes the loss of d6 Magic Points; mystics must roll a Psychic Fatigue Check with the damage they took substituting for spell level. Also, anyone injured must make an Intelligence roll (difficulty factor 14) or fall into a deep sleep until the baku leaves the vicinity.

If the baku is able to feast on dreams it fights with an ATTACK bonus of +3. If thwarted, its ATTACK is as listed.

In retreat, this creature can move ‘like the wind’ according to the description given by Kotei in his Bakemonojin. When the baku is fleeing from combat it moves at three times normal speed.

ATTACK 21                                    2 x Claws (d8,4) or 1 x Bite (d10,5)
DEFENCE 10                                 Armour Factor: 4
MAGICAL DEFENCE: 18             Movement: 14m (42m when fleeing)
EVASION: 8                                   STEALTH: 28
                                                        PERCEPTION: 20 (darksight)
Health Points: 2d6+24
Rank Equivalent: 10th

Abilities & Traits:

  • Aura of Slumber: Anyone within 10m of a baku who has not already perceived it must make a Psychic Talent check (difficulty factor 16) or fall into a deep sleep lasting 1d6 x 10 minutes unless the sleeper is physically shaken awake.
  • Dream Eater: Anyone injured by the baku’s attack must make an Intelligence roll (difficulty factor 14) to avoid falling asleep as above. If a spellcaster, they lose d6 Magic Points; mystics roll Psychic Fatigue.
  • Nightmare Parasite: If a baku visits a person repeatedly, the affected individual experiences a penalty of −1 to PERCEPTION, Psychic Talent and Reflexes for as long as the visits continue. If visited for more than a week, they also lose 1 unbanked experience point per night.
  • Wary Hunter: Baku are cautious and will retreat if seriously injured. If a baku takes a wound, it must roll [25 minus combined rank of opponents] or less on d20 or flee.
  • Windborne Escape: A baku that flees from combat increases its movement to three times normal, vanishing into the night with uncanny speed.

Gaki

Gaki (‘hungry ghosts’) are tormented spirits cursed with an insatiable hunger due to their past sins, resulting in negative karma that means they cannot be reborn. They manifest in different forms depending on their cravings. Someone who stole from the bodies of the dead, for example, might become a corpse-eating gaki.

Bukyo teaches that appetite and desire are the cause of suffering, a doctrine vividly illustrated by the existence of hungry ghosts. For this reason it is sometimes possible for a Bukyo priest to placate a gaki by offering to perform the Segaki rite. This gives the ghost a chance to escape its suffering and be reborn as some lowly creature such as an insect. However, it is difficult for even a devout priest to reason with a gaki in this way because all gaki are effectively insane in human terms.

Physique: Like all ghosts, gaki are not restricted to one form. Sometimes they appear as roiling clouds of black smoke on which their human form is superimposed. This is thought to be a glimpse into Gakido, or the Hell of the Hungry Dead. Sometimes they are reported as having furry limbs or insectoid features, but this may be a subjective impression resulting from the observer's fear of the gaki. More usually, just as a gaki is about to attack, it will take a guise based on its craving. So a ketsu-gaki will manifest a face of wet blood, a chokenju-gaki might wear features molded of clay, and so on.

Behaviour: Gaki find it hard to resist any opportunity to assuage their hunger. To do so the gaki must roll 5 or 6 on d6. If the roll fails, the gaki must feed even if this means putting itself in danger.

Usually the gaki’s locus of haunting will be a graveyard, temple or mansion, and they will not move beyond that, but in some cases it can be a much more extensive area. One notorious gaki that was eventually enlightened by the priest Dogen had been condemned to haunt the entire length of the Shokowado highway, more than two hundred miles from end to end.

Special rules: Gaki cannot be harmed by nonmagical weapons. They can only manifest with any force at night, or occasionally during the daytime if there is a fog, blizzard or thunderstorm.

People surviving an encounter with a gaki commonly develop a phobia – often, strangely, a fear of insects. Any character who succumbs to a gaki’s fright attack acquires a phobia – 50% of entomophobia, 20% arachnophobia, otherwise roll randomly.

Other powers vary according to the type of gaki encountered. The list here is only a framework on which the referee should feel free to build. Many gaki have magical powers as a residue of merit from much earlier incarnations, and no two are entirely alike.

Chokenju-Gaki

The spirits of men who despoiled shrines for the sake of gain, or who took treasure from ancient tombs. They are cursed with a ravenous hunger for grave-clay, funereal offerings and the charred remnants of funeral pyres. A chokenju-gaki will usually be restricted to a graveyard and will not bother anyone who does not intrude on its feasting.

This variety of gaki is prone to taking normal human form by day. Often they will wear the guise of a solitary priest or hermit living in a cottage in the graveyard. They are typically less obsessive and more reasonable during the day, and they may even ask for help if confronted by one who has guessed the truth about them.

At night the chokenju-gaki may take a monstrous form of earth, cerements and mouldered bones, instilling dread in any living creature who sees it. Roll 4d6 for fright attack, and a victim who succumbs will flee in terror or fight at −2 from ATTACK if cornered.

If engaged in combat, the gaki slashes with jagged talons which carry a variant of the Wasting Disease (see The Elven Crystals). Anyone who takes damage must roll Strength or less on d20 to resist the disease, then if they fail roll again each day to recover. Each day of illness causes −1 to both Strength and Health Points. If the character loses a total of half their Strength or more during the whole course of the disease, then even after recovering their appearance will be permanently affected, making their flesh grey and pitted: the character suffers −2 Looks.

ATTACK 20                                Talons (d8,5) and disease
DEFENCE 16                              Armour Factor: d3
MAGICAL DEFENCE: 15         Movement: 10m (15m)
EVASION: 4                                  STEALTH: 10
                                                        PERCEPTION: 10 (darksight)
Health Points: 3d6+10
Rank Equivalent: 8th

Doku-Gaki

The ghosts of poisoners, doomed to thirst for poison themselves. Anyone who is carrying or brewing any form of poison risks attracting a doku-gaki's attention. The creature is likely to begin its attack by approaching the character while he or she is asleep, usually in the form of a vapour with weak (2d6) toxic or deliriant effect.

Taking a more cohesive form if combat becomes inevitable, it strikes with envenomed claws. Each time it hits and inflicts damage, make a roll for poison of normal strength. The first failed roll results in the victim becoming drowsy (−1 from all rolls), the second in partial paralysis (like a Weaken spell), and the third in death. If rescued in time, the victim will recover from the venom after a day’s rest.

