White Breath Cave
White Breath Cave
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The old man is called Old Man Radish and his blind If the desperate bandits are interrogated they
companion is Mang Zhao, both detailed below. reveal the following bits of information:
But first...
1) They were working for four scary men.
2) The four scary men wore black silk robes with
yellow sashes.
3) The leader was named Ghost Eye.
A group of ruffians burst in through the door. They 4) They thought they were hired as general
begin turning over tables, threatening Mother laborers to dig in some cave.
Chong and demanding money, food and sacks to 5) They snuck away three nights ago as the cave
carry it in. As soon as they notice the heroes, they terrified them and some had been killed right
rush to attack. Roll for Initiative! after entering.
6) Some of the meaner or more desperate
Desperate Bandits (4 per PC)
laborers stayed with Ghost Eye.
Bandit 45 (staff 1D+3, 0-1tl)
7) After fleeing their employers they became
These bandits won’t fight to the death. If more quite lost in the wilderness until they chanced
than half of them are defeated, the rest surrender upon Willow Bridge.
and beg for mercy. During the fight, Mother 8) The cave was shaped like a demon’s face and
Chong and her staff hide in the kitchen. Old Man had white breath!
Radish hides under a table, while Mang Zhao 9) They heard that the yellow sashed men are
simply sits and listens to the fight. The bandits going to find some terrible demon relic and
don’t seem interested in them. unleash it on the region, starting with the
sacrifice of all the people of Willow Bridge!
Use this encounter as a chance to get used to initiative, and to have the heroes try things like Chaff
Before the Wind, offensive strike or using multiple actions to take out foes that are not very
dangerous. Characters with an internal kung fu style can use lightness to easily move between the
balcony and the main floor. If anyone has the Leader skill make sure you ask them if they want to
use any of their pre-initiative abilities. Also remember that these fights don’t have to be to the
death. The victor of the fight decides if the defeated is killed or knocked out when they reach 0BP.
See page 58 of Art of Wuxia under Damage.
The bandits just wanted food and some money to
Several things can guide the players to Old Man
travel far away from here. They plead with the
Radish and Mang Zhao. The characters may want
heroes to let them go. Due to recent kidnappings
to check on them and see if they are all right.
there is a shortage of general laborers in village, so
Mother Chong can tell the characters that Mang
that is an option that many of them would be
Zhao used to travel these lands and might know
thankful for. The players should decide their fate.
where this cave is located. Finally, Mang Zhao may
They are the xia after all.
announce that he knows this cave and has been
there once. And failing that, Mang Zhao will make
his way to the characters and state that he has
long waited for some heroes to arrive in Willow
When you want to get information to your Bridge for he has a task worthy of their attention.
players consider following this 3-step method to
Old Man Radish
get them involved: 1) let them discover it for
Farmer 66 (unarmed ½D, 4tl).
themselves, 2) give them an obvious clue, 3) tell
them about it. This method ensures that your Old Man Radish is a simple farmer who grows a
players learn what you want them to learn. peculiar form of radish leaf that when burned
Inquisitive players will catch clues early, but if drives bugs away. His friend, Mang Zhao, never
they are side tracked by something else this leaves Willow Bridge, so Old Man Radish makes
method ensures they learn about the story hook the 2-hour trip once a week to see his friend and
you provide. See an example of this at the play weiqi. Old Man Radish is quite the talker. He
beginning of Encounter 2 below. has some homemade hooch in his pack and gladly
shares it. He also shares any information he has on
Willow Bridge and makes a point to mention the
wonderful food and beautiful proprietress of the
Green Lily Teahouse, Mother Chong. His friend
Mang Zhao is a cobbler and can fix the characters’
shoes if needed, and at a really great price since
you are all now fast friends.
Mang Zhao is a master of the Willow Blade Song Mother Chong has a 40% chance of having any
style, but has foresworn the use of his kung fu. He weapon with a list value of 10tl or less, and has 1
is both loved by some and despised by others in Pill of the Ox (+10 STR for one encounter) and 1
the village. Some supply him with free food, Heavenly Pill (1D healing) that she will give to the
clothes and basic needs; others castigate him and group for free. She will also pack some food for
treat him with disdain. them to take, and a couple bottles of wine (equal
to 1 meal and 5 days of rations each).
