Location
3 – The Warlord’s Armoured Train
It is extremely unlikely that anyone could approach
this position without being captured by the Warlord’s men. Any individual or
group doing so will be apprehended and dragged before the General in short
order.
3A-3D – Big Guns
These are the main guns of the General’s War-train.
Gun A is firmly trained upon the stalled Passenger Train; Gun B almost
certainly has been ranged and focussed upon the same target; Guns C and D share
the duty of launching flares into the night sky to illuminate the surroundings.
The area surrounding the War-train is being
thoroughly patrolled by the warriors of the General. They are all efficient
scouts and are currently terrified, both of the General and what seems to be
happening on the Passenger Train. Nevertheless, the party will find it very
difficult to Sneak close enough to
the War-train without being spotted and apprehended. Patrols sweep the
perimeter every 20 minutes or so and lookouts get to roll their Spot Hiddens (40%) every minute.
Characters will have to make exceptional Hide
or Sneak Rolls to even get close
(figure players having to roll under 20% of their Skill value to succeed).Any
troops capturing the party will, with a relief detectable by a Psychology roll, hurry their captives to
the General’s 2IC – Chagatai - in short order.
3E – General’s Quarters
This is the engine for the War-train and also
serves as the General’s HQ. If captured, the party will be dragged before the
Warlord here. The characters will first be vetted by Chagatai, the General’s
one-armed aide, who will exclude any women from meeting the General: he figures
that clean, good-looking women will only serve to increase the General’s
burgeoning harem, and that plain women will be summarily executed as
missionaries – especially those dressed for action in filthy ‘unladylike’
apparel – for whom the General has a distinct disdain. For this reason women
will be taken to Area 3H – the Machine-gun Emplacement - to await their
destiny. See? All that mud did have a purpose after all!
Entering the drive train, the party will be
confronted by a baroque scene: the entire room in which they find themselves is
copiously swathed in red velvet, suggesting that the General pillaged the
drapery of a theatre or cinema at some point. An enormous lacquered coffin
reclines upright against the far wall, decorated with gilt dragons, Buddhist
knots, ‘happy bats’ and other mystical symbols. The General - clad in a
quilted, scarlet smoking jacket over his uniform - is poring over plans spread
out on a table and held down by steaming plates of pungent Chinese food, from
which he picks with a pair of black lacquered chopsticks. In a far corner a
filthy figure squats, alternately mumbling, giggling and chanting, whilst
rattling various talismanic objects and shuffling through ancient parchment
pieces. There are four uniformed guards in the room, standing to attention and
armed with Russian rifles.
Occult or Anthropology
rolls will identify the shambolic figure in the corner as a Tibetan Bön
Sorcerer, an exorcist and practitioner of that country’s shamanistic magic. He
carries a flute made from a human femur, or thigh bone, a drum made from two
human skulls, a conch shell and a prayer wheel. He also has a small hibachi, or charcoal stove, over which
he mutters and sprinkles various herbal concoctions. Anyone Listening for a few rounds to the
utterances of this creature will gain the unnerving impression that more than
one voice is speaking through him. (No stats are provided for this fellow – he
isn’t going to be around for too much longer...)
The General will only speak to the party through
the translation capabilities of his aide, Chagatai. He barks his questions
incontinently and takes prodigious pulls from a bottle of Chinese whiskey which
stands on the table next to a freshly-cleaned automatic pistol; Psychology rolls will reveal that the
General is in an extremely delicate and dangerous state of mind. The General
has convinced himself that ‘factions’ have taken his favourite son captive in
the train below; he suspects that the move is part of a covert operation –
involving Hardcastle in some obscure fashion – that seeks to undermine his
credibility with Chang Tso-lin, his boss. This is all completely beside the
point, but he doesn’t want to hear any other scenario at present.
If "Jimmy" Chow is still with the party at this
point, he makes a fatal mistake: assuming that the General will welcome any
media attention, he offers to write a positive article about the warlord and
his son, guaranteed to garner sympathy for the General amongst the readership.
The General will shoot him dead out of hand at the first mention of Erh-Chang,
emptying the clip into the unfortunate reporter’s body. Two of the guards toss
the body unceremoniously outside (SAN 1/1d4).
The General asks several strange questions through
the medium of Chagatai:
“Who has taken control of the Passenger train?”
