TEXT: DRAGON & PHOENIX
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  M A R K  A .  J I N D R A
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  P E T E R  A R C H E R ,  J I M  B I S H O P,  S E A N  G L E N N ,  M A R K
  J E S S U P,  J O H N  K R O M R E Y ,  A N D  C H U C K  Y A G E R
  T H E  R O L E P L A Y I N G  G A M E  O F  M A R T I A L  A R T S  A C T I O N
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  A N  A D V E N T U R E  F O R  D R A G O N  F I S T
  ™
  
  Table of Contents
  Introduction ..........................................................128
  The Lord Shaman Speaks ........................................128
  The Fate of the Empress..........................................129
  The Roadblock.........................................................130
  Yekang......................................................................130
  Arrival in Yekang.......................................................131
  The Bumpy Toad.......................................................131
  The Pilgrims’ Meeting..............................................131
  The Palace of the Phoenix...............................133
  Wall..........................................................................133
  Commander’s Area..............................................133
  Guards’ Area........................................................133
  Great Hall ...........................................................134
  The Pagoda..............................................................134
  A Nearby Lake ......................................................136
  Back to Yekang.........................................................136
  Confrontation at Dawn! ...................................138
  Sidebar: Handling Large Combats..............138
  Aftermath ...............................................................139
  127
  Adventure: Dragon & Phoenix
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  128 Adventure: Dragon & Phoenix
  Dragon and Phoenix is an introductory Dragon Fist™ adventure for four to six starting, 3rd-
  level characters. It is designed to familiarize players with the world of Tianguo, the storyline of
  the game, and the style of Hong Kong cinematic action. (See Chapter 1: The Heavenly
  Kingdom in the Dragon Fist rules for a background on Tianguo.) At the conclusion you’ll ﬁnd
  suggestions for developing further adventures. 
  Throughout the adventure there are boxed areas of text. This is background information
  for the players, which you can either read aloud to them or paraphrase. 
  Introduction
  As the adventure opens, the nine secret societies who form the World of Martial Arts have just
  agreed to unite against Emperor Jianmin. Whereas each had previously pursued its own goals
  in isolation, the oppression of Jianmin has thrown them together. The societies’ leadership has
  been putting together cohorts of martial artists, each with members from at least four of the
  secret societies. The player characters (PCs) are just such a group.
  The PCs have gathered in the city of Xing, the provincial capital of Hou. Here they will ﬁnd
  out what their ﬁrst mission is and begin what will hopefully be a long and fruitful relationship. 
  The Lord Shaman Speaks
  Each of you has been sent to the city of Xing at the behest of the leaders of your secret society,
  who have instructed you to join members of other societies and form a cohort to help overthrow
  the emperor. Through contacts with your society, each of you has been led to a secret under-
  ground meeting place. As a precaution, you were all blindfolded and brought here separately. 
  Now that the blindfolds are off, you ﬁnd yourself in a low-ceilinged room of rough-hewn
  stone. There are representatives of all nine secret societies in the room, but deference is given
  to an older man in white robes. From the excited whispers of fellow travelers you learn that
  this is none other than Luo Hongbo [LWA TSOONG-PWA], the Lord Shaman of the White
  Lotus. This is truly an auspicious day.
  Luo Hongbo bows to you all, then motions for everyone to sit. “I thank you for coming so
  far,” he begins. “As you know, our societies have only just begun to struggle together. Thus,
  our ﬁrst operations are of crucial importance. We must learn to forge a trust that cannot be
  broken by the minions of the emperor. 
  “We have formed many cohorts, and these have spread across Tianguo to do our work. Now it
  is your turn. I need true heroes to take on a mission of the utmost importance. Can I count on you?”
  (The PCs should answer in the afﬁrmative if they have an ounce of heroism among them.)
