TEXT:  
   
  A Feng Shui Adventure 
  by Chris Pramas 
  Art by ArtToday 
  Editor's Note: This article originally ran in Valkyrie issue #17. 
  The Premise: The PCs find a map in 1850 China that leads to hidden Ming Dynasty 
  treasure.  
  The Twist: The real map has been replaced by a forgery that leads the PCs and 
  members of the Guiding Hand into an Ascended trap.  
  The Climax: The PCs and the Hand clash in the ruins of an ancient pagoda. Then a 
  Manchu army shows up . . .  
  Backstory 
  The Manchus invaded China in 1644, and by 1681 had succeeded in completely 
  deposing the Ming Dynasty. Even after the Manchus were ensconced in power, 
  rebellious groups continued to spring up, many set on reviving the Ming Dynasty and 
  ousting the foreign Manchus. For the next two centuries, rumors of hidden Ming 
  treasure ran rampant, but the truth of this rumor always seemed in doubt. Until now. 
  In China in 1850 a notorious pirate named Big Cannon Kung acquired a map 
  purporting to show the location of hidden Ming treasure. Unfortunately for Big 
  Cannon, he has a rather large mouth and word spread all over the docks of 
  Shanghai. Agents of the Prof picked up the rumor, as did members of the Guiding 
  Hand and the Ascended. All three factions are keen to acquire the treasure, if it 
  really does exist.  
  The Ascended Plot 
  The local leadership of the J ade Wheel Society realized that Big Cannon Kung had 
  handed them a golden opportunity to root out some of their enemies. Rather than 
  
  simply killing Kung and taking the map, they came up with an altogether more 
  sinister plan. They had a forgery of the map made and used one of their agents to 
  steal the real map and plant the fake one aboard Big Cannon's ship. The fake map 
  leads to the ruins of the Pagoda of Six Harmonies in Hangchow and a large Manchu 
  force awaits there to ambush any Secret Warriors who show up. If all goes to plan, 
  the Ascended will not only get the treasure, but also eliminate members of the 
  Guiding Hand and/or the Dragons. 
  Involving the PCs 
  The easiest way to get the PCs involved is through 
  the Prof. This assumes, of course, that the PCs 
  have joined the Dragon cause and are working, at 
  least occasionally, with the Prof or Kar Fai. If that 
  is the case, the setup is easy enough. The Prof 
  sends word to the PCs to meet her at the J unkyard 
  ASAP. When they arrive she gets right to the point. 
  "Our agents in Shanghai in 1850 have picked up 
  an interesting rumor," she begins. "Supposedly, 
  the pirate captain Big Cannon Kung has recently 
  acquired an old map said to lead to hidden 
  treasure of the Ming Dynasty. I don't need to tell 
  you how much it would help us to get our hands 
  on that treasure. The money we could generate is 
  potentially staggering. So, I want you to go to 
  Shanghai, find this Big Cannon Kung, and get the map from him. Follow it if you can 
  and secure the treasure.  
  "You should go as soon as possible. And remember, if our agents heard about it, 
  you can bet that the J ade Wheel Society has heard about it too. Watch your ass out 
  there."  
  If the PCs are not involved with the Dragons, then lure them to Canton with a red 
  herring. While they are investigating, the PCs hear the rumor about Big Cannon Kung 
  and his map. When they realize that their original mission is pointless, they may 
  decide to follow up on the rumor. Even heroes need money sometimes, right?  
  The Docks of Shanghai 
  The Prof gives the PCs directions to a nearby portal that leads to Shanghai in 1850. 
  They emerge into a dark and narrow alley in the Chinese section of town (sections 
  of the city are controlled by the British and other Europeans in the wake of the 
  Opium War). The streets here are a maze, and the PCs best bet is to hire a local to 
  guide them to the docks on the Huangpu River. PCs from the contemporary juncture 
  who make no attempt to disguise themselves are bound to attract attention. Feel 
  free to sic some constables on those who insist on sticking out in the crowd. 
  Once at the docks, it is easy enough to find Kung's ship. As mention previously, Big 
  Cannon Kung has a big mouth and everyone knows where to find him. The PCs 
  locate his ship as the sun goes down. Unbeknownst to them, a J ade Wheel agent 
  has just switched the maps on Kung's junk.  
  
