Monday, 13 April 2015

The Porcelain Mask - Part III


Location 4 – The Passenger Train


4A – The Water Tower

This is the location of a water tower which is occasionally used to replenish the trains that pass by this location. There is also a small shack nearby, now decrepit, that was used at one time by railway workers.

Anyone viewing this feature using field glasses or binoculars from either the Warlord’s Camp or that of the Municipal Forces, can make a Spot Hidden Roll to observe the fact that the forward door to railway car C is hanging open and is obscured by the water tower, making it a possible means of surreptitious entrance to the train.

Climbing to the top of this structure (via a ladder on its side) will necessitate Hide rolls on the part of the one(s) so doing. Without these, they become easy prey for the Sing-song Girls flying overhead.

4B – Slumped Woods

Anyone passing close by this point will need to make a Spot Hidden roll (x2); those successful will see that the trees here have simply lain down across the tracks to derail the approaching train. The trunks have bent rather than having been cut; close inspection will also note that leaves and branches have coiled in an unnatural fashion, as if the trees suddenly lost the ability to remain upright and collapsed: noting this will necessitate a SAN-Roll for 0/1d2 points.

This is an example of Madame Yi’s Mutation power and part of her Cult’s plan to obtain the Mask of the Avatar. It will also reveal to the party of Investigators that, whatever his reasons are for being here, the Warlord and his troops didn’t derail the train.

4C – Second Class

The cars on this train are mostly of the typical Pullman type, with a connecting corridor along the southern side from which depend several seating compartments with sliding entrance doors. These compartments have facing bench seats and overhead luggage racks.

Entering the carriage, the investigators will notice immediately that there is a strange yellowish mist circulating inside: whilst ostensibly harmless, the party may well hesitate before braving the train’s interior without breathing apparatus. This mist has a tendency to pool on surfaces and acquire a sticky consistency like thin syrup: if allowed to set, it can be subsequently scratched off like hardened glue.

Another thing which may attract the attention of our band is the agitated clucking of a chicken towards the southern end of the carriage corridor. Following this sound will reveal several dead chicken bodies (and the remains of the crate that once held them) as well as the malformed spectacle of two chickens blended together into a two-headed, three-legged blasphemy. It is alarmed by its current state and bothered by the clinging mist, which has started to glue its feathers together, but it is otherwise alright. Following this avian perversion will allow the party to inspect the various compartments of the train through the glass partitions:

The human passengers of the train have fared less well than the livestock. In some compartments, the occupants have been systematically torn to pieces by something with massive claws and teeth; pieces of flesh, rent luggage and carriage fittings are strewn throughout the space, accompanied by a whirlwind of blood and shattered glass. In another compartment, the victims are more or less intact, but bloated and blackened, torn at by less egregious weaponry and seemingly dead of some toxin or contagion. A final compartment is the most awful of all: it contains a knotted web of flesh, several people all apparently blended horribly together, bones and organs re-formed, twisted and exposed; worse still, some of this mass is still alive, but hopelessly, hopelessly insane. Seeing this devastation – the combined attacks of Madam Yi, a troupe of her Sing-song Girls and one of her Children - necessitates a SAN Roll with the following loss: 1d8/1d12.

The only other thing to note about this carriage is that both the access hatches to the outside roof from the main corridor – one at either end of the carriage – are open. The Sing-song Girls have left them like this to allow quick access to and from the sky above.

4D – Third Class

From the outside, this carriage is completely sealed: the windows are covered with some yellow material and a constant stream of yellowish fluid dribbles out onto the tracks through cracks in the superstructure. Attempting to open either the windows or the northernmost door of the compartment (leading to car 3F) will yield no result as these valves have been glued shut by the yellow miasma. It becomes readily obvious that the only way into this car is to move along within the train using the crew access.

The quickest way into this car is via the corridor in car 3C. The porter’s key has been left in the lock and the door swings open in the intermittent gusts of the yellow mist; eventually, the door will become so caked in the effusion that it will be frozen in position, but for now it still moves. Beyond this entrance, the true horror starts to become clear.

The interior of this carriage is markedly different from car 3C; to begin with it is not a Pullman type, rather it consists of a central aisle dividing two rows of hard wooden bench seats, all facing towards the engine. The entire inside of this carriage is caked with the hardened residue of the yellow mist, softening the edges and blurring outlines: the walls drip and run with the yellow syrup, pooling on the floor and seeping through the woodwork. This morass forms a nexus at the Northern end of the carriage where the obscene bulk of a massively mutated Madam Yi can be discerned. She is huge, twisted, partially-hidden by diaphanous black-and-white wing-like veils which float and drift about her; her neck has distorted into a long segmented structure with double-sets of orifices along its length, from which gasps of the yellow mist vent: at the terminus of the neck is her porcelain visage, now cracked open to reveal a gaping maw of needle-like teeth. Two gigantic praying mantis claws have grown alongside her standard human arms with their terrible talons.