The bandits left an easy trail to follow. A scout roll
is not needed to follow it. However, characters
may make a challenging (-10) Scout roll to intuit One of the four “scary men” has decided this
the path of the bandits and allow a shortcut. If venture isn’t worth it. He has abandoned his fellow
successful, skip encounter 3. It is two (or two-and- cultists, bringing most of the hired ruffians along.
a-half) days travel through the hilly forest They are resting and eating lunch when
wilderness with 3-4 encounters along the way. encountered.
Two Shadow Fung (yellow sash)
Rank 2, 70, Sorcerer, 1D+4 Damage (jian 2D+1),
A tiger has been following the bandits’ trail looking 60 BP, Resist 60, Blessing/Curse, Offensive
for an easy meal. It is hungry and has been Strike (black strangling shadows), One Demon
following the scent of humans for several hours Bag (page 70 of Art of Wuxia), 4Dtl.
now. It will gladly attack the party. This bald Ming cultist wears black silk robes with a
yellow sash. He has a strange magic sigil tattooed
on his forehead indicating he has taken innocent
life for the cause of the Ming cultists (the Scholar
skill’s Historian ability could reveal this). He is
willing to avoid a battle with the heroes if they give
him 100tl or something of equal value.
Bandits (2 per PC)
Bandit 60 (dao 2D+2, ½Dtl)
These bandits are much more hardened than the
previous ones. As long as the sorcerer is alive, they
will fight to the death for him since he saved them
from White Breath Cave.
A great cat, both feared and revered.
STR 80 BP 65 Rank 3
DEX 65 INIT 2 Nature Neutral
LOG 20 DR 0 Travel 15 leagues The term encounter is used often in this and
WIL 40 MOV 15 other adventures and refers to the characters
Claw or Bite – 65%, damage 3D encountering something. Not all encounters
Stealthy – 85%, stealth. Attempting to spot a need end in bloodshed, and wise players will
sneaking tiger LOG-20. +10 attack and damage learn when it is and is not heroic to draw
if sneak attack is successful. blades and cast spells.
There are three hard-to-see (-20 LOG) green
snakes sunning themselves along this part of the This lowland is mist-covered, with a large
trail. They will bite if threatened. The bodies of two pond in the middle. The trail skirts the edge of
desperate bandits lie nearby, their skin discolored the pond.
with dark blotches.
This hollow has collected the mists from White
Anyone with the Alchemist skill can determine Breath Cave for many, many years. The pond is the
these bandits were poisoned by the snakes. The lair of two Water Ghosts who will likely attack with
bandits have 0-1tl each. They have nothing else of surprise.
value.
1 hex = 1 league
You’ve followed the bandits’ trail up and away from the mist-covered pond and its lurking death. The
land slopes up to the foot of a rugged cliff. The white mist that pools around your feet seems to be
flowing down to the pond and small valley below. As you continue to follow the bandits’ tracks you
notice that the trees have become sickly, with bulbous knots on their trunks and curled and misshapen
leaves. The forest and all vegetation ends about 20 feet from the cliff-face. Your concern turns from the
mist around your feet to the terrifying cave entrance looming ahead. The source of the mist is the
gaping maw of a horrific demon, its eyes and horns carved into the cliff above the cave’s entrance.
Where it emerges from the cave “mouth,” the mist is thickest and is about 2 feet deep, completely
concealing the ground beneath. There is evidence that the Ming cultists and bandits made camp here.
The remains of a camp fire still gives off some smoke and several empty crates imply they brought
enough supplies to last a few weeks.