  The ship is a two mast junk with a high stern and Big Cannon's namesake in the 
  prow. When the PCs arrive, only eight members of the crew are aboard. Big Cannon 
  and his girlfriend "Little Dove" have just returned from carousing and are relaxing in 
  his cabin. The PCs have a couple of options at this point. They can simply storm the 
  ship with guns blazing, or they could try the sneaky approach. Since Kung is in his 
  cabin and the map is with him, the sneaky approach will only take them so far. Also 
  note that Little Dove has Hair- Trigger Neck Hairs. Eventually, it's going to turn into a 
  big ole fight on the junk.  
  Big Cannon and Little Dove 
  Big Cannon is a notorious pirate, but since he bribes the right people he can dock in 
  Shanghai. He is not the savviest of men, but he more than makes for that with his 
  casual brutality. Due to his successes on the high seas, he has an unshakable faith 
  in his own prowess. If the PCs whoop his ass, he should either go down fighting or 
  jump into the river and escape to plot his revenge. 
  Little Dove is Big Cannon's girlfriend and partner in crime. She acts as his second in 
  command on the ship and her shooting skills have saved the crew on more than one 
  occasion. She also has smarts and tries to temper Big Cannon's worst excesses. It 
  is only because of her that they have steered clear of British ships, which has no 
  doubt saved them from the fate of many other local pirates. Little Dove also knows 
  when to retreat and will do so if the situation onboard becomes untenable.  
  Big Cannon Kung 
  Sample Dialogue: "I will feed your entrails to the sharks!" 
  Attributes: Bod 7, Chi 0 (Fu 2), Mnd 5 (Cha 7), Ref 6 
  Skills: Drive/ J unks 13, Guns 12, Info/Pirate Gangs 13, Intimidation 12, Leadership 
  13, Martial Arts 14 
  Unique Schtick: Big Cannon suffers no penalties for fighting aboard ships, no matter 
  what the conditions. 
  Schticks: [ Fu Powers] : Prodigious Leap 
  Weapons: fist (8), kick (9), sword (11), black powder pistol ( 7/3/1) 
  Little Dove 
  Sample Dialogue: "Don't let my name deceive you!" 
  Attributes: Bod 5, Chi 0 (For 2), Mnd 6, Ref 7 
  Skills: Deceit 14, Guns 14, Info/Shanghai 12, Martial Arts 12 
  Schticks: [ Gun Powers] : Fast Draw (x2), Hair- Trigger Neck Hairs, Signature Weapon 
  (Pepper- Box Pistol with gold- inlaid lion designs) 
  Weapons: fist (6), kick (7), knife (7), Pepper- Box Pistol ( 10/3/6) 
  Pirates 
  Sample Dialogue: "Kill the dogs!" 
  Attributes: Bod 5, Chi 0, Mnd 5, Ref 6 
  Skills: Drive/J unk 10, Martial Arts 8 
  Weapons: fist (6), kick (7), sword (9) 
  Cool Things That Could Happen 
  1) The big cannon is in the prow and it is loaded. Anyone can fire it with an AV 
  
  equal to their Ref. Characters with Guns can use that instead, at a - 1 penalty. Its 
  damage is 18. 
  2) There are plenty of ropes for swinging and swashbuckling. They can also be used 
  to string people up.  
  3) Fighting on the masts is always entertaining. It also allows people to use the sails 
  for cover and transport.  
  4) Flying kung fu moves are bound to knock people overboard. Fighting in the water 
  can also be fun.  
  5) For added mayhem, a group of constables could show up in mid- fight.  
  Aftermath 
  Once Big Cannon and his crew have been dealt with, the PCs can raid his cabin. 
  Here they find a chest with a some silver coins, some objects d'art, and a tube with 
  the map. The value of all this is up to the GM. For our purposes only the map is 
  important. 
  The map indicates that the treasure is in the "capital of the Southern Sung." An Int or 
  appropriate Info roll of 8+ reveals that this is the city of Hangchow in the Chekiang 
  Province. The map itself shows the ruins of a large pagoda, identified as the Pagoda 
  of Six Harmonies. Characters from the contemporary juncture might be familiar with 
  the Pagoda, since it is a major tourist attraction in Hangchow, but the modern 
  version was only rebuilt in 1899.  
  The PCs now need to get to Hangchow. It's about 135 miles from Shanghai and it 
  will take the PCs between three to five days to get there depending on how they 
  travel. If any of them can sail, they could simply commandeer Big Cannon's junk 
  (assuming it's still afloat). Otherwise, they'll have to purchase horses or walk. What 
  the PCs do not know is that three agents of the Guiding Hand watched the fight on 
  the junk and will follow them however they travel. Road and sea traffic is busy 
  enough that a few monks traveling in the same direction should not arouse 
  suspicion.  
  The journey itself is uneventful, at least in relation to this story. If you have 
  continuing plot threads playing out in your campaign, this would be a good time to 
  work something in. It's never a bad time to have an old nemesis show up, especially 
  when the PCs are on an important mission.  
  The Pagoda of Six Harmonies 
  The pagoda was originally built in 970 AD and soared to a height of 500 feet. Sadly, 
  a foreign army burned it down in 1121 and it has been in ruins ever since. Now only 
  the interior walls of brick are standing, and then only to 75 feet. Sections of the 
  second floor are still standing, though there is no way up there except climbing or 
  leaping. The rest of the bricks have fallen around the pagoda, or been carried off by 
  local builders. The ruins are on a heavily wooded hill that overlooks the beautiful 
  Quintang River and are about five miles from the city proper. 
  According to the map, there is a hidden trapdoor under a pile of masonry along the 
  