The occupants of the seats in this carriage are all male and they sit facing forwards with fixed stares, murmuring in unison the word “Yidhra”, over and over. Again, a successful Cthulhu Mythos roll will reveal the nature of this chant. Between the monstrosity and the party is a young man who turns as they enter: if they have a photograph of him the party will quickly discern that this is Erh-Chang. He is covered with the yellowish effusion, which has seemingly stuck him to the floor, and he seems sunk in some kind of narcoleptic haze. Nevertheless, he sees the party as some kind of means of escape and he holds out towards them a knapsack which, by his gestures, he seems frantic for them to take. In desperation he tosses the bag to the nearest adventurer as the beast behind him reaches out its hideous claws and snatches him closer to begin its horrible mating...the party may wish to exit before Erh-Chang is dismembered and tossed to the four winds.


If the party manages to gain some safe haven where they can examine the knapsack, they find inside it nothing which at first seems of any use: there is a pair of chopsticks, a small ceramic bowl, some cash, a train timetable, a compass, a paperback copy of E. A. Wallis Budge’s Egyptian Magic, a receipt, an address book and a train ticket. These last three are the items of interest: the train ticket is for his current, stalled, trip; the receipt is for the telegram which he sent to Professor Hardcastle; the address book is pertinent for the parcel which he sent on the Mail Train with its destination address – Professor Hardcastle’s home in the International Settlement. Whatever he was carrying, it is now most likely en route to the Professor, in the earlier Mail Train.

Having gotten in here with relatively little opposition, the party will feel the full force of Madame Yi’s anger in the form of her four Sing-song Girls who converge on this carriage at her telepathic behest. Leaving will be harder than the party expects, and the knapsack will be high on the ‘Girls’ list of recoverable items.

4E – Engine

The engine of the train has seemingly ploughed into the slumped trees that block the track and then rolled over sideways. The trees can be seen here to have become spongey and soft allowing the train to become derailed without causing too much damage to those aboard. The engine is still hot when the party gets here – not hot enough to create steam but still warm and cooling. The furnace stoker can be discovered here, swollen and blackened as if dead from a massive injection of poison, with a shovel gripped in his hands as if he died while fending off an attack.

4F – Coal Truck

The coal truck has also rolled off the tracks, spilling its load onto the ground. Any attempt to comb through this debris will unleash the driver from the Engine who has buried himself here to escape attack from the Sing-song Girls who killed the stoker. He springs from the coal, lashing out at the nearest person with his shovel (40%; 1d6+1d4). He will calm down quickly if soothed by conciliatory gestures (or if he sees that he’s bashed someone ostensibly human) and will reveal that the stoker was attacked by “strange women, who flew down out the sky”. The party may wish to keep this fellow with them or they may choose to send him either to the Municipal Forces or the Warlord’s Train: the decision is theirs. If they choose the latter option, the General will interrogate this witness and decide that two hours is one hour too many to investigate the Passenger Train and will start shelling the train prematurely.

4G – Dining Car

This car consists of sixteen tables (eight on either side of a central aisle) divided from each other by etched glass partitions. When the adventurers enter, the tables are set for dinner with cutlery and napery: glass vases with single roses have – for the most part – been knocked over by the derailment but everything else seems to be in order. Those entering will observe that the ceiling hatches at either end of the carriage, opening to the outdoors, have been opened (allowing attacks by the Sing-song Girls if needed).

In this area the party will discover the corpse of one of the train staff, swollen and blackened and with a large stab wound in his back. While examining this body, the party may be detected by one of the Sing-song Girls: the windows here are large and un-curtained and a Spot Hidden Roll (25%) by the ‘Girls will bring them in force. 

4H – First Class

The First Class carriage has a series of eight sleeper compartments connected by a single corridor along the southern side of the car. Given that the trip from Nanking to Shanghai is not that long, the compartments are opened and unmade, in hiatus until being used for a longer haul. Each compartment has a fold-out bed and a cupboard containing a sink and a mirror: no personal effects can be found here at this time. Every second room has a connecting door to the room preceding it so that the rooms can be sold as suites of two compartments; thus, there are four suites in this carriage. Like all of the carriages, the rooftop hatches have been removed to allow access by the Sing-song Girls. Additionally, the rear door of this carriage, through the concierge’s room, has been left open onto the tracks.

Resolution

Eventually, one way or another, the Sing-song Girls are going to pour down out of the sky and try to take out the party; how the party responds is up to them. If they get back to the General’s War-train they will be taken in and the Warlord’s big guns will finish off the horror that hides within the Passenger Train. He will pull up stakes and leave shortly after reducing the ‘Train to a pile of slag, the tracks along with it. The party will be offered protection and medical aid (if required) and will be returned to Shanghai the following day.