The mist is poisonous, but only slightly. The The mist is thick to about 2 feet off the floor. These
heroes would have to be exposed to it for halls are dark, so the characters will need their
many days before it began to affect them. An own light.
alchemist can determine this easily, no roll
necessary. Determining the actual effects is a Play upon the characters’ fears of mysterious
challenging (-10) Alchemist roll. This poison unknown threats; they can’t see where they’re
will do 1BP of damage to any living thing for stepping. There could be debris underfoot. They’ll
each week of exposure. A sorcerer can use certainly become concerned once they encounter
Raw Talent to determine that the mist is the first of three pits hidden in these mists!
indeed magical. The mist emanates an aura of
Pit Trap
evil detectable to anyone using the mystic’s
Avoid DEX-20 (because of mist); Notice
Harmony Sense ability.
Thief+0; Disarm N/A; Range N/A; Usage
unlimited; Duration instant; Resist DEX-10;
Effect 1D damage (bypass DR).
The walls of this “cave” are smooth stone, Once discovered these pit traps can be avoided by
shaped by the mighty magics of the Ming carefully walking (half movement) on the narrow
Sorcerers long ago. The cave is not lit, unless walkway along either side of the pit.
specifically mentioned. Doors do not have
locks unless specifically noted. Ceilings are 10’
high.
Refer to the map of White Breath Cave on page 23,
or: dwdstudios.com/files/WhiteBreathCave.png
This room is filled with broken and collapsed racks
This room has a demon face on the north and shelves.
wall. The mist pours forth from its nostrils.
Shackles are set into the walls all around the If the characters spend any time looking through
room. Two intact skeletons remain shackled the debris they find a threadbare, but intact, scarf
to the wall. They lunge at you in their hanging on one of the broken shelves. It is clearly
restraints but cannot hurt you if you stay not as ancient as other items in this place. The
away from them. You can feel more bones scarf detects as magical to anyone using the
are scattered under the mist. Sorcerer ability Raw Talent. This is one of Mang
Zhao’s possessions, left behind when he fled the
The skeletons have been animated by the evil mist. cave (Hat of the Comfortable Beggar, page 71 of
They can easily be dispatched. If the skeletons in Art of Wuxia).
the shackles are attacked, 5 more skeletons will There is some very old wine in a small cask. It
animate from the bones on the floor. This will only would be worth 50tl to a connoisseur.
happen once.
There is no apparent way to shut off the mist but
clever players may figure out a way of permanently
blocking the mist from coming out. This was once a communal dining hall. Many of the
tables and stools have fallen apart. There is light
and the sounds of cooking and the chatter of
Animated bones of the dead. voices coming from the room to the west.
STR 40 BP 10 Rank 1 If the characters make any loud noises they’ll alert
DEX 50 INIT 1 Nature Neutral the cultists in the kitchen.
LOG 0 DR 0 Travel 5 leagues
WIL 0 MOV 6
By Weapon – 45% (currently unarmed ½D, will
try to acquire weapons from players).
A Ming cultist and 5 bandits are in this room. They
Bony – vulnerable to lightning (damage x2)
have several lanterns with them. They are
Animated – created by the animate spell, can
currently preparing a meal by dicing food they
be dispelled. Immune to charm, cold, and
brought with them and heating oil in the two huge
poison.
woks that sit over lit brick ovens. Six crates are
stacked in a corner. Two contain provisions (40
days of rations) and 4 are empty.
This room contains pegs on the wall where the The woks can be used as large improvised
Ming sorcerers would hang ceremonial robes they weapons (page 42 of Art of Wuxia), treat anyone
used when praying at the font. The robes have doused with the hot oil as if they came in contact
long since turned to useless, tattered rags. The with moderate strength acid (page 64 of Art of
mist stops at the doorways to the north and west Wuxia).
and will not cross those thresholds.