“What is on the train that foreign spies would be
interested in?”
“Who is Hardcastle working for?”
“What did Hardcastle arrange to have put on the
train?”
“Is it a bomb?”
“What are
the intentions of the Municipal Forces?”
The party can answer these questions – or not - as
they see fit, and the General is not above smacking them around a bit to
encourage them (his gun may be out of bullets, but it can still bludgeon
effectively: 1D4+db). Of course, the General is not functioning at his best and
the party’s best interests are served by appealing to Chagatai rather than the
warlord; Chagatai himself is a bit worried about the General’s behaviour (Psychology roll) and any appeal to
reason will resonate most surely with him.
At a tense moment in the dialogue, the Bön Sorcerer
suddenly screams and leaps erect, scattering his accoutrements: he begins to speak in a loud voice, a Chinese
dialect (actually Cantonese, a language unknown to the Sorcerer) uttered in a
guttural, buzzing cadence. After he finishes, he screams again and slumps dead
to the floor: one of the guards rolls him over and it is seen that his face has
melted in an horrific fashion, eye-sockets bubbling and cheek bones emerging
through the plastic mess. There is some confusion amongst those gathered (SAN
Rolls: 1d3/1d6), but Chagatai (or any party member capable of Speaking a Chinese dialect,) can reveal
that the shaman said:
“I am come
to clear the way;
I move
through dark and night;
My hunger
is insatiable;
My might
unstoppable;
I am the
glory of Yidhra.
I am coming!”
Party members hearing this are able to make a Cthulhu Mythos roll to understand the
reference to Yidhra: they understand the name to be that of a mythical entity
connected to a Southern Chinese and Annamese fertility cult; a critical success
will allow them to become aware of the hideous fecundity that is Yidhra.
After this, the interview is terminated and the
party is hustled off to the Southern
Machine-gun Nest (3H).
3F – The Harem
Normally this carriage would hold the regiment of
men assigned to the train; currently it is doing service as the sleeping
quarters of some the Warlord’s many concubines. It’s possible that some of the
party members who were initially sent to the southern Machine-gun Nest (3H)
will be sent here in search of bandages and hot water to aid several wounded
soldiers there.
Inside, the carriage is draped with linen and
clothing hung over clotheslines and dividing the area into many small cubicles;
a larger open area, with a small stove, is just inside the door. Around this
are arranged a number of the General’s ‘girls’. An entrance by any unknown men
(or men not wearing the General’s uniform) will be met by screams and general
hysteria; any women who enter, accompanied or otherwise, will be greeted with
stares of cool appraisal and some sharp questioning.
Initial questions and comments will revolve upon
the attractiveness of the supposed ‘new addition’ to the Harem, which is how
many of the women here will take the entrance of another female: comments will
revolve critically upon the newcomer’s appearance and the warlord’s growing penchant for the bizarre. Once the party
member(s) manage to get a word in edgewise and explain their presence, a
statuesque blonde White Russian stands forward and demands answers in a
staccato fashion: she, it seems, is in control of this henhouse. If the Russian
doctor is mentioned, she will insist that the gathered women begin to boil
water in an ancient samovar hidden in
the corner of the carriage and that they provide any garments that they can do
without. While they scurry to do her bidding, the blonde bombshell coolly
appraises the party representative whilst dragging on a cigarette.
The gathered women provide plenty of hot water and
a multi-coloured display of silken fabrics which they deftly tear into strips
for the purpose of field dressings. The Russian blonde strides to the door of
the carriage and commandeers the presence of several soldiers in the Mess Tent (3G) outside: she demands that
they carry the hot water from the samovar
in whatever containers they have to hand. As the party individual(s) start to
leave she instructs our characters to “tell Piotr that my heart is still with
him”. The party (and the Keeper) may do with this morsel as they see fit.
3G – Mess Tent
All of the Warlord’s troops are currently using
this large tent as their sleeping quarters/mess tent. Any party members who
enter this area (heading towards 2F - the Harem
- in search of medical supplies, for example) will note an air of tension
gripping the 10-15 men waiting here (Psychology
roll).