  Northeast wall of the pagoda, which is octagonal in shape. The map also details 
  three traps which guard the secret basement and shows how to disarm them. These 
  traps include a hidden pit, moving walls that crush would- be robbers, and spring-
  loaded swords that come up from the floor.  
  Shaolin Surprise 
  The agents of the Guiding Hand make their move soon after the PCs arrive at the 
  Pagoda of Six Harmonies. The forest makes it easy for them to evade detection until 
  they leap out of the trees and attack. 
  The group is lead by a young Shaolin Master named Li Chung So. He is acting on 
  orders from Quan Lo himself. Due to his youth and desire to prove himself, Li has a 
  tendency to act recklessly. He is accompanied by Bolo Hung, a hulking student of 
  the Resistance Principle, and Yen Su, a crack archer.  
  On their arrival in Hangchow, Li sent Yen Su to find the local cell of the Golden 
  Candle Society. He did so successfully and the cell members went out to recruit 
  some local help in the form of the Young Cows, a secret society that resists local 
  tax collectors and bureaucrats. The Young Cow Society will become important 
  shortly.  
  Li Chung So 
  Sample Dialogue: "This treasure belongs to China!" 
  Attributes: Bod 6, Chi 6 (For 3), Mnd 5 (Cha 6), Ref 7 
  Skills: Info/Neo- Confucianism 15, Leadership 12, Medicine 12, Martial Arts 15 
  Schticks: [ Fu Powers] : Armored in Life, Clothed in Life, Dim Mak, Hands Without 
  Shadow, Lightning Fist, Natural Order, Walk of a Thousand Steps, Willow Step 
  Weapons: fist (7), kick (8), staff (9) 
  Bolo Hung 
  Sample Dialogue: "Your guns are useless against me." 
  Attributes: Bod 9 (Tgh 12), Chi 2 (Fu 6), Mnd 5, Ref 6 
  Skills: Info/Neo- Confucianism 13, Medicine 13, Martial Arts 13 
  Unique Schtick: Immobility of the Turtle (see Back for Seconds, p. 35) 
  Schticks: [ Fu Powers] : Backlash of the Turtle, Bite of the Dragon, Creative Thunder, 
  Mirror of the Turtle, Natural Order 
  Weapons: fist (10), kick (11), iron shod club (12) 
  Yen Su 
  Sample Dialogue: "I will send you to hell!" 
  Attributes: Bod 6, Chi 4 (Fu 7), Mnd 5, Ref 8 
  Skills: Deceit 10, Guns 14, Info/Neo- Confucianism 14, Leadership 11, Medicine 11, 
  Martial Arts 12 
  Unique Schtick: Like many Guiding Hand archers, Yen So has learned how to project 
  his chi energy through his arrows. He can use the following fu schticks with his bow, 
  using Guns instead of Martial Arts for all relevant checks. Chi is paid as normal. 
  Permitted fu powers include: Bite of the Dragon, Breath of the Dragon, Dark's Soft 
  Whisper, Fire Strike. 
  Schticks: [ Fu Powers] : Bite of the Dragon, Breath of the Dragon, Dark's Soft 
  Whisper, Fire Strike, Friend of Darkness, the Fox's Retreat, Prodigious Leap [ Gun 
  