Bone Claw (yellow sash)
Rank 2, 70, Sorcerer, 1D+4 damage (spear 2D
R20), 60 BP, Resist 60, Hinder, Offensive Strike
(spray of sharpened bones), two heavenly pills This was once a library. Angled shelves along
(2D Healing each), 3Dtl. the walls once held hundreds of scrolls. Most of
the scrolls look like they have crumbled over
This bearded cultist wears black silk robes with a time but a few here and there look like they are
yellow sash. He has plaited his beard and added still readable as they were made of sturdy
small animal skulls as beads. He will fight to the bamboo strips. The remains of small tables with
death. paper weights lie in piles everywhere. As you
Bandits (5) enter the room, several pieces of paper are
Bandit 60 (dao 2D+2, ½Dtl). These bandits will tossed about as if by a breeze and flip off a
surrender if three of them are defeated. shelf here, from under a broken table there.
Then you see them for what they are. They look
like small paper cutouts shaped like people
wielding tiny paper swords. Then, in the blink of
an eye, they enlarge to life-sized paper warriors
This was once a simple barracks with multiple beds and attack!
separated by screens. The screens and beds have
since decayed to uselessness. There are twelve There are 2 paper warriors plus 1 per PC.
small metal lock boxes. All are locked requiring a
challenging (-10) Thief roll to open. There are
1D-3tl in each. One contains an ivory comb worth
1Dx10tl to any antique dealer or museum. Small, paper cutout of a warrior.
STR 40 BP 10 Rank 1
DEX 50 INIT 2 Nature Neutral
LOG 0 DR 0 Travel 5 leagues
This room once had several nice chairs. There are WIL 0 MOV 8
some functioning lanterns but they are not lit. On By Weapon – 55%, jian 2D+1
the floor are two dead bandits (½Dtl each). They Enlarge – able to change size from small, page-
died from what look like very sharp cuts. sized cutout to human-sized.
Stealthy – 80% stealth
There is a key with a faded yellow tassel sitting on Animated – created by the animate spell, can
a small stone table. (This key opens the locked be dispelled. Immune to charm, cold, and
door in room 11). The key detects as magical with poison.
the Sorcerer Raw Talent ability (no skill roll
needed) and has an evil aura noticed with the
Harmony Sense ability of a Mystic (skill roll A thorough examination of the readable scrolls in
needed). The table itself is nicely carved but is very this room reveals the approximate locations of
heavy (requiring several characters with a three other sites, likely now in ruins, that were
combined STR of 125 or higher to carry). If hauled valuable to the Ming Sorcerers of old.
out of this complex it could sell for 200tl.
Strangely, the mist from the hallway will not This room contains a small dais and ornate
enter this room. This hall has 10 nooks chair located at the middle of the north wall.
containing skulls carved into the east and west The north wall is embossed with designs
walls. A translucent blue figure of a tall, that appear harsh and dangerous. They are
beautiful woman in ancient Wodan monk robes designed to lead the eye to the chair on the
seems to pour out of the eye sockets of one dais and would frame the one sitting in the
skull to flow and take shape before you. chair with power and authority.
This restless spirit has awoken from her slumber due A Mystic making a successful Harmony Sense roll
to the activities of the Ming cultists. She doesn’t
can determine this was a place of power and evil.
remember her name, but remembers she killed 87 This is where the Ming Sorcerer who ruled this
Ming Sorcerers when she was alive and wishes to place held court and passed judgment on enemies
fight anyone she finds, confusing them for Ming and Ming disciples alike. Mystics can also sense a
Sorcerers. that great evil in this place has been destroyed.
A successful Scholar roll reveals the spirit’s name,
This room is also where Mang Zhao faced off with
Sha Wan. If addressed by name, she will focus
a demon, specifically a Masked Demon Priest and
enough to allow communication without the need
several Masked Demon Assassins. Scorch marks on
for a LOG roll. If the characters communicate with
the floors and walls, and a half-dozen broken and
the spirit, she will tell them the location of a great
corroded iron masks are direct evidence of the
treasure if they promise to destroy the Ming cultists
battle. Also on the floor is a broken sword and a
first. Sha Wan knows the location of the secret room
dusty scabbard untouched by time. These are were
(Encounter 15).
left behind by Mang Zhao after his battle here
Under each skull is a name inscribed in the stone. A (Scabbard of the Fray, page 74 of Art of Wuxia).