ATTACK 18                                Claws (d8,4) and poison
DEFENCE 12                              Armour Factor: 3
MAGICAL DEFENCE: 15         Movement: 12m (20m)
EVASION: 5                                  STEALTH: 20
                                                        PERCEPTION: 14 (panoptical)
Health Points: 2d6+12
Rank Equivalent: 7th

Jikininki

A ghoulish creature, usually the ghost of someone who robbed or defiled the dead. Anyone confronting a jikininki unexpectedly is subject to a d20 fright attack that can result in them becoming awestruck – unable to move, speak or attack, though they can still defend themselves. The character can attempt to snap out of it by rolling Intelligence or less on d20 each round, and once they do so there is no need to check again in that encounter.

Jikininki do not kill to eat. They usually crave the flesh of someone who has died from other means, and will only fight if kept from reaching the corpse. A person eaten by a jikininki can never be restored to life.

In areas where a jikininki is known to haunt, some families have acquired the habit of murdering wayfarers whenever someone in their household dies. This ensures that the jikininki's hunger will be assuaged by eating the wayfarer instead of the family member on the first night, allowing the householders time to arrange a cremation the next day. Of course, people who do this kind of thing are only ensuring that they will return as gaki in their next life.

Encounter with a jikininki

All then left the house except the priest, who went to the room where the dead body was lying. The usual offerings had been set before the corpse and a small Buddhist lamp—tomyo—was burning. The priest recited the service and performed the funeral ceremonies, after which he entered into meditation. So meditating he remained through several silent hours, and there was no sound in the deserted village. But when the hush of the night was at its deepest there noiselessly entered a shape, vague and vast, and in the same moment the priest found himself without power to move or speak. He saw that shape lift the corpse, as with hands, and devour it more quickly than a cat devours a rat, beginning at the head and eating everything, the hair and the bones and even the shroud. And the monstrous thing, having thus consumed the body, turned to the offerings, and ate them also. Then it went away, as mysteriously as it had come.

– Koizumi Yakumo, Kwaidan

ATTACK 19                                   Claws (d8+1,6)
DEFENCE 13                                  Armour Factor: 4
MAGICAL DEFENCE: 16             Movement: 12m (25m)
EVASION: 4                                      STEALTH: 18
                                                            PERCEPTION: 15 (darksight)
Health Points: 2d10+9
Rank Equivalent: 8th

Ketsu-Gaki

A Yamatese vampire, this is the ghost of a murderer or an excessively cruel and violent person. The presence of a ketsu-gaki induces dread in living creatures: d20 fright attack to induce −2 ATTACK, −1 damage for the duration of the battle. In combat, the ketsu-gaki can either strike normally or else grapple. It will usually do this only when fighting a solitary opponent. A character who is grappled must make an immediate d20 roll trying to score equal to or under the average of their Strength and Reflexes score; if this fails they are paralysed and unable to act for 2d6 rounds. The gaki will make use of this time to drink the paralysed character's blood, extruding a proboscis or long needle-like teeth with which to do this. Each round it spends drinking will drain the victim of 1 ealth Point. When HP reach zero, the victim is discarded and must roll Strength or less on d20 or die at once. If the roll succeeds, the victim is incapacitated and may suffer from recurrent bleeding; assuming they survive, they recover as from normal injury but only get back half their rank in HP each day.

Ketsu-gaki can sometimes appear during the day wearing the appearance they bore in their previous incarnation. While in this manifestation they are able to control their hunger and are effectively just ghosts passing for living people.

ATTACK 22                                 Claws (d10,4) or grapple
DEFENCE 12                              Armour Factor: 3
MAGICAL DEFENCE: 16         Movement: 12m (25m)
EVASION: 4                                  STEALTH: 13
                                                        PERCEPTION: 13 (darksight)
Health Points: 3d6+10
Rank Equivalent: 9th

Kwa-Gaki

Arsonists, particularly those who have set fire to Bukyo temples, are reincarnated as kwa-gaki, or ‘fire-eating ghosts’. All forms of heat and light are consumed by this goblin, including spells such as Dragonbreath and Dazzle as well as the light of lanterns and candles. Such attacks are neutralized within a range of fifteen metres of the kwa-gaki and light sources automatically dim in the same region, with bright firelight guttering to the level of a candle and ordinarily dim illumination dropping to pitch darkness.

The creature’s touch draws heat from the target's body, causing the loss of an additional 1d3 damage from any successful attack.

A kwa-gaki which comes across a sleeping character may try to possess him or her in order to steal bodily warmth over a long period. This process takes 2d6 minutes, but works automatically if the gaki is not interrupted during this time. The character will begin to develop a chill as the gaki first feeds on their body warmth, interspersed with periods of burning fever when the gaki is satiated. This causes the character to be temporarily at −2 to all rolls most of the time, and totally incapacitated while the fever is on them. Normal medical treatment is ineffective, and the character must guess that they have become host to a gaki and seek the aid of a Bukyo priest. If and when the gaki is exorcized, the victim recovers almost immediately.

ATTACK 12+d10                            Claws (d8,4) but will usually attempt possession
DEFENCE 12                                  Armour Factor: 2
MAGICAL DEFENCE: 16             Movement: 10m (20m)
EVASION: 4                                      STEALTH: 22
                                                            PERCEPTION: 14 (darksight)
Health Points: 5d6
Rank Equivalent: 7th

Yokushiki-Gaki

Demonic spirits of carnality, corresponding to the incubi and succubi of Occidental myth. These beings were driven by overwhelming lust when alive, or else acquired bad karma through unnatural sexual practices. By night yokushiki-gaki are able to appear as preternaturally attractive individuals, but this is only an illusion and if encountered at all by day it is in the form of one made hideous by age and depravity.

In its night-time form the yokushiki-gaki can seduce characters of either sex. If the intended victim chooses to resist (they might not even try) roll 4d6 for the force of the attraction, subtract the victim’s rank, and the gaki must roll that or less of d20 to seduce them. If a yokushiku-gaki succeeds in coupling with a character, it drains them of their vitality, and they will awaken the next morning with their Health Points permanently reduced by 1.

A yokushiki-gaki will usually retreat if threatened with combat, though if interrupted in the throes of lovemaking (perhaps by the comrades of its victim, belatedly coming to her assistance) it will lash out violently. If its claws inflict damage on a character it will infect him or her with a disease (roll Strength or less on 3d6 to resist) that causes no HP loss but applies a −5 penalty to Looks for the 1-6 months that the disease lasts. At the same time the gaki will discard its comely appearance, the repugnant sight of its true face instilling dread (2d6 fright check; those succumbing are unable to act for 1-6 rounds) in everyone present. If someone who has had sex with a yokushiki-gaki sees its real face, he or she immediately acquires a form of insanity (randomly rolled).