  Once you have agreed, Luo continues. “Good. Let us begin then.” With that, he motions
  everyone else out of the room. They ﬁle out silently, obviously used to the secrecy of such
  meetings. After they have left, the Lord Shaman addresses you again.
  “Many of you are too young to remember it, but Emperor Jianmin and Empress Jieli
  [JYEH-LEE] used to be inseparable. She was the phoenix to his dragon, just as the Jade
  Emperor decrees. You may have heard tales of Jieli’s generosity and good works. Many remem-
  ber her with great fondness and wonder why she has been so silent for so long.
  “After Jianmin turned to evil, Jieli tried to curb his worst excesses. He quickly tired of her
  interference and sent her to the Palace of the Phoenix in Yekang. That was eighteen years ago;
  no one has heard from Empress Jieli since. Pronouncements are still made in her name, but
  we fear her palace has been turned into a prison.
  “I don’t need to tell you how much it would help our cause to have the rightful empress on our
  side. From all we know of Empress Jieli, she would gladly lend her aid if she had the chance. Therefore
  I need you to travel to the Palace of the Phoenix, ﬁnd the empress, and free her from the minions of
  Jianmin. It is a dangerous mission, but it must be done. The blessings of Heaven go with you.”
  
  A Few Questions
  The player characters no doubt have some questions about their mission. Luo Hongbo’s
  answers to the most likely are listed below. Since the PCs need to know this information, you’ll
  have to work it in even if they don’t ask.
  • Where are Yekang and the Palace of the Phoenix?
  Yekang is near the source of the Scarlet River, in the northern part of the province of Bei Ji.
  It is the furthest point a boat can go upriver, and many pilgrims on their way to White Tiger
  Mountain travel through there. The palace is a few miles outside of town.
  • What can you tell us about the Palace of the Phoenix?
  As the Righteous Fists know, the Palace of the Phoenix was originally a monastery of the
  Jade Brotherhood. It was gifted to Empress Yuji in the year 900 N.Z. to honor Shangwei’s
  reuniﬁcation of the empire. There are likely soldiers of the Imperial Guard there, but how
  many we do not know.
  • Can we expect any aid in Yekang?
  Yes, we have agents there. When you arrive in Yekang, you should go to the Bumpy Toad
  Inn. The owner, a man named Li, will provide you with rooms and information. Make sure to
  tell him you are carrying a lotus to White Tiger Mountain. This will identify you.
  • If we free the empress, where should we bring her?
  The closest safe haven is the Jade Mountain Monastery. I can provide a map that will lead
  you there, but you must promise to destroy it if you are ever in danger of capture. 
  Note: If there is a Righteous Fist member among the PCs, assume he or she knows how
  to get to Jade Mountain Monastery.
  • Will we be given any supplies?
  We will provide food for a week and 10 tael each to pay for inns and equipment. I have
  also brewed three potions of healing for you. Be sure to use them wisely. 
  Once the PCs have their answers, Luo summons some of his aides to once again blind-
  fold and take them back to their inn. They can leave in the morning. If they are wise, they will
  get a good night’s sleep: A long journey lies ahead.
  Savvy PCs may work out a cover story for the group before they start their journey and
  want to disguise themselves as peasants, tradespeople, or what-have-you. This is a wise pre-
  caution: Let them have whatever they think they need to make the story believable (within
  reason, of course). 
  The Fate of the Empress
  What neither Luo nor the PCs know is that Empress Jieli has been dead for ﬁfteen years. 
  The empress was banished to the Palace of the Phoenix in 1164 N.Z. A contingent of the
  Imperial Guard, under the command of the emperor’s cousin Geng Jiming, [GUNG JEE-
  MEEN] accompanied her to ensure she could not leave the palace. Geng knew that he was
  just as much an exile as Jieli, even if he did hold the keys. Shut away together in a remote cor-
  ner of the empire, Geng Jiming and Jieli fell in love. In 1166, Jieli became pregnant. Despite
  the danger, she chose to carry the baby. One of Geng’s underlings sent a secret message to the
  capital, informing the emperor that his wife was pregnant with the child of another man. 