The men here are nervous, shakily smoking unlit
cigarettes and dragging on personal caches of alcohol. Their gaze is constantly
drawn to the north and west of the War-train’s position, away from the stalled
passenger train. If questioned, the men will respond to the questioner on the
basis of low Credit Rating roll –
upper class, command, types will only receive a glib, or bland response. A
successfully-rolled low Credit Rating
(40% or less) or a failed high Credit Rating roll (50% or higher) will
gain a useful response.
Word is coming in from the outlying patrols that
there is something following the scouts and that it has attacked one patrol,
taking them out with relative ease. Rumours have started, stating that the
enemy is invisible, or that it has supernatural capabilities un-thought-of (at
least by this current crop of soldiers). Once one soldier breaks his silence,
the others join in, compounding rumour upon rumour: one scouting party was
brought back in, cut to ribbons; another party hasn’t radioed in and is
presumed dead. The upshot is that the stalled train below is ‘possessed’ by
something unearthly and the men are increasingly of the opinion that it should
be shelled into oblivion rather than explored.
3H – Southern Machine-gun Nest
This is a machine gun emplacement and any of those
who gain the Warlord’s ire will be tied up and kept under guard in this pit
until he is satisfied that they can go. If the party is first vetted by
Chagatai, any female characters will be sent here. This is a muddy hole and
ferociously cold at night; the guards and gun crew are unchivalrous and
generally loathsome, making lewd and grotesque suggestions to the female
prisoners. The party members should deal with these as they see fit.
If things seem to be going badly for the captives,
a White Russian, a former doctor of the Czarist troops, appears and shoots the
most obnoxious warrior, thus pacifying the rest of the louche troopers. Of course, one of the gathered party prisoners may
have already thought of this method of pacification; if so the doctor will
simply comment “well done” and get on with things, as below:
The doctor (whose name is Piotr) brings with him
three wounded men and six stretcher-bearers, and hurriedly asks the gathered
prisoners if they have any First Aid
or Medicine skills. The stricken are
badly mauled and terrified: one has lost both his legs below the knees; one has
been horrifically slashed across the abdomen; the last has had the back of his
skull slashed off, along with several deep gashes down his back. The party can
lend assistance if they have the stated skills; otherwise, the doctor will give
them his pass and tells them to go to the Harem
(3F) and get fabric for bandages and
all the hot water they can carry. If the party members are well supplied with
the requisite skills, the Gun crew will be sent in search of the water and
bandages instead.
The wounded speak the following languages:
Patient
1: Jin; Mandarin; Wu (the Shanghai
dialect of Chinese)
Patient
2: Russian; French; Mandarin
Patient 3: Mandarin; Jin; Wu
Party members can attempt whatever skills they have
to communicate with them.
(It’s a good time to point out that the various
dialects of “Chinese” exist in a state of “mutual intelligibility” – that is,
two people who speak widely different dialects, will still understand each
other while not being able to talk the other person’s particular pidgin. For
someone with fluency in a particular Chinese dialect, understanding is not a problem; being
understood is the tricky part! Keep this in mind when the Bön Sorcerer
gives his final utterance as well.)
In treating the wounded, the party discovers that
these men were attacked by a black shape that sped upon them out of the
darkness and slashed them up without a second thought. All that they are able
to convey initially is that it was a ‘monster’ with armour and a strange low
method of moving. And that it spoke Chinese, in the Cantonese dialect.
Medical skills (with the appropriate successful
rolls, applying the stated penalties) must be utilised in the following fashion:
Bleeding must be stopped in all three cases (-15% Medicine or First Aid);
Shock must be combated (-10% Medicine or First Aid);
The possibility of Infection must be reduced (-05% Medicine
or First Aid);
Dressings must be applied.
The man with the abdominal wounds – a White Russian
– is the one with the lowest life expectancy. He will crave water in his final
hour, but the doctor will limit this and will focus on the other two
casualties, who stand a better chance of survival. Pain management – utilising
the flask of vodka in his breast pocket, or some other means (some of the Gun
crew have opium) – is his best recourse and will keep him talking. He mentions
that the thing which attacked him and his colleagues was “armoured, with one or
two big swords” and “it laughed at us like we were nothing at all”. Despite
this, he claims to have stabbed it with his Cossack blade before it took him
out with a casual slash. He says that it seemed wary of their lights and
attacked without them hearing its approach. He offers his opinion that, if the
Czar had known about and had used such soldiers, he (the Cossack) wouldn’t be
dying at this particular juncture. After this, all that can be gained from him
is his disjointed singing of his national anthem before he succumbs to
unconsciousness. He dies soon afterwards.