  Powers] : Fast Draw, Signature Weapon (bow), Versatile Ammo 
  Weapons: fist (7), kick (8), bow (10/5/1) 
  Pagoda Stand- Off 
  Soon after the PCs arrive, Li Chung So leads his men to the attack. This should 
  happen before the PCs finish clearing away the masonry above the supposed 
  trapdoor. Li and Bolo jump into the pagoda, while Yen Su prodigious leaps on top of 
  one of the crumbling walls. Li Chung So says, "You have no right to this treasure. It 
  belongs to the true Chinese, not a gaggle of ne'er-  do- wells from the future. Hand 
  over the map and we will show you mercy." 
  The PCs will no doubt have a different view. Li Chung So will not back down and a 
  fight is sure to ensue. Let this fight go on for one or two sequences. The idea here 
  is to show the Guiding Hand monks are tough, skillful, and honorable opponents, 
  but not to cause too much damage to either side. The PCs will need their strength 
  soon enough, so try to ensure that they don't get beat on too badly in this fight.  
  A Bigger Problem 
  Once the Guiding Hand monks are inside and the fighting starts, the Ascended are 
  ready to spring their trap. Lin Baio, a Transformed Fox and the Lodge mastermind 
  behind this plan, is hidden in the forest with a small army. Once he gets the signal 
  from his scouts, the army surrounds the pagoda. The PCs, who are most likely busy 
  fighting the Guiding Hand, will probably not realize what is going on until the noose 
  is firmly around their necks. 
  When the army has taken its positions, Lin Baio signals his drummers to announce 
  their presence. The rolling beats of a half dozen kettle drums are the first sign that 
  something else is going on here. When they hear this, the Guiding Hand monks will 
  back away from the PCs and try to see what's going on outside. Wise PCs will do 
  the same.  
  Outside are about 100 soldiers, a mix of infantry and cavalry. Matchlockmen, 
  swordsmen, Manchu cavalry, and Mongol horse archers are all in view. Riding in 
  front of the cavalry is a Manchu man in general's armor. He addresses the 
  occupants of the pagoda.  
  "Enemies of the Qing Dynasty, the Emperor demands your surrender. Come out 
  peacefully or be destroyed!"  
  Li Chung So says, "That's Lin Baio out there." If asked just who Lin Baio is, Li 
  confirms the PCs worst suspicions by answering, "A high ranking member of the 
  J ade Wheel Society."  
  Comrades in Arms? 
  The PCs now have some important decisions to make. With the odds against them 
  and the Ascended after everyone in the pagoda, some kind of alliance with the 
  Guiding Hand is the best option. Li Chung So is impetuous, but he's no fool. He will 
  agree to an alliance, but insist on an even split of the treasure if they are successful. 
  The PCs may now doubt that such a treasure really exists, but Li Chung So is 
  clinging to his hopes. 
  