ATTACK 18                                    Claws (d8,4)
DEFENCE 12                                  Armour Factor: 2
MAGICAL DEFENCE: 18             Movement: 15m (25m)
EVASION: 4                                      STEALTH: 18
                                                            PERCEPTION: 13 (panoptical)
Health Points: 2d6+8
Rank Equivalent: 7th

Adventure seeds

The gaki make for fascinating antagonists because they aren't simply monsters to defeat; they have tragic backstories and represent moral lessons about greed, lust, and violence. This provides referees with opportunities to create encounters with ethical dimensions beyond simple combat.

  1. The Hungry Road: A notorious ketsu-gaki haunts a stretch of highway. Fearful locals have developed the terrible practice of sacrificing travellers whenever a villager dies, to distract the gaki from feasting on the remains of their loved ones.
  2. The Beautiful Stranger: A yokushiki-gaki has taken up residence in an abandoned house. Several young people from a nearby village have fallen mysteriously ill after reporting encounters with a beautiful stranger.
  3. A Pious Caretaker: A chokenju-gaki haunts an ancient temple, appearing as an elderly keeper by day, in which form it is unaware of its true nature, but transforming into a monstrous guardian by night to ward off looters and defilers.

If you decide to use any of these hungry ghosts in your campaign, they could lead to interesting scenarios where players might need to:

  • Investigate the gaki's origin to properly exorcise it
  • Navigate difficult moral choices when encountering villages with disturbing practices
  • Help a gaki that appears human by day but struggles with its nature
  • Perform the Segaki ritual to give a repentant spirit a chance at rebirth

Friday, 8 July 2022

A divine wind

If you haven't followed the Tetsubo saga, it starts here and until recently ended here. The tishatsu version: Jamie and I wrote a Japanese-flavoured supplement for the Warhammer. That's way back in the early '90s. It was never used, the rights reverted to us, and parts of it appeared in Robert Rees's fanzine Carnel.

The rest is told in the links to those two earlier posts, and during lockdown I made a start on adapting it to fit with Paul Mason's Outlaws RPG. If not for the Vulcanverse books it would be finished and on sale by now. Oh, and Jewelspider. And some bits of paid work too. Stuff got in the way, in short, but I'm hoping to get it done sometime in 2023. So, only about thirty years late.

A couple more links. This week I'm interviewed on the Awesome Lies blog about Tetsubo's past and future. My thanks to Gideon of Awesome Lies for the opportunity, and if there are any questions he missed -- well, you know where the comments are. I also enjoyed this article on putting Warhammery concepts of Chaos into a Japanese setting (despite the author's conclusion that "Tetsubo shows that slavishly copying Japanese culture and folklore into Warhammer doesn't really make for a satisfying result") though if and when Tetsubo does get an official release it won't any longer be trying to fit into the Warhammer universe.

Friday, 24 April 2020

The shinpu hits the fan


Back in the 20th century, the grimdark fantasy tradition had its beginnings in Michael Moorcock's Von Bek novels (The Warhound and the World's Pain, etc) which surely inspired Games Workshop's Warhammer RPG. In the early '90s, Jamie and I signed with GW to write a pseudo-Japanese supplement for Warhammer, which made sense given that the Sengoku period makes the Thirty Years' War look like a tussle between two drunks outside a kebab shop. But enough of me and Jamie...

Tetsubo had been commissioned by Paul Cockburn. Unfortunately he left GW the same week we delivered the manuscript. The new people in charge of roleplaying games there didn't have much enthusiasm for an Oriental take on the game -- and possibly not for roleplaying in general, as soon after that I think GW passed the Warhammer licence on elsewhere.

So that left Tetsubo in limbo -- or rather in Yomi -- until 2018, when Daniel Fox of Grim & Perilous Studios asked to adapt it as a supplement to his Warhammer heartbreaker, Zweihänder. The good news was the renewed spark of interest drove me to dig out the Tetsubo manuscript and scan it all, most of the book never having even been saved to disk and only existing in a faded dot-matrix-printed box of papers. The bad news: after a burst of activity it sank back into the land of mists, and after a year the contract lapsed.


Daniel Fox got back in touch last month to talk about renewing the contract, but his thinking had moved on. He wanted to bring in elements of 1960s chambara movies. That wasn't in itself a problem. Jamie and I are Kurosawa fans, even though we harbour no illusions about his movies being in any way authentically Japanese. But Daniel wanted to square the circle by meshing that with a real Sengoku vibe, and he had the problem that the book as written was more of a fit with the Bakumatsu -- because, of course, GW had wanted players to be able to bring their Old World characters in.

And then there was the question of who would tackle the redesign and conversion to the new system. Daniel proposed hiring Graeme Davis, who would have been ideal, but he was too busy to take it on. Now, at this point I should probably address the notion of "cultural appropriation", whose proponents (I think; I don't actually know any) might say the game could only be done properly if it had a Japanese designer. But would "a Japanese designer" have to mean somebody born and raised in Japan? Or could it be a Japanese citizen (wherever he or she was born) with a deep knowledge of medieval Japanese culture? Or simply somebody who happens to be ethnically Japanese -- Kazuo Ishiguro, for instance, who went to school down the road from me in Surrey? You might have guessed by now that I don't subscribe to the woke obsession with ethnicity, an obsession which is supposedly progressive but in fact quite the opposite; we are all human, nobody owns culture or history, and there's no reason why the world's leading authority on, say, Classical Greece shouldn't be Maori.

But those are all just distractions. The bottom line is, a year on, Jamie and I could see that Tetsubo just wasn't going to happen. At least, it will only happen if we do it ourselves.

Currently we're mulling over whether this is worth doing as a Kickstarter. We'd need to rebuild it around a different game system, of course, and our first thought was Powered By The Apocalypse, which we enjoyed for its simplicity when we played our Sagas of the Icelanders campaign, but the appeal of Tetsubo will surely be to traditional roleplayers whereas PbtA would take it in a whole other narrativist direction. So not that.

One option is to use a variant of my Tirikelu RPG, but I'm not sure that would make best use of the skills and career paths in the Tetsubo book. I intend using Tirikelu for my Abraxas RPG (a good fit, hopefully, being science fantasy) and also Tirikelu isn't GURPS; we can't just tack it onto everything. Jamie suggested using a variant of my currently-in-development Jewelspider rules, on the principle that OSR players and Warhammer fans might have at least a nodding acquaintance with Dragon Warriors.

But then we had a brainwave. Paul Mason is an Anglo-Japanese academic who has lived in Japan for over twenty-five years. He's not only an authority on Japanese culture and history, he's also an editor, author and RPG designer with his own (as yet unpublished) game Outlaws, based on the stories of Liang Shan Po. What if we used the Outlaws system for Tetsubo? Not only would the gaming world get a taste of a brilliant and authentic Eastern-influenced RPG, but we'd get an extremely erudite Japanese scholar on board to consult on the final manuscript.

We asked Paul, he said yes, and that's the plan right now -- unless somebody throws an even better suggestion into the comments below.