  Jianmin, of course, was furious. He dispatched the Lord of the West Wing to the Palace of
  the Phoenix to “take care of the matter.” The eunuch sorcerer and his entourage arrived
  shortly after the birth—a girl. He ordered the arrest of Jieli and Geng and had them both
  secretly executed, but a group of Jieli’s loyal retainers spirited the baby away and ﬂed to the
  129
  Adventure: Dragon & Phoenix
  
  130 Adventure: Dragon & Phoenix
  lands of the Yi barbarians in the south. Meanwhile, the Lord of the West Wing set up an
  imposter in the role of the empress. As far as the empire sees, Empress Jieli is alive and well.
  Her real fate is known only in the Palace of the Phoenix, a place the PCs will soon become
  very familiar with. 
  The Roadblock
  You leave the city of Xing, taking a ferry across the Nine Maidens River and following the
  roads through the province of Shang Shen. You pass through many villages as the days go by,
  and signs of trouble never seem far away. While some villages look prosperous and busy, oth-
  ers are deserted or destroyed. The devastation seems almost random, which makes it that
  much more disturbing. 
  A week after leaving Xing you are in the heart of Shang Shen. As you crest a low hill, you
  see a roadblock up ahead. A group of imperial soldiers have cordoned off the road and are
  searching the wagons of those passing through. From their manner, it is evident that they are
  more interested in lining their pockets than ﬁnding “contraband.” A line of carts awaits inspec-
  tion, accompanied by nervous-looking peasants and skittish beasts of burden.
  The PCs can deal with the roadblock in a number of ways. They might try to talk their
  way through, try to sneak around it, or ﬁght the soldiers and help out the poor peasants. 
  There are four rank-and-ﬁle soldiers and one sergeant. They are greedy and corrupt, using
  their ofﬁce to bully those in their power. They are likely to be suspicious of a large and well-
  armed party. A cover story certainly would come in handy, if the players have thought ahead.
  This encounter is designed to get players used to the Dragon Fist combat rules and familiarize
  them with the stunt system. It’s an easy ﬁght if they choose to go that route. If your players prefer a
  nonviolent solution, however, you needn’t discourage them. It’s just as useful a learning experience
  to try out the feat system, perhaps using some Charm stunts or the thief’s ability to bribe. 
  Sergeant, male F3: AC 14; HD 3; hp 21; Att/round 1; To hit +2; Damage 1d8 (sword);
  Stunts—M 1d3, A 1d3–1.
  Equipment: Iron lamellar breastplate, shield, double-edged sword, dagger.
  Soldiers, male F1 (4): AC 12; HD 1; hp 6; Att/round 1; To hit +2; Damage 1d6 (spear);
  Stunts—none.
  Equipment: Leather lamellar breastplate, shield, spear.
  The morale of the soldiers is not very high: After a couple of rounds getting beat up,
  they’re likely to ﬂee. As long as the PCs don’t linger at the scene, they needn’t worry about
  reinforcements. They can simply disappear into the countryside and continue on to Yekang. 
  Yekang
  Yekang [YEH-KONG] is an ancient city near the source of the Scarlet River. Originally a center
  of riverborne trade, it became a fortress city in the Seven Kingdoms era. After the reuniﬁcation
  of the empire, the city’s military signiﬁcance declined. Although the walls remained, Yekang
  once again embraced its mercantile roots and became a routine stopping point for those mak-
  ing a pilgrimage to White Tiger Mountain. 
  In recent years, the imperial army has returned to Yekang. The city’s walls and defenses have
  been strengthened, and a permanent garrison has taken up residence. These troops patrol the area
  around the city and have been very active in hunting for members of the nine secret societies. In
  charge of Yekang is Commander Hang Fuhan [HONG FOO-TSEUN] of the Imperial Guard. He