  At this point, give the PCs some time to discuss tactics. Trying to break out is 
  certainly an option, but would mean leaving the pagoda behind and never finding 
  out if there is treasure or not. If asked, Li Chung So suggests fighting in areas where 
  only a few opponents can get at them. If not asked, he and Bolo simply pick a 
  doorway to defend and wait for the attack. Yen leaps up to the ruins of the second 
  floor and readies his arrows.  
  PC Advantages 
  Things may look grim for the PCs but they do have certain advantages. Namely: 
  1) Morale: Most of the opposing army has extremely poor morale. Only the cavalry 
  has any esprit de corps. If faced with blatant shows of powerful magic or strange 
  technology, the infantry may well flee. The Difficulty of Intimidation checks versus 
  the infantry is only 3.  
  2) Position: The PCs and their allies have the advantage of position. The ruins of the 
  pagoda ensure that the full numbers of the Manchus cannot be brought to bear at 
  once.  
  3) Allies: As the PCs should know, the Guiding Hand monks are no slouches. Each 
  is a Shaolin Master and can kick some serious ass. As a bonus, they really hate the 
  Manchus.  
  4) Sorcery: Lin Baio did not investigate his ambush site very thoroughly and chose it 
  mainly due to the availability of a local garrison. The ruins of the pagoda predate the 
  rise of the Ascended and retain a bit of their former magic. The Sorcery J uncture 
  Modifier here is 0, similar to Hong Kong in the modern juncture.  
  The Name Custer Springs to Mind . . . 
  This is an enormous battle by Feng Shui standards and requires special handling to 
  ensure that it is dramatic and fun for the players. For sake of ease, it is broken up 
  into three phases: the infantry attack, the cavalry attack, and the Young Cow 
  counter- attack. You never can tell just what your players will do, so be ready to 
  improvise if they get wacky. And don't feel you need to stick too closely to the script 
  if a dramatic opportunity presents itself. The idea here is simulate an epic battle, not 
  to bore your players with hours and hours of dice rolling. 
  Special care should be taken with the Guiding Hand monks. They should not 
  upstage the PCs under any circumstances. It's best to describe their actions in 
  general, but not to actual roll dice for them. Tell the players how Yen Su is pouring 
  arrows into the oncoming soldiers and how Li Chung So is fighting off six men with 
  his twirling staff. You can also set up situations where one of the monks is about to 
  be overwhelmed and let one of the PCs bail him out. If one of the PCs is really in 
  trouble, you can also have Bolo or Li show up to help out before leaping back into 
  the fray elsewhere.  
  Cool Things That Could Happen 
  1) The remaining walls of the pagoda are old and shaky. Knocking over these walls 
  onto attacking troops is an excellent way to kill multiple mooks at once. The top 
  most parts of the walls, on the ruins of the second floor, are the easiest to push 
  over. When rocks fall on your head, there isn't much you can do about it, so PCs 
  
  who chose this method of attack can take out one mook for each three points of 
  strength brought to bear on a section of tottering wall. Bolo Hung can be of great 
  help here. If this tactic is used versus a named character, treat it as a stunt and give 
  the bricks a damage of 15. 
  2) Ropes can be used to trip up charging horses.  
  3) The trees sheltering the Manchu missile troops can be set alight with sorcery or 
  technology. While this isn't exactly eco- friendly, it would drive the missile troops 
  back and remove the danger of sniping, at least partially.  
  4) Flying kicks are great for dismounting riders. Riderless horses running amuck are 
  also a must.  
  5) When the press gets really tight, PCs can cross the room quickly by running on 
  top of their enemies' heads.  
  The Manchu Army 
  Lin Baio did the best he could under short notice. His own Manchu cavalry are crack 
  troops, as are the Mongols, but the infantry comes from the local garrison and they 
  are poorly trained and led. Lin hopes that his numbers will prove sufficient to 
  complete his plan. The army consists of 55 swordsmen, 20 Matchlockmen, 10 
  Manchu Banner cavalry, and 12 Mongol cavalry. Lin Baio leads the Manchu cavalry 
  and Prince Berke the Mongol. 
  Lin Baio is a cunning man. He did not become a general just because he was a 
  Lodge member. His clever strategies have won more than one battle, and he has 
  been equally successful in the field of politics. With so many troops, he feels he has 
  little to fear. Normally he wouldn't expose himself in such a way, but what are the 
  odds that a small band could resist his army?  
  Prince Berke is a loyal soldier, and has a very personal code of honor. He is not 
  Pledged, he is just a soldier doing his job. He curbs the brutality of his men, and 
  PCs may find him an opponent worthy of respect.  
  Lin Baio 
  Sample Dialogue: "I will crush you like insects." 
  Attributes: Bod 5 (Str 6), Chi 6 (For 9), Mnd 8, Ref 7 
  Skills: Deceit 15, Driving/horse 12, Gambling 13, Info/Secret War 13, Leadership 12, 
  Martial Arts 14 
  Schticks: [ Fu Powers] : The Fox's Retreat, Prodigious Leap [ Transformed Animal 
  Powers] : Borrow, Embezzle, Mockery, Swindle (fu and creature powers) 
  Weapons: fist (7), kick (8), sword (10) 
  Manchu Banner Cavalry 
  Sample Dialogue: "Death to the rebels!" 
  Attributes: Bod 6, Chi 0, Mnd 5, Ref 6 
  Skills: Drive/horse 9, Intimidation 8, Martial Arts 8 
  Weapons: spear (9), sword (10) 
  Prince Berke 
  