Friday, 6 April 2018

Monster hunt, part 2

Here’s the second half of this distinctly mid-80s scenario. Originally Oliver and I had titled it “Cat and Mouse” but that’s before we realized quite how much of a tool for selling figurines it was intended to be. “Big Game” was much more honest about what it was -- and "Monster Hunt" not only more honest still, but in keeping with Games Workshop's tastes at the time.

We don’t generally use figurines in our own games. Sometimes we’ll break them out for a rare full-on tactical combat, but in that case we’re just as likely to use card counters. I prefer the players to imagine themselves in a real setting rather than as tin figures on a hex map. That probably accounts for why I wrote nothing more for White Dwarf after it had been uprooted and moved to Nottingham.

Well, that’s history. But now – the game’s afoot!


SPIKE ISLAND  
(download larger map here)
The characters’ job if they were employed by Altan is to capture or kill the various monsters on the island. If they have been wrecked here, their problem will probably be to find the jetty where Altan’s own boat is moored.

If they have confidence in their stealth skills, the characters may decide to split up. Less powerful characters will presumably opt instead for safety in numbers. If the characters split up it is probably best to treat their hunting like a board game (let everyone see everyone else’s moves) rather than the usual line of “you lot wait in the other room.” There is particular fun to be had here if the player characters make wagers among themselves as to who’ll get the most kills.

Movement
For convenience, movement on the overview map of the island is taken in five-minute turns. Each hex represents 60 metres. Characters get a number of movement points (WFRP: based on M score) which they expend for movement each turn:
For example, a character with M= 4, advancing at normal speed, would get 8 movement points each turn. Clear terrain costs 1 movement point to traverse, so this character could cross 8 clear terrain hexes in a turn.

Other terrain affects movement differently, as shown below:
The contours denote an increase of 20 metres, and a character who wishes to cross a contour going uphill expends +1 movement point to do so. When a contour line cuts through a hex (rather than along the hex side) a character ending their move in that hex must specify which side of the contour line they are on. Characters attacking down a slope get the advantage of higher ground. (Dragon Warriors: -1 from ATTACK of those fighting up the slope; WFRP: +10% to WS of those fighting down the slope.)

Spell duration
In Dragon Warriors this is determined by rolling d100 for each spell at the end of every five-minute turn:
Encounters
A random encounter is checked for at the end of each turn. This is done by rolling d100 for the terrain the character is in and consulting the Encounter Table. For characters on a path, reduce the roll by d10. If an encounter is indicated, roll again on d100 to see if a second creature is also there.
DW: Check for surprise on both sides by regular STEALTH v PERCEPTION rolls. Make a separate STEALTH roll for each member of the party against the highest PERCEPTION of the monsters they have encountered, and vice versa. These conditions obviously favour the monsters, who are generally going to be encountered solitarily or in groups of two or three, rather than the characters, who are likely to be a larger party. Some characters (notably assassins) may prefer to shorten the odds by splitting off from the main party and scouting alone.

A character moving cautiously (see above) moves more slowly but gets +2 to both STEALTH and PERCEPTION. If running, he or she deducts -2 from STEALTH and PERCEPTION.

WFRP: When there is an encounter, check to see if either the PCs or the monsters heard each other. Each monster has been given a Noise rating (representing the chance of the PCs hearing it) and a Listen rating (which modifies its chance of hearing them). Remember that characters don’t get any chance to hear sounds which are softer than the noise they’re making themselves. Hearing someone as they approach allows the PC or monster to attack forewarned, which gives a bonus of +20 to Initiative for one round only. Alternatively they could try to Hide, which is more difficult (test against Initiative + Cool – enemy’s Initiative) but allows them either to avoid combat or to attack with surprise from ambush.

Optimum tactics vary. There is safety in numbers, and the additional bonus that every character in the group gets a Listen roll. However, characters with Silent Move lose their advantage if they’re accompanied by people who don’t have this skill, so they might prefer to hunt alone.

AREAS OF INTEREST

Jetty
There is a small stone building here, and in any encounter except with the chimera there is a 50% chance that the creature in question will be lurking in this building. Altan’s ship, the Wave Rider, is moored here. She sits calmly despite the swell on the water, being stabilized and propelled by magic. Altan can still activate the ship’s propulsive magic despite his scrambled wits. A player-character can also try, requiring a test against the average of Intelligence and Will Power. Each character only gets one attempt. The oni and the hag have already tried and failed, so they won’t be getting off the island that way.

Woods
The swathe of woodland across the middle of the island has quickly become the favourite haunt of the fungus man (WFRP: black cap). There is a hollow log clumped with mould in which it sometimes hides, first leaving a small jewel (taken from the tower) on a twig nearby to tempt any travellers. If encountered in the log (25% chance), the first the PC(s) involved will know is when a hideous, fungus-spattered skeletal hand whips out from inside the dank log.

Stream
An unremarkable brook, except that the barghest will not cross it even though it is only a few feet deep. The water is pure, crystal clear and very refreshing.

Beach
This is where the rakshah has chosen to hang out. Its peculiar way of getting about (rolling sideways on its five radial legs) is ideal for the sand and shingle, which will slow its possible prey but allow the creature to move normally.

Tower
Formerly Altan’s home, now the residence of Annis the Spit and her accomplice, the oni. The building consists of a long hall with kitchen and living-quarters off one end. At the other end, steps wind up to the tower itself (where Altan’s books and magical paraphernalia litter the desks and floors and several chambers) and the subterranean menagerie, where the various cages now stand empty. All of the cages are enchanted so that anyone inside is powerless to either escape or harm someone beyond the bars of the cage until it is opened from outside.

If encountered here, Annis will get the oni to adopt her form so that the party will be confronted by two hags rather than one. The oni flatly refuses to douse itself in the noxious brews Annis uses as “perfume”, however, so a successful test against Intelligence allows a character to tell them apart. Characters who melee the oni will realize immediately, of course, because it is a considerably more skilful fighter than Annis.

Altan used to have two gorilla-skeletons as servants, but the oni smashed them when it cleared the tower. Characters may find fragments of the two (Altan called them Bones and Napier) still crawling around the place trying to carry out their domestic tasks.

THE MONSTERS
The following creatures are at large on the island. Unfortunately many of them are unfamiliar, with special strengths and weaknesses unknown to the PCs – and Altan is in no state to compile a list. Obviously some of these creatures are much tougher than others, so if the PCs split into groups you will need to assess experience points according to the dangers faced. A character who gains exceptional glory (bagging the chimera single-handed, for instance) will have quite a reputation once word gets around, and he should get a reward that reflects this (WFRP: and perhaps even a Fate Point).