successful Scholar roll reveals that these grisly
trophies came from heroes who fought against, and The door leading out of this room is locked. It has a
died at the hands of, Ming Sorcerers. carved visage of a demon’s face on it. Only a Ming
cultist, or others indoctrinated into their ways, can
pass this door (simply by touching it) unless they
have the key from room 8. The door has an
Ghostly figure with unfulfilled desire. obvious keyhole. A Sorcerer can use Raw Talent to
STR 30 BP 40 Rank 2 notice that the door is magical. A Mystic making a
DEX 50 INIT 1 Nature Varies successful Harmony Sense roll can sense the great
LOG 20 DR 0 Travel 5 leagues evil of the door. They also sense that the door does
WIL 80 MOV 8 (fly 8) not like them and wishes them to die a painful and
Curse – 75%, cast hinder as Sorcerer level 2. horrible death.
Preoccupied – restless spirit must make a LOG
check in order to understand that someone is Examining the masks reveals they were from the
trying to help or communicate with them. masked demons, if a character’s background
Bound – can only manifest near site of death or indicates they would have such knowledge.
desire.
Possess – 75%, cast dominion as Sorcerer level 2,
joins body of victim.
Ghost – only affected by unarmed attacks & spells.
Threshold of Ultimate Evil
Attempting to pick the lock or bash the magically-
reinforced door drains some life essence from the The furniture is well-preserved, coated in an
offender unless they make a successful WIL roll. If enchanted lacquer to last centuries, and might
they fail this roll, they gain the fatigued condition fetch 600tl from a collector or museum. They
until their next full night’s rest. Multiple attempts to appear magical to a Sorcerer using their Raw
pick the lock or bash the door result in multiple Talent, but do not have any kind of aura that a
fatigue conditions. Picking the lock requires a hard Mystic might sense.
Thief roll (-20 for difficult lock). Bashing the door
open requires a hard STR roll (-20) or 30BP damage
applied with weapons such as axes. Bashing the
door open will alert all of the NPCs in areas 12-14.
From the 3 lanterns on the table you can see
Once past the threshold of ultimate evil the the walls and ceiling of this room are covered
characters can see light coming from around the in horrific carvings of demons rampaging
corner. It is a steady light, like that from lanterns, across the land, destroying armies and
not torches. Once they look around the corner to towns, and doing terrible things to people.
the north, they can see that the hallway comes to The eyes of the demons seem to stare at you
an east and west T-intersection. The light is coming no matter where you are in the room.
from both directions.
This room has an oppressive and evil aura and only
Ming cultists can sleep peacefully or meditate to
regain qi here. A Mystic can detect these effects
with a successful Harmony Sense . They can also
This room is well lit and contains a table and get a vision that the head Ming sorcerer of this
chairs arranged as if this was once a meeting place used this as a private study.
hall. A tall man in black silk robes with a
yellow sash holds a lantern above his head Several treasures have been gathered on one table
while closely examining the wall. Several lit that has been leveled with several broken chairs
lanterns sit on a nearby crate. The cultist and other debris. There are three statuettes of
holds a lajatang in his left hand and is tapping demon lords once worshipped by the Ming (Azor,
the wall with it, his head cocked as if listening Galruk and Pyre). The statues are worth 100tl each
to the sound the tap makes. to a collector. Anyone standing near the table, or
the individual statues, hears faint whispering and
The Ming cultist, Stone Heart, is checking for secret experiences feelings of doubt and insecurity.
doors in this room. As soon as he notices intruders, Destroying the statues dazes anyone present (as
he attacks without hesitation. If he hears the the dazed condition) for one hour. However, such
sounds of combat coming from room 14, he will acts do not go unnoticed and those who destroyed
rush to Ghost Eye’s aid. the statues gain the effects of a blessing spell they
may use three times after they leave this evil
Stone Heart (yellow sash) place. Mang Zhao’s brass wu lou (page 70 of Art of
Rank 2, 70, Warrior of the Pouncing Panther Wuxia) and a rare spell tome containing the spell
Style, 1D+4 damage (lajatang 2D), 60 BP, Resist Conjure (page 58 of Art of Wuxia) are also here.