  Sample Dialogue: "My honor is my life." 
  Attributes: Bod 7, Chi 0, Mnd 5, Ref 7 
  Skills: Drive/horse 15, Guns 14, Martial Arts 13 
  Unique Schtick: Prince Berke was born in the saddle. He suffers no penalties when 
  attempting stunts related to horsemanship. 
  Schticks: [ Gun Powers] : Both Guns Blazing, Fast Draw, Signature Weapon (bow), 
  Versatile Ammo 
  Weapons: bow (10/5/1), fist (8), sword (11) 
  Mongol Cavalry 
  Sample Dialogue: "For Prince Berke!" 
  Attributes: Bod 5, Chi 0, Mnd 5, Ref 6 
  Skills: Drive/horse 10, Guns 9, Martial Arts 7 
  Weapons: bow (7/5/1), sword (9) 
  Swordsmen 
  Sample Dialogue: "Attack!" 
  Attributes: Bod 6, Chi 0, Mnd 4, Ref 5 
  Skills: Martial Arts 6 
  Weapons: sword (10) 
  Matchlockmen 
  Sample Dialogue: "Steady, steady . . . fire." 
  Attributes: Bod 5, Chi 0, Mnd 5, Ref 6 
  Skills: Guns 8, Martial Arts 6 
  Weapons: Chinese matchlock musket (7/5/1, and takes 6 shots to reload), sword 
  (10) 
  The Infantry Attack 
  Once the PCs have defied Lin Baio, the Manchu commander yells, "So be it. Prepare 
  to be destroyed!" With that, he points at the pagoda and shouts, "Attack!" 
  The swordsmen leap to the attack, while the matchlockmen snipe at any available 
  targets. It takes them one sequence to reach the pagoda, and they present easy 
  targets to PCs with missile weapons or sorcery. The cavalry stay in reserve. Lin Baio 
  is planning on using them for a crushing blow once the infantry has worn down the 
  defenders.  
  This combat should be run for two sequences (one for approach and one for 
  assault), or three if your players are really enjoying themselves. The only advantage 
  the mooks have is numbers, so your PCs should be able to rip into them. Even 
  mooks land a couple of lucky blows, however, so feel free to slap your players if 
  they get too cocky. After two sequences, chances are the PCs and their allies will 
  have taken down a large number of the attackers, likely with sorcery and modern 
  weapons. At this point, the attack falters and the mooks retreat in disorder, despite 
  Lin Baio's shouted orders to the contrary. PCs who follow them outside the pagoda 
  will be the targets of missile fire.  
  Cavalry Attack 
  
  Once the retreating infantry have streamed by him, Lin Baio orders the cavalry to 
  attack. The Mongols fan out in front, firing their bows as they charge forward (they 
  do this at no penalty because hey, they're Mongols). The Manchu Bannermen lead 
  by Lin Baio himself follow closely behind. J ust before they hit the pagoda, the 
  Mongols break off and circle around the back, firing at available targets. Meanwhile, 
  the Bannermen charge inside. Again, the approach to the pagoda takes one 
  sequence. 
  With Lin Baio and Prince Berke on the scene, things get serious. The Mongols will 
  try to flank the PCs while they are busy beating off the Bannermen and flood in from 
  the rear. The whole pagoda will become a churning sea of horses and men, 
  screaming and dying amongst the casualties of the infantry attack. Play this combat 
  out for at least once sequence. At this point, the PCs hear dozens of voices 
  shouting "attack." Those who spare a look outside see that the swordsmen have 
  reformed and they and the matchlockmen are advancing up the hill.  
  Young Cow Counter Attack 
  Let the sheer size of the army sink in at this point. Let a few shots go by as the 
  infantry march up the hill. At this point, cries of "Death to the Manchus" erupt from 
  the woods. Charging out from the trees are masked peasants and townspeople 
  armed with spears and other makeshift weapons. Li Chung So jumps on to a wall 
  and shouts, "Young Cows, smite down the enemies of China!" 
  The rest of the fight is best described in cinematic terms. The Young Cows charge 
  into the rear of the advancing infantry, taking them by surprise. The already 
  disheartened infantry fall before the roused peasantry and the Young Cows stream 
  into the pagoda. Lin Baio will curse the PCs and attempt to escape. The PCs can 
  concentrate on taking him down and it is in their best interest to do so. By the time 
  the battle is finished, the pagoda is awash in blood and the dead and dying are 
  strewn everywhere. This war wasn't so secret.  
  Treasure? What Treasure? 
  Sooner or later, the minds of the PCs will turn to the treasure. It doesn't take long to 
  figure out that the map they have is a fake. Removing the masonry from the 
  Northeast corner reveals only dirt. The Pagoda of Six Harmonies was nothing but a 
  death trap. 
  Those who search the body of Lin Baio, however, will find a tube tucked into his 
  belt. Inside is the real map, lifted from Big Cannon's junk days before. If the PCs are 
  going to let Lin Baio escape, you might want to call for Perception checks to notice 
  the tube sticking out of his belt. Depending on how the PCs handle this, they can 
  include the Guiding Hand monks or not. It wouldn't be all that difficult to conceal the 
  discovery from them, though honorable PCs might object. If the discovery is made 
  public, Li Chung So wants to leave immediately and follow the map. Details of this 
  uneasy alliance are up the PCs, though they may be feeling well- disposed towards 
  the Guiding Hand after their heroic stand together. If the PCs handled themselves 
  well and treated the monks honorably, they will have friends amongst the Guiding 
  Hand.  
  Legacy of the Ming 
  