Rakshah
ATT 24; DEF 11; strikes with 1-3 hoofs (d8+1,5) and victim is subject to enervation spell which may reduce him/her to 0 HP; AF 6 (3 v magic weapons); 30 HP; 6th rank sorcerer with 9 Magic Points; MAG ATT 20; MAG DEF 10; EV 8; move 15m (30m); STEALTH 8; PERCEPTION 12 (darksight); special abilities (usable only at night) – regenerates 1 Magic Point each round, can disguise itself as any animal or person, 20% chance of catching lightning- or fire-based attacks and sending them back at the caster, never affected by the same spell twice if cast by the same magic-user.

Appearance: A fierce, leonine face from which five legs grow radially, like the spokes of a wheel. This odd creature is usually a dark bronze colour, but tends to change in hue to blend in with its surroundings.
Special rules: A Rakshah attacks by rolling towards its victim and kicking him with three of its hoofs simultaneously. If it scores a critical hit, increase the value by +1. It also has a 20% chance of reflecting any fire- or lightning-spell back at the caster, and is never affected by the same spell twice.

Oni
ATT 22; DEF 16; strikes with sword (d8+1,5) or claws (d8,4 and energy-drain); AF 4; 21 HP; 6th rank mystic; MAG ATT 20; MAG DEF 13; EV 6; move 15m (25m), flying 50m; STEALTH 15 (+3 by day); PERCEPTION 8 (panoptical); special abilities: invisible in daylight (still casts a shadow), can disguise itself as any bipedal creature, automatic shock attack on characters up to 7th rank, breathes strong poison every 5 rounds (reduces victim’s Int by half), claws sap five experience points per blow.

Appearance: Oni vary in appearance. This one has a demonic horse head with huge, blood-red antlers. Its body is manlike, but with three clawed fingers on each hand. It wears a soiled tiger-skin loincloth, more to parody human clothing than out of any sense of modesty.
Special Rules: Breathes noxious gas every five rounds so that characters meleeing the oni must make a Poison test or permanently lose 1d10 x 4 from Initiative and Intelligence. Has 15 Magic Points and can cast all Petty Magic spells. Invisible in daylight, but still casts a shadow. Can change form to resemble any living, bipedal creature. In natural form causes fear in living creatures under ten feet tall

Annis the Spit (hag)
ATT 16; DEF 10; attacks with staff (d6,3); AF 3; 19 HP; 4th rank sorceress with 21 Magic Points; MAG ATT 18; MAG DEF 8; EV 4; move 10m (20m), flying 50m; STEALTH 13; PERCEPTION 13 (darksight); special abilities: gaze exerts a d8 fright attack which may strike her victim dumb, all characters fight her at -1, anyone striking her is subject to a disfigurement spell, anyone struck by her is exposed to the Black Death; special vulnerabilities: first rays of dawn will turn her to stone, she takes +1 damage from iron or steel weapons, loses all spellcasting powers if she eats salt; magic items: flying cauldron, love philtre, vial of smoke, evaporating potion, sands of slumber

Appearance: A hideous and obviously inhuman crone.
Psychological Traits: Like all hags, Annis is immune to psychological effects. She is mad, but has no disorders because madness is the normal state for a hag.
Special Rules: Annis is a 4th level spellcaster with 23 Magic Points and the following spells - all Petty Magic, Assault of Stones, Bewilder Foe, Cloud of Smoke, Cause Rain, Foul Air, Hedge of Thorns, Summon Swarm. Anyone striking her in combat is subject to a Curse spell (causing warts). Anyone she wounds is exposed to the Black Plague. Being in her presence causes a character to acquire 1 Insanity Point each minute from various factors including her crazed babbling, foul stench and horrible cackle.
Vulnerabilities: The first rays of dawn will turn her to stone. She takes +1 damage from iron or steel weapons. Eating salt causes her to lose all her Magic Points for a year and a day. Annis counts as a flammable target (she takes an extra 1D4 damage from fire-attacks) and if she is burned to death, all that will be left is a charred lump of rotten wood like a dead tree in the shape of a woman.
Magic Item: A flying cauldron in which she can travel through the night sky.

Automaton
ATT 26; DEF 20; strikes with sword (d8+2,6) or fist (d6+1,5); AF 5 (and shield); 36 HP; EV 6; move 10m (20m); STEALTH 15; PERCEPTION 19 (panoptical); special ability: unaffected by direct-attack spells; item: enchanted sword (factored into stats) with spells of Havoc, Nemesis, Turncoat and Sigil of Destiny – one of these can be used per day.

Appearance: A warrior of bronze fashioned a century ago by the famous artificer, Bruno Praetor of Marienburg. It looks quaintly manlike with a sculpted doublet, perpetual frown, and elegantly-styled tin moustache.
Psychological Traits: The Automaton of Marienburg does not have a human mind and so is immune to psychological effects. It displays intelligent behaviour, but many philosophers say that it only has the semblance of true thought.
Special Rules: It is possible to deactivate the Automaton by pressing the button in the centre of its chest. This requires a normal hit followed with a test against Dexterity at -25%.

Chimera
ATT 25; DEF 7; primary attack with claws (d12+1,7); secondary attack with bite (d8,7) or butt (d12,5); special attack: can breathe flux of rays (MAG ATT 25) three times a day up to 5m which can reduce one target to 1st rank for 1-16 rounds; AF 4; 31 HP; MAG DEF 14; EV 6; move 12m, flying 70m; STEALTH 8; PERCEPTION 9 (panoptical); special abilities: automatic surprise, can constrict up to two characters for 1d6 damage per round.

Special Notes: A smaller-than-average chimera, but still capable of causing fear in creatures under ten feet tall. Altan clipped its wings, so it cannot fly at the moment. Its three bite attacks are venomous (death in 1-3 rounds if victim fails a Poison test). The claws and tail-lash are not venomous.

Water Leaper
ATT 19; DEF 4; attacks by biting (d6+1,6) and teeth are poisonous; special attacks: can spit venom up to 5m with SPEED 12, can swallow opponent whole; AF 1; 40 HP; MAG DEF 11; EV 4; move 8m (12m), flying 30m; STEALTH 7; PERCEPTION 9 (darksight); special notes: shriek is a one-off killing attack (MAG ATT 20, turns victim’s bones to water), carrier of leprosy bacillus.

Appearance: A giant, limbless toad with a long tapering tail, looking something like a huge pallid-white tadpole. It lives in lakes or ponds and uses its tail to leap out at opponents, hence the name.
Special Rules: The water leaper has a shrill shriek which causes terror in anyone who hear it. Its bite is venomous, causing drowsiness on the first failed Poison test, and death on the second. It can also swallow an opponent whole; the character needs to test against Initiative to avoid this. Anyone swallowed is immediately subject to terror (naturally) and will be digested at the rate of 1d6 damage each round if not cut free. A swallowed character who does not panic will be able to cut his way out from inside as long as he has a suitable edged weapon. Anyone rescued from a Water Leaper’s belly acquires 1d6 Insanity Points.