Alternatively, the party may try to escape to the camp of the Municipal Forces. This will lead any surviving Sing-song Girls after them and unleash their perversion upon the soldiers gathered at that camp. During this fight, the two-hour time limit imposed by the General will run out and he will start shelling the Passenger Train into oblivion. The Sing-song Girls will scream in despair and flee to see if aught can be rescued of their goddess, leaving Major Li to regroup and try to work out what was going on...


Statistics:

Madame Yi

Madam Yi is one of the many avatars of the Outer God Yidhra. This being appears as a human female dressed in beautiful white and black robes which constantly billow on some unseen wind. She may hover or fly on the same phantom wind. Madam Yi’s beautifully delicate visage is like the painted face of a porcelain doll: its blood-red lips and closed, almond-shaped, black eyes are forever frozen on a smooth and bone-white mask. Its long black hair is braided into a single plaited queue. The avatar’s hands both end in very long, razor-like black fingernails.

Cult

The Mother of Woe’s cultists are always led by women. Like all avatars of Yidhra, it requires regular infusions of fresh genetic material as well as a steady supply of young males with whom it mates. The products of these unions are, for the most part, simply re-absorbed by the avatar but, occasionally, the mutated, monstrous offspring are given to the cultists to raise or eat. The fathers of these creatures are always ripped to shreds by the avatar during the mating process. As with worshippers of Yidhra’s other avatars, Madam Yi’s followers take on aspects of the creature: their skin becomes white, like porcelain and their nails grow to prodigious size and sharpness. Like all cultists associated with Yidhra, the avatar communicates with its followers by telepathy.

Attacks & Special Effects

Madam Yi’s initial attack is by means of a hypnotic song: a hauntingly-beautiful melody that entices its victims. The victim must beat the avatar’s POW on the Resistance Table or else walk calmly into its waiting arms to be shredded and absorbed.

If the song fails to subdue its attackers, Madam Yi has two other options. The first is by means of its long queue, which is actually an animate tentacle, able to strike up to ten feet away and tipped with a black spike. The avatar will generally deploy this weapon from a point above her attackers, hovering over them as it strikes. Occasionally (20% of the time), the avatar’s queue, will have a poisonous tip, much like that of a scorpion: the venom injected by this stinger is POT 13 and does 1d6 points of paralysing damage per round for 1d6 rounds if not successfully resisted. Its second and most deadly form of attack is by means of its razor-sharp claws, which deal punishing damage.

Madam Yi’s other attack is its ability to reform living matter, even its own, and twist it to its own perverse will. By successfully striking an opponent and spending a minimum of 5 Magic Points, it can reform the base structures of living beings, distorting limbs, removing sensory organs or creating bizarre new growths. A favourite trick is to seal a creature’s mouth and nose, thereby leaving it to suffocate, but this mutative power is limited only by the Keeper’s imagination. As a general guide, it costs 5 MPs to affect a single organ (skin, heart, brain) or bodily system (skeletal, nervous, endocrine); 10 MPs to affect two individual creatures or to blend them together; 15 MPs to break down a creature into basic components and 30 MPs to alter a creature’s state from animal to vegetable or vice versa. The victim of such an attack must oppose their CON against the MPs in the attack on the Resistance Table to avoid the affects of the mutation. NB: that Madam Yi can use this effect upon itself or its followers at will, to create interesting features for use in combat; in such cases, no Resistance Roll is required.

The Mother of Woe
char.
value
char.
value
char.
value
STR
27
POW
60
SAN
n/a
CON
69
DEX
36
Magic Points
60
SIZ
17
Move
10/15 Flying


INT
25
HP
43


Damage Bonus: +2d6
Weapon: Razor Claws 90% (automatic when hypnotised): 1d6+db; Spiked Tentacle 85% (automatic when hypnotised): 1d4+3+db (plus possible poison); Mutation: Victim’s CON vs. the MPs in the attack to resist the specific effect
Armour: None; but Madam Yi cannot be harmed by normal weapons
Skills: Any, as desired by the Keeper
Spells: None, for the purposes of this scenario.
SAN Loss: It normally costs 1/1d8 Sanity points to see Madam Yi; in her currently mutated form it costs 1D4/1D10


Sing-song Girls of Madame Yi

These cult leaders of Yidhra, like all of its devotees, take on aspects of the Elder God’s avatar. The Sing-song Girls develop long, razor-sharp fingernails and their faces take on a smooth, porcelain-like consistency. As well they develop individual retrogressive features giving them strange and unexpected capabilities.