Once hot water and bandages arrive from the Harem (3F), the patching of the wounded
will proceed apace; shortly thereafter, the balance of the party will show up,
ejected from their conference with the General. Give the party time enough to
compare notes and consolidate their information before the following happens:
Without warning, one of the General’s soldiers
comes crashing over the sandbag barricade, covered in blood and, carried in one
hand, his other arm which has been slashed off at the elbow. He is hysterical
(naturally enough) and babbling about a ‘monster’ following him from his
position; he’s sure that his comrades are now dead: any soldiers in the Machine
gun emplacement instantly panic and scramble for cover. Those party members
with a high POW and a successful Fast
Talk, Orate, or Bargain roll will be able to command
these fellows to hold the line, otherwise they disappear. Shortly thereafter,
the Arthropod Child of Woe leaps the
barricade and engages our party and any others in the encampment.
This creature is
shaped much like a gigantic scorpion, with an hideously-malformed human face.
It is hopelessly insane and chortles as it attacks the humans in its vicinity
(for statistics on this creature, see the end of this scenario). The best
method of dealing with this horror is to rotate the machine-guns 180° and use
them (or command the soldiers to use them) to blow the creature to Kingdom
Come; however, the party may come up with some other means of combating it. If
they defeat it, the party will discover a Cossack blade embedded in one of its
human eye-sockets...
Weapon
|
Base Chance to Fire
|
Damage
|
Base range
|
Attacks
per round
|
Bullets in Gun
|
HPs
|
Era S$ Cost
|
Malfunction
|
Common in Era?
|
Maxim 1910 (Russia 1910 to 1950)
|
15%
|
2d8
|
200 yards
|
Burst (550 rounds per minute)
|
250 round cloth belt
|
20
|
60,000
|
00%
|
Uncommon
|
If the Child is destroyed, an hideous scream
will emanate from the direction of the Passenger
Train, dying away into a brooding silence...
The
General wades in...
The sounds of
battle bring the Warlord and Chagatai to the scene, just as the party
(hopefully) despatches the monster. The General begins to issue orders to the
effect that the Passenger Train
should be shelled as soon as possible, but will be cut short either by A) a
party member, or B) Chagatai. If the party re-states its intention to locate
Erh-Chang in the stranded train, the General gives them a window of two hours
to do their best before he starts to blow the Hell out of the train (his nerves
have been a little rattled by the sight of this many-legged horror in his
encampment). The party should take this as a warning to go and come back
quickly, and to not waste any time...
Statistics:
The
Warlord, Chang Tsung-chang
A subordinate of Chang Tso-lin’s Fengtian clique
and a fearsome military organiser, Chang was instrumental in toppling Shanghai
for his master’s benefit. Unlike many other warlords he was marginally less
self-indulgent than his superiors, largely foregoing the peacock uniforms and
masses of medals; instead, he concentrated on the amassing of power for its own
end. The son of a witch and an itinerant trumpet player, at his height, he was
referred to as the “Warlord of the Three Don’t Knows” – he said he didn’t know
how many concubines he had; how much money he had, or how many troops he
commanded.
He was called the “Dog–Meat General” due to his
fondness for a Manchurian form of gambling called Pai Gow, or ‘eating dog meat’. He was said to command a huge harem
of women – Chinese, Western, White Russian, whatever – whom he referred to only
by numbers - as he found it too hard to recall their names - and to each of
whom he gave a washbowl and a washcloth, printed with the flag of their home
country. He was fond of decorating telegraph poles with ‘cut melons’ (that is,
the heads of his enemies) and he never travelled anywhere without his own
heavily lacquered and decorated coffin.
He was notable among the warlords as the first to
recruit women into his army as nurses and significantly boosted morale and the
effectiveness of his troops by doing so. In 1925 he entered Shanghai with his
troops, forced its capitulation in the name of Chang Tso-lin and held it in his
master’s name until 1928, when Chiang Kai-shek won it back through the efforts
of his Northern Expedition.
Instrumental to Chang Tsung-chang’s power was his use of armoured trains which
he manned with the help of White Russian refugees fresh from defending the
tracks of the Trans-Siberian Railway.