  The real map shows a hidden underground complex near the city of Amoy in the 
  Fukien Province. Amoy was the home base for Cheng Ch'eng- kung, known as 
  Koxinga to Europeans, in the 17th century. Cheng was a Ming loyalist who resisted 
  the Manchus with his sizable fleet long after the rest of the country had been 
  conquered. He eventually drove the Dutch off Taiwan and established himself there, 
  where his family ruled until 1683 when the Qing finally conquered this last bit of free 
  territory. 
  Even after hundreds of years, the map is easy enough to follow. The complex is built 
  into a low hillock and the entrance marked by a jagged boulder. Inside is a large 
  complex, with dozens of interconnected rooms. And filling all these rooms are 
  thousands upon thousands of books, lying in precise order on floor to ceiling 
  shelves. PCs may be disappointed that there is no gold or even Ming vases. 
  However, if they investigate their find they will realize they have unearthed something 
  far more valuable.  
  In 1403 the Emperor ordered the compilation of an encyclopedia of all knowledge. 
  Over 2000 scholars worked on this epic for five years and the result was known as 
  the Yung- lo ta- tien. The finish product consisted of 11,095 volumes and due to its 
  sheer size only three copies were ever made. Two disappeared during the Manchu 
  conquest and the third will be almost entirely destroyed in a fire in 1900 during the 
  Boxer Rebellion. What the PCs have found is one of the two missing copies, long 
  thought destroyed. It is a priceless cultural treasure, especially if the PCs can get it 
  back to the contemporary juncture.  
  How the PCs proceed from here is up to them. Hauling nearly 12,000 fragile books 
  out of a country firmly in the Ascended's grip will not be easy and should be an 
  adventure in itself, as will finding buyers for the collection who will not screw the 
  PCs over. Another option is to go to the contemporary juncture and try to excavate 
  the complex there. Of course, then they'd have to deal with the Communist 
  government of China, but it's a possibility. And naturally, the Guiding Hand would 
  love to get their hands on this product of Chinese genius, so they are not to be 
  discounted. By the time they are through, the PCs may wish they never found the 
  lost treasure of the Ming Dynasty.  
  Further Adventures 
  1) Li Chung So finds the PCs and says he's quit the Guiding Hand and wants to join 
  the Dragons. Is he sincere or is this a ruse? 
  2) Prince Berke feels dishonored by his defeat. He concocts a scheme to take 
  vengeance on the PCs.  
  3) The encyclopedia is the sum knowledge of the Ming. It could contain clues that 
  lead to many adventures. PCs could find out about feng shui sites, forbidden 
  magics, or further hidden sites.  
  4) If the PCs hoodwinked the Guiding Hand, they would be most displeased if the 
  truth came to light. For more info on the Guiding Hand, see Blood of the Valiant, a 
  sourcebook on the Hand by Ronin Publishing.  
   
  Article publication date: May 28, 1999 
  
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  Copyright © 1999 by Steve J ackson Games. All rights reserved. Pyramid subscribers are permitted to 
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SOURCE: textdata/thevault/Feng Shui/Feng Shui Legacy of the Ming.pdf