The faces of the Sing-song Girls are their most alarming feature. They are mostly immobile and their eyes are shut; however, when they snap open their eyes and mouths, the porcelain material of their faces cracks to expose black eyes and maws filled with needle-sharp teeth. Blows to the heads of these creatures leave depressed fractures, like damage done to chinaware, which slowly repair as they heal.

Yidhra’s Sing-song Girls pose as madams of courtesan establishments, engaging human women to work in their businesses but not conducting such business themselves (because their true natures would be quickly discovered). Amongst their normal duties is the pursuit of exceptional genetic material with which to gift Madame Yi: such individuals are drugged and brought before the Deity for assimilation. At other times the Sing-song Girls are set to protect and nurture the Children of Woe which Madame Yi bestows upon them. The Sing-song Girls are all linked by telepathic contact to Madame Yi and information is instantly shared between them all. This makes them deadly in combat and dangerous to engage in a long-term strategic battle.

The older a Sing-song Girl becomes, the more retrograde she becomes in her evolution. Such creatures develop wings, gills, poisonous fangs, armoured skin and a myriad other benefits. On average, for every ten years that a Sing-song Girl has served her particular avatar, she gains an extra feature.

Note that, while the Sing-song Girls usually have spells, in this scenario they’re running without. A massed confrontation like this is pretty deadly, whereas generally they are only encountered singly. As well, fire is very deadly to these monsters and a successful flame-based attack directed against one of them – incendiary grenade, flame-thrower, Molotov cocktail – will destroy their insectoid wings, leaving them earthbound and easier to deal with ... until they regenerate of course.


“Peony Princess”
char.
value
char.
value
char.
value
STR
14
POW
15
SAN
0
CON
11
DEX
14
Magic Points
15
SIZ
13
Move
8/16 Flying


INT
15
HP
12


Damage Bonus: +1D4
Weapon: Nippers (2x) 30%: 1d8+1D4 +Grapple (with 2 successful strikes); Bite 40%: 1d6 Sting 30%: 1d2+Paralysis (CON vs. CON to Resist), lasts 20-CON rounds
Armour: None; however, a Sing-song Girl recovers all lost Hit Points within 24 hours
Skills: As per normal humans
Spells: None, for the purposes of this scenario
SAN Loss: 1d2/1d8 to see a Sing-song Girl of Madame Yi


“Wild Chrysanthemum”
char.
value
char.
value
char.
value
STR
15
POW
14
SAN
0
CON
10
DEX
15
Magic Points
14
SIZ
13
Move
8/16 Flying


INT
15
HP
12


Damage Bonus: +1D4
Weapon: Claws 60%: 1d6+1D4; Bite 40%: 1d6; Pheromones: With this attack the Sing-song Girl can subdue any males attempting to harm her. Any male in her vicinity must pit their POW against her CON: failure means that the victim becomes highly suggestible to the Sing-song Girl’s demands (NB: that no-one can be made to explicitly harm themselves whilst subject to this effect, although suggestions to move into harm’s way will be heeded).
Armour: None; however, a Sing-song Girl recovers all lost Hit Points within 24 hours
Skills: As per normal humans
Spells: None, for the purposes of this scenario
SAN Loss: 1d2/1d8 to see a Sing-song Girl of Madame Yi


“Peach Blossom”
char.
value
char.
value
char.
value
STR
15
POW
14
SAN
0
CON
11
DEX
15
Magic Points
14
SIZ
13
Move
8/16 Flying


INT
15
HP
12


Damage Bonus: +1D4
Weapon: Claws 60%: 1d6+1D4; Bite 40%: 1d6; Sting 30%: 1d4+Paralysis (CON vs. CON to Resist) lasts 20-CON rounds
Armour: None; however, a Sing-song Girl recovers all lost Hit Points within 24 hours
Skills: As per normal humans
Spells: None, for the purposes of this scenario
SAN Loss: 1d2/1d8 to see a Sing-song Girl of Madame Yi


“Shimmering Butterfly”
char.
value
char.
value
char.
value
STR
14
POW
15
SAN
0
CON
10
DEX
14
Magic Points
15
SIZ
13
Move
8/16 Flying


INT
15
HP
12


Damage Bonus: +1D4
Weapon: Claws 60%: 1d6+1D4; Bite 40%: 1d6; Electric Shock: +1d8 points to the attacker for all physical melee or hand-to-hand attacks successful against the ‘Girl, or by the ‘Girl against her enemies. Keepers may rule independently on the conductivity of certain weapons.
Armour: None; however, a Sing-song Girl recovers all lost Hit Points within 24 hours
Skills: As per normal humans
Spells: None, for the purposes of this scenario
SAN Loss: 1d2/1d8 to see a Sing-song Girl of Madame Yi


The Porcelain Mask - Part II


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