Fungus Man (DW – for WFRP use Black Cap)
ATT 13; DEF 6; attacks with greatsword (d10,5); special attack: 10% chance each round of infecting melee opponent with spores, no immediate effect; AF 1 (3 v stabbing weapons); 24 HP; MAG DEF 6 (immune to control spells); EV 3; move 8m (15m); STEALTH 3; PERCEPTION 9 (panoptical); special ability: demoralizing whispers, opponent must fight at -2 ATT, -1 DEF if they fail to roll Psychic Talent or higher (sic) on 1d20.

Black Cap (WFRP – for DW use Fungus Man)
Appearance: A mouldering skeleton caked with fungus, slightly phosphorescent in darkness.
Psychological Traits: Like most undead, black caps are immune to psychology rules and cannot be forced to leave combat.
Special Rules: Black caps exude a cloud of sweet-smelling spores which expose anyone nearby to Tomb Rot. They cause fear in living beings. Anyone who hears their horrible whispering voices, eerily describing the delights of the grave, immediately acquires the necrophobia disorder.

Kappa septurion (DW – for WFRP use Gillman)
4th rank mystic; ATT 12; DEF 6; attacks with spear (2d4,4); AF 3; 11 HP; MAG ATT 17; MAG DEF 7; EV 3; move 10m (15m); STEALTH 11; PERCEPTION 4 (darksight).

Gillman (WFRP – for DW use Kappa)
Appearance: A powerfully muscled creature with glistening scales. Although humanoid in form, its gills, fin-lined limbs and bulbous eyes show that it actually evolved from fishes.
Psychological Traits: The gillman fears fire but otherwise has no identifiable emotions and exhibits no other psychological tendencies.

Bugbear (DW: aka Ire Goblin)
ATT 15; DEF 6; attacks with claws, ranging from (d6,3) to (d6+3,6), or thrown rocks (d3,2); AF 2 (but 0 v magical weapons); 9 HP initially; MAG DEF 4; EV 4; move 15m (30m); STEALTH 12; PERCEPTION 7 (darksight); special ability: swells in size, each round gaining +3 HP, +2 ATT, +1 Armour Bypass and +1 damage for three rounds, then shrinks back to normal size.

Appearance: A dwarfish figure with wrinkled pink skin, bullet shaped head and sharp fangs. Barely one metre tall, it is naked except for its oversized feet, which are entirely covered in thick curly fur.
Psychological Traits: Bugbears are subject to frenzy if wounded. Other than this they are immune to psychological effects.
Special Rules: If a bugbear becomes frenzied then it starts to swell in size. Each round it gains +5 WS, +1 S, and +1 T. This continues for four rounds (by which time it will be taller than a man) and then it suddenly “deflates” back to normal size.

Barghest
ATT 20; DEF 6; attacks by biting (d8,6) and transmits faerie poison – character must roll Psychic Talent or less on 3d6 or die; special attack: bark weakens characters within 30m (like the spell) and counts as a 1d12 fright attack which may deplete Strength to 0 (Spell Expiry applies); AF 2; 18 HP; MAG DEF 15; EV 6; move 15m (30m); STEALTH 24; PERCEPTION 17 (panoptical); special abilities: always gets surprise, gaze can transfix (MAG ATT 22), takes half damage from nonmagical weapons unless made of solid silver.

Appearance: A large black dog with flaring green eyes.
Special Rules: Bite transmits a faerie venom which causes the victim’s hair to turn white if a Poison test is failed. Bark requires anyone hearing it to test against Will Power or lose a point of Strength (it only barks once in any encounter). Gaze is hypnotic: test against Will Power or become transfixed until wounded, shaken or otherwise brought round. Magical or solid silver weapons inflict an extra 1d6 damage on the barghest.

WRAPPING UP
Even if the characters round up all the monsters, Altan will still be deprived of his former intellect. Sadly he returns to his tower, to fruitlessly spend his days trying to concentrate on his books in search of a cure. Players being what they are, they will probably shed few tears for him.

A berth on Captain Flint’s ship will take them south to Algandy – and beyond, into the Coradian Sea, if they wish. The fee is 250 Florins per character as far as Algandy, 500 Florins if they’re going all the way to the Ferromaine League. This allows the umpire to take up their adventure with the “Mungoda Gold” scenario in Dragon Warriors Book Six.

The adventure, while not featuring the more subtle elements of story and character, is an excellent opportunity for players to show their command of tactics. Hopefully they will come through it with the realization that a frontal assault is not always the best policy, and that it often pays to think before you fight.

Friday, 30 March 2018

Monster hunt - part 1

This seems a good pick for April 1st. Not that it’s a joke as such, but it is a slightly silly knockabout scenario with a whiff of poisson. The original version used Dragon Warriors stats, and must have been written right after The Lands of Legend when we still thought Book Seven was on the cards, but it’s certainly too light on story to ever have been considered for inclusion in a DW book.

I have a feeling that Oliver and I knocked it up for White Dwarf on the basis of a casual conversation with Ian Livingstone in which he hinted that Citadel Miniatures might benefit from a scenario designed to sell figurines – “you know, like a monster hunt.” But Games Workshop wouldn’t have seen any mileage in a scenario based on Dragon Warriors rules because DW was sold in bookshops, so made no money for them.

That was around the time of the famous “sod off” issue when White Dwarf had been wrenched away from editor Ian Marsh and was in the process of transforming into a figurines catalogue. Well, Oliver and I had no illusions on that score, so with a quick edit the scenario jumped across to the Warhammer universe. Even then, though, I don’t think it was ever published. Maybe GW suggested repurposing it again for Tetsubo and by then I’d had enough of the thing.

The scenario is really just an excuse for a string of tabletop fights, first a scrap in the Tin Inn – pardon me, the Whaler’s Wassail – and then opening into a rambunctious monster hunt on Spike Island. It’s typical of the way White Dwarf was trending under the new Nottingham regime, but a little more real roleplaying fun could be squeezed out of it by encouraging some factionalism among the PCs, perhaps, or if the metamorphosis abilities of the oni and rakshah are used to stir up a little Thing-style paranoia. Otherwise just crack out the beer and pretzels and start swinging.

BIG GAME

A scenario for Dragon Warriors and Warhammer Fantasy Roleplay by Dave Morris and Oliver Johnson.

Party composition (DW)
This adventure is best suited to assassins, though any adventuring profession can take part. As a guideline, the party strength should be as follows:
If there are only a few players, the party can either consist of high-ranking characters or player-controlled NPCs can be used to bring it up to strength.