60, Power Attack, Unblockable Attack, one
heavenly pill (1D Healing), spell scroll of
Conjure, 5Dtl.
appeared worthless (Battle Scroll chapter, page 70
of Art of Wuxia, the GM should choose a chapter
There is light coming from this room. It once held a which best fits their game).
nice bed and chair, but both have fallen to ruin. Two
The mannequin is revealed as an animated creature
lanterns are on a propped up table and a third one is
to a Sorcerer’s Raw Talent ability. A successful
in the hands of a man in black robes and a yellow
Scholar roll reveals that many ancient treasure
sash as he closely examines the wall.
rooms had magical guardians. The mannequin is a
Ghost Eye is searching for the treasure room Spirit Armor Guardian that will attack if the scroll or
rumored to be in this ruin. He will attack any ruined bolts of silk are touched by anyone not allied
intruders and will aid Stone Heart if he hears any with the Ming Sorcerers of old. It will pursue anyone
noise indicating battle. Ghost Eye wears his hair disturbing the "treasures" it guards. It cannot leave
loose. He has a well-groomed goatee and his left eye White Breath Cave.
is milky white. Ghost Eye is a fanatic and will never
surrender to the heroes.
Ghost Eye (yellow sash)
Rank 2, 70, Sorcerer, 1D+4 damage (jian 2D+1), Was left behind because of a flaw in its animation,
60 BP, Resist 60, Domination, Offensive Strike making it a poor bodyguard.
(choking green mist), two Heavenly Pills (2D STR 120 BP 190 Rank 5
Healing each), 5Dtl. DEX 100 INIT 2 Nature Neutral
LOG 10 DR 10 Travel 10 leagues
WIL 80 MOV 8
By Weapon – 120%, jian 2D+14.
Unarmed – 120%, damage 1D+13.
The door to this room is made to look like a part of Animated – created by the animate spell, can be
the wall (hard LOG roll to detect). Characters may dispelled. Immune to charm, cold, and poison.
also climatically find the vault entrance by tapping Bound – becomes unanimated if it leaves the
on the wall at the location of the secret door or entrance to White Breath Cave.
being shown by Sha Wan from Encounter 10.
I’ve worked on the docks as a laborer and earned coin as a brawler. I’m not afraid of
anything and I’m happy to crack the heads of evil doers.
I owe the scholar 100 taels, but won’t repay him unless he is brave enough
to demand it. The scholar is a good guy, but needs to be toughened up. If he doesn’t
learn to stick up for himself, the world will eat him up. It’s my job to teach him this.
In no way is he ready for real life combat. I’ll have to protect him.
My parents were too poor to feed three children. At an early age, I was given to the
monks of the Bowing Dragons who raised me. Now that I am an adult, I have left the
temple to explore the world and bring rightness where I can. I do not eat meat or
drink alcohol, and I have taken a vow of poverty. Such a vow precludes starting a
family, so I focus on righting wrongs in the world.
The first person I met in the wider world was a drunken brawler with a good
spirit. Despite his gruff manner, I found his honest way of looking at the world
surprisingly enlightened for one so base. He has taught me much about the world.
In return, I try to smooth his rough edges.
I never knew my parents. An orphan, I was taken in as a ward of the Chow family And
have done everything in my power to repay their kindness. I studied hard in both the
classics and the sword. I got a position with the local constable as a peace officer, but
the level of corruption within the prefecture was disgusting. Unexpectedly, while I
was in the middle of investigating the attempted assassination of an innocent young
woman, my title was stripped from me by my superiors and I was exiled from the
capital.
Since then I’ve wandered from town to town selling my sword to escort
agencies. I met Brother Shan on the road when he and his friend Mighty Bahu helped
me defeat some bandits. We have been fast friends ever since. I secretly want to
marry Brother Shan, but I’m having trouble getting his attention. Maybe if I was more
attractive, maybe if he will train with me….