For his efforts on his warlord master’s behalf he was named the administrator
of Shantung under the Fengtian clique. He was eventually captured by Kuomintang
forces but allowed to leave the country in 1932; unfortunately, he was assassinated
by the son of one of his rivals before he could escape.
The
“Dog-Meat General”
char.
|
value
|
char.
|
value
|
char.
|
value
|
STR
|
15
|
POW
|
20
|
Move
|
7
|
CON
|
17
|
DEX
|
13
|
HP
|
18
|
SIZ
|
19
|
APP
|
12
|
Magic Points
|
20
|
INT
|
15
|
EDU
|
10
|
SAN
|
65
|
Damage
Bonus: +1D6
Weapon: .45 Automatic 78%: 1D10+2; Club 80%: 1D4+1D6
Armour: None
Skills: Dodge
65%; First Aid 60%; Hide 45 %; Listen 80%; Martial Arts
70%; Mechanical Repair 55%; Rifle 70%; Sneak 30%; Play Trumpet
65%
Spells: None
SAN Loss: Unless he loses the plot completely and does something
horrific, it generally costs no SAN to see the Warlord
Chagatai
Half-Mongol,
half-Russian, and claimed by neither, Chagatai lost his left arm in the Russian
retreat from Mukden during the Russo-Japanese War of ’04-’05. Since
then, he has little time for political or nationalistic rhetoric and has found
a cynically comfortable roost with the erratic Warlord regime. He is aware that
Chang Tsung-chang is volatile and unpredictable, but his results cannot be
disputed. Most of Chagatai’s time is spent keeping unnecessary distractions out
of the General’s line of fire and he acts as an efficient filter of his
leader’s priorities. At bottom, Chagatai gains a lot of personal satisfaction
from working with Chang, not to mention a lot of cash, and it would take a
great deal for him to abandon his post. And don’t underestimate him: one-armed
or not, he’s deadly with his knives; even the ones that aren’t coated in
poison…
One-handed,
Right-hand Man
char.
|
value
|
char.
|
value
|
char.
|
value
|
STR
|
14
|
POW
|
15
|
Move
|
7
|
CON
|
17
|
DEX
|
14
|
HP
|
17
|
SIZ
|
17
|
APP
|
14
|
Magic Points
|
15
|
INT
|
17
|
EDU
|
15
|
SAN
|
75
|
Damage
Bonus: +1D4
Weapon: .44 Revolver
65%: 2D6+2; Dagger 70%: 2D4+2; Dagger (Thrown) 75%: 1D4+1D2+2
Armour: 2 point Heavy Leather Jacket
Skills: Bargain
85%; Dodge 75%; First Aid 75%; Hide 55%; Listen 80%; Martial Arts 45%; Mechanical
Repair 60%; Psychology 75%; Rifle 40%; Sneak 50%; Throw 75%
Spells: None
SAN Loss: It costs no SAN to see Chagatai
Arthropod Child of Woe
This monster is fast and dangerous. Assuming a
scorpion-like paradigm, it is quick to attack and able to cover territory very
speedily. The beast has a human-like face (with extra eyes) and the ability to Speak Cantonese; however, the rest of it
is shaped like a huge scorpion. Given that the creature has been damaged in a
previous encounter, the Arthropod Child
of Woe has a -20% penalty versus attacks which originate from its left
flank.
Arachnid
Crawler in the Dark
char.
|
value
|
char.
|
value
|
char.
|
value
|
STR
|
23
|
POW
|
14
|
SAN
|
0
|
CON
|
17
|
DEX
|
17
|
Magic Points
|
14
|
SIZ
|
30
|
Move
|
9
|
|
|
INT
|
11
|
HP
|
24
|
|
|
Damage
Bonus: +2d6
Weapon:
Claws (x2) 85%: 1d8+db+Grapple
(with 2 successful strikes); Tail
30%: Paralysing poison (Resist CON vs. POT): speed reduced by half/sting. If Speed is reduced to less than 1 by
repeated stings, the character is paralysed and will die in CON rounds without First Aid or Medical treatment.
Armour: The Child has a chitinous hide that resists 6
points of damage from every strike by normal weapons
Skills:
Sneak 75%; Jump
65%
Spells:
None
SAN Loss:
It costs 1d4 / 1d10 points of
sanity to see a Child of Woe
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