PLAYERS’ INTRODUCTION
You have come to the port of Burhaven on the north-west coast of Cornumbria. Much of the last part of your journey has taken place in the sort of torrential downpour that always accompanies the arrival of spring in this part of the world. Soon all the rivers have flooded their banks and the road along which you ride has become a slough of mud. It is with some relief that you stoop under the overhanging eaves of the only inn in this small port. You are pleased to note that a ship rides at anchor in the harbour, for you have come here expressly to get passage on a ship going south. Evening settles in as you take in the scene from the shelter of the dripping eaves. Far out beyond the harbour walls, through a grey mist of rain you can just make out the sombre silhouette of an island. A wan light glimmers from a hilltop tower there.

GAMESMASTER’S INTRODUCTION
Last night, in a terrible storm, a barque was swept onto the rocks of Spike Island. The sailors were all drowned, but their living cargo escaped from the wreck. This was an oni, an exotic monster not found in Cornumbria - or anywhere in western Legend (WFRP: the Old World).

Master Altan, the wizard who lives on Spike Island, is a collector of strange beasts. Having heard tales about oni from sailors returning from the Orient, he sent his hunters to catch one for his menagerie. His sources told him something about the oni’s magic, so he had provided them with an enchanted cage that would suppress its powers. After many months, the hunters had discovered an oni in a cave in distant Opalor (WFRP: Cathay) and managed to catch it after a fierce struggle.

They began the long haul north, back to Spike Island, to claim the reward they had earned. The voyage was fraught with many dangers, all of which they survived only to die in the shipwreck with their destination in sight. The bars of the magical cage were smashed on the jagged rocks, and the oni was set free.

It set out towards Altan’s tower and there, taking the disguise of a shipwrecked sailor, sought sanctuary. Altan was suspicious, but before he had a chance to pierce the oni’s disguise with a spell it had breathed its poisonous, mind-destroying fumes upon him. Fleeing in terror, Altan stumbled out into the storm and made a desperate escape from the island using his Ring of Far Deliverance (see below).

Making its way into the vaults below the tower, the oni was amazed to discover Altan’s menagerie: a shrieking, blood maddened collection of some of the strangest creatures in all Creation. One, a hag calling herself Annis the Spit, convinced the oni to open the cages. The creatures of Altan’s menagerie poured out wildly into the night. Annis and the oni remained in the tower, which they have quickly befouled to become a suitable lair. Annis is spiteful with petty evil and is content to let the monsters roam the island for now, though she intends to transport them all to the mainland to spread mayhem as soon as she can get hold of a ship. Although the oni is evil, it has its own intelligent goals (returning home, for one) and is not interested in such chaotic malevolence. However, being a stranger in a strange land it has decided to follow Annis’s lead for the time being.

THE WHALER’S WASSAIL 
Meanwhile, Altan has found his way to the Whaler’s Wassail tavern on the mainland. The oni’s breath has destroyed his intellect, but his personality is unchanged. Always a good man, he feels responsible for the evil that has happened and has a driving need to set things straight. Unfortunately, he is now quite befuddled and cannot remember precisely what did happen. He remembers that the monsters are free on the island, and realises that they must be rounded up or killed before they harm anyone. He cannot remember precisely what monsters there are, and has forgotten all about the oni.

As the player-characters enter the inn (see map below) Altan has just asked some whalers whether they will accompany him back to the island. They are reluctant because they are naturally a little leery of him. The wizard has always been a recluse, viewed with awe and fear by the locals. The strange cries that sometimes echo from his island have given the place a baleful reputation. He has, however, just offered them 50 Crowns a head to do the job. This represents several months’ earning to the whalers, so they are sorely tempted. They want to think carefully about the idea, and will certainly become irate if the PCs pre-empt them by offering to go with Altan in their place.

When the PCs enter, there are eleven people in the taproom. The six whalers (table B on the map) are dressed from head to toe in rank-smelling oilskins. Their greasy faces are concealed in the shadows of their oilskin hoods. They reek of the bloody charnel of their trade, and their evilly sharp harpoon-spears lean against the table where they sit.

Whalers
2nd rank fighters; ATT 14; DEF 8; attack with harpoon (2d4, 4) or knife (d6, 3); special attack: can throw harpoon (d8, 4), armour bypass means it lodges in the target’s flesh causing 1 HP damage per round until pulled free, which causes 1d3 damage; AF1; HP 9, 9, 8, 10, 9, 11; MAG DEF 3; EV4; move 10m (20m); STEALTH 11; PERCEPTION 5

Skills: Sailing, Row, Fish, Orientation, Strike to Injure, Consume Alcohol, Swim.
Possessions: Harpoon (counts as javelin, but barbed: increase the value of any critical hit by +1); flensing knife; oilskin cape; 12 shillings.

In another corner (table A) sit three officers of the Temptress, the ship lying at anchor in the harbour. They wear the stiff epaulettes, voluminous capes, oak-carved gorgets and double peaked hats favoured by the sailors of Ereworn (WFRP: Kislev). The tallest of the three is Captain Flint of Salamur Port (WFRP: Erengrad). His helmsman and first mate have accompanied him so that the rough whalers don’t try any tricks. Flint intends to pay them for the whale oil he is shipping across the Glaive to Algandy (WFRP: south across the Channel).

Sailors
4th rank fighters; ATT 16; DEF 10; attack with sword (d8, 4) or dagger (d4, 3); AF2; HP 16, 15, 15; MAG DEF 6; EV4; move 10m (20m); STEALTH 14; PERCEPTION 8; special item: Captain Flint has “Davy Jones’s Sparkler” (a ring of obedient parts) and a hipflask containing healing potion.

Skills: Sailing, Orientation, Fencing Sword, Left-hand Dagger, Storytelling, Dodge Blow, Astronomy, Cartography, Read/Write, Swim.
Possessions: Sword; dagger; leather jerkin; 5 Crowns; Captain Flint has two special items, Davy Jones’s Sparkler (a Protection Ring vs sea monsters) and a hipflask of enchanted rum that acts like a Potion of Healing.

Altan himself sits in deep shadows beside the hearth (table C), still in his dripping wet cloak waiting impatiently for the whalers to make up their mind about his proposition. He mutters to himself, wringing his hands and taking slurps of wine from the jug beside him. He will explain his plight to anyone who asks, and will accept their help in preference to the whalers whom he does not trust.

Altan should not be characterized as stupid. The oni’s breath which effectively reduced his intelligence has done this by destroying his power to concentrate. He now keeps forgetting things and can only carry a thought through by tremendous effort of will. Listening to him ramble away takes a lot of patience, and often it is quicker to complete his train of thought for him, but he does not give the impression of being stupid.

Altan is accompanied by his ape, Jemai, the only loyal creature from his menagerie. It too is soaked to the skin and chatters with the cold. It has a limited power of speech (instilled in it by magic) but it will only speak when spoken to. This is because Altan objected to unnecessary interruptions when he was working. If asked, Jemai will tell the player-characters about the oni ( “Strange thingy with grinning face came out of storm, ‘n’ blowed smoke in master’s face...”).