I have come to really like Lee Jeelie and consider her a very good friend. She
seems a free spirit, yet there is something about her. She seems vaguely familiar, but
I just can’t put my finger on it.
I always liked to sneak around and one night I overheard one of the royal
concubines conspiring to kill the emperor and instate her son. A roof tile slipped off
near my nighttime perch and revealed my presence. To protect my family, I have
been on the run for the past three years, hounded by assassins. My brother recently
found me and he wants me to return to the family, but I know what danger that
would bring. I also know that no one will believe my story. It is best to let them think
I am just a free spirit.
I find the scholar very attractive. He is kind and intelligent, and not a brute
like Mighty Bahu. But still, he hasn’t even noticed my advances. I’m sure my overly
serious brother wouldn’t approve of him anyway. Maybe if I could show my brother
how worthy the scholar is that might help my case.
I am a knight of the Wodan sect. I have been trained in both kung fu and sorcery
with the sole purpose of protecting people and defeating evil. My sect is allied with
the monks of the Bowing Dragon.
I recently caught up with my sister who has led a less than honorable life. I
hope to influence her so that she comes to no harm and doesn’t soil the family
name further.
I am cautious to find the truth of things, but I don’t hold back when fighting
evil. I wonder if Meili would make a good Wodan sect member? She has a solid
sense of justice.
I was born ten years after my two siblings, and my parents were very protective of
me. What little money they had was spent on books and tutors for me.
Later, I had taken the master’s exams and was waiting on the results when
the love of my life literally fell into my arms, stumbling into my clinic late one night.
She was wounded, and had a nasty poison in her system. Fearing assassins, I paid
for an escort to help Jeelie, the recovering woman, and I slip out of the capitol.
I have never been good around women, but my feelings for Jeelie turn me
into an idiot. Bahu, the brute, owes me 100 taels, but frankly I’m afraid of him. He is
very gruff and ruthless to his enemies. He is also very loud.
Shui Yan is a former assassin. She is torn
1
because she both protects and endangers
her friends. She did not leave on the best of
terms with her former associates.
53
Unarmed 63%, 1D+2
Jian 63%, 2D+3
Daggers M: 63%, R: 63%, 1D+2 Since birth I was raised and trained by assassins.
2 10 While I enjoyed and even excelled in learning my
skills, the thought of murder always revolted me.
For my first “job,” I was part of a
Qi Abilities: Back for More, Dig Deep, reinforcement team backing up some senior
33
½D Draw Upon Qi, Final Parry, Heroic members of my order sent in to kill the Emperor.
Pose, Tempt Fate, Qi Healing, Light- The whole thing went south due to an unexpected
ness, Transfer Qi witness. We chased the witness over the rooftops
3 Kung Fu Techniques: Hidden Weapons of the capital until she crashed through the roof of
an apothecary’s shop. Through the hole in the roof I
saw her being cradled by a young alchemist.
Something in me snapped and I killed the rest of my
team, allowing the witness to escape.
Riding horse: saddlebag, tack, and harness I have since turned my skills to helping
Survival pack: others, but must always remain vigilant. The White
satchel, bedroll, candles, flint & steel, 10 days ra- Lotus Assassins never give up their own. I have
tions, rope, torches, water gourd found some new friends, and soon I must warn
Jian them of the danger I have put them in. I just don’t
Leather Armor know how. Maybe the right moment will present
Daggers (4) itself.
Mild poison antidotes (2)
4tl
On the following two pages you’ll find maps of The
Green Lily and White Breath Cave.. If you’d like
color versions, you can grab them from here:
dwdstudios.com/files/GreenLily.png
dwdstudios.com/files/trailmap.png
dwdstudios.com/files/WhiteBreathCave.png
Color version: dwdstudios.com/files/GreenLily.png
Color version: dwdstudios.com/files/WhiteBreathCave.png
What do you get when you combine bandits, a teahouse, evil
cultists, a blind kung fu master and some newly rolled up wuxia
heroes? An introductory adventure for Art of Wuxia, of course!