Altan
13th rank sorcerer; ATT 12; DEF 6; strikes with staff (d6,3); AF0; HP 13; MAG ATT 28; MAG DEF 18; EV5; move 9m (15m); STEALTH 16; PERCEPTION 12; special items: Ring of Far Deliverance (a ring of teleportation with 7 charges) and Cap’n Sabre’s Galoshes (boots of water walking); notes: Altan can still attempt to cast spells, but he must first roll to see if he remembers the spell (a d20 equal to or under his current Intelligence score of 5) and then has a 70% chance of miscasting it.

Skills: Arcane Language (Magick); Cast Spells; Read/Write; Scroll Lore; Secret Language (Classical); Identify Plants; Rune Lore; Magic Sense; Herb Lore; Magical Awareness; Meditation; Demon Lore; Identify Magical Artifact; Identify Undead; Mythical Beast Lore.
Possessions: Staff; robes; Ring of Far Deliverance (casts Teleport, usable once per month); Cap’n Sabre’s Galoshes (permit wearer to walk on water); pet ape
Magic Points: 33 (But Altan must test against Intelligence in order to cast a spell successfully or use any other knowledge skill.)
Spells: Petty Magic - Gift of Tongues, Glowing Light, Magic Alarm, Magic Lock, Protection from Rain; Battle Magic Level One - Cure Light Injury, Wind Blast; Battle Magic Level Two Mystic Mist, Zone of Sanctuary; Battle Magic Level Three - Cause Fear, Magic Bridge; Battle Magic Level Four - Aura of Invulnerability, Strength of Mind. (Altan didn’t manage to take any spell ingredients with him when he fled from the island.)

Jemai the ape
ATT 10; DEF 6; attacks by biting (d4,1) or throwing small objects (d3,2); AF0; HP 3; MAG DEF 3; EV6; move 12m (25m); STEALTH 17; PERCEPTION 13

Skills: Acrobatics, Concealment, Dodge Blow, Flee!, Pick Pocket, Scale Sheer Surface
Possessions: Toothpick, bag of pistachio nuts, brocade waistcoat, purse containing 12 Crowns and 3 shillings.

Jemai attacks by biting or throwing small objects. If there’s a brawl, he will climb up to the rafters out of harm’s way.

The innkeeper, Humbrol Greytooth, is behind the bar. He tolerates brawls as a way of life in Burhaven, but if his inn looks like getting seriously damaged he will use the crossbow he keeps under the counter. Otherwise, Humbrol’s only interests are serving ale and selling titbits of information to his customers.

Humbrol Greytooth
Unranked human; ATT 11; DEF 5; fights with cudgel (d3,3) or crossbow (d10,4); AF0; HP 8; MAG DEF 3; EV3; move 10m (20m); STEALTH 12; PERCEPTION 4

Skills: Blather, Brewing, Consume Alcohol, Disarm, Evaluate, Haggle, Storytelling, Strike to Stun.
Possessions: Crossbow, leather apron, cudgel
Special ability: Never surprised by anything that happens at the inn.

The taproom of the Whaler’s Wassail is mapped here in case of a brawl. (Download a larger version here.) Quite possibly such a brawl will start (like many in the past) because of the parrot. This annoying bird hears anything whispered within ten feet and will then immediately repeat it in a very loud squawk. Humbrol thinks his parrot is an exceptional bird – which it is – but does not realize that this is not a good thing. Many a muttered joke or remark about another patron has been relayed by the parrot with cawing bravado, sparking off a fight.

The standard DW or WFRP rules are adequate for any fight, but the following structured tactical rules may be preferred by those who like to brawl with precision. Attacks (including missiles and spells) must be aimed at someone in your 120° line-of-sight zone (see map). Each combat round is divided into three action phases, as below.

* Each hex represents about 1.5m, so a normal move is 6 hexes per round and a running move is 12 hexes. Alternatively you can backpedal – move backwards a total of 2 hexes. To run you must have taken a move action in the previous round and you must take a move action in the following round. When you take a move action you are not obliged to go the full distance but you must move at least 1 hex.

** In melee you can strike at an adjacent character in one of your front three hexes. You can only hit in melee if you moved no more than 2 hexes in the same round.

Within each phase, actions are first announced by all players in order of Reflexes (ie lowest first) and actions are then carried out in reverse order of Reflexes (highest first). When announcing, you only have to say which option you’ve chosen, not how you’re planning to implement it. For instance, you might say “move” but not how far or where, or you might say “hit in melee” without having to specify whom you’re going to hit.

Moving onto furniture costs a character 2 hexes from their move for the round and they must make a Reflexes test (difficulty factor 14) or fall prone. There’s no cost for moving off furniture, though. Fighting from on top of a table gives +1 ATTACK and DEFENCE. The tables and bar are immovable, but the chairs can be swung – or they can be thrown up to (Strength/4) hexes. Chairs count as (d8,3) weapons in DW rules, while the parrot's perch can be used as a staff once the parrot has been prised off it.

If an actual hand-to-hand slugfest is appealing, optional close combat rules can be used. Under he optional rules, any character can move into another's hex. It is possible to stand off a character closing with you if (i) you have a weapon and the other character doesn't and (ii) they are approaching from one of your three front hexes. Otherwise they collide with you and you both go down in the hex. Once in this situation, characters can only fight one another using unarmed combat, dagger or cudgel. They get to strike in both the first and third phases each round. DEFENCE of both characters is halved. Instead of fighting, a grappling character can spend the round trying to extricate himself and stand up; he has to roll under Reflexes on d20 to succeed (unless the other person is also trying to get up).

Getting to the island
There are a number of boats by the quayside. These belong to the whalers, and theft will result in a hot and bloody pursuit. Each boat takes up to sixteen people (minimum crew six) and the whalers are prepared to hire one of them out for 20 Florins (WFRP: shillings) a day.

Captain Flint’s ship is due to weigh anchor tomorrow morning, so if the characters intend to sail with him this will only give them the night to explore Spike Island. Flint is quite inflexible about his schedule unless bribed, and no other merchant vessel is expected in Burhaven for ten days or so. The Temptress has a crew of fifteen in addition to her three officers. These fellows have been given strict instructions not to allow anyone aboard. They have hung oiled nets over the sides to give would-be boarders a slippery climb.

Only a skilled mariner will be able to steer a ship or boat to the jetty on Spike Island. Characters with a nautical background (DW: see Book Six) might just have the appropriate expertise. If not, their craft will be seized by strong coastal currents and swept into the island in a random location: roll d12 to determine the shore zone on the island map (see next post).

Come back next week for the concluding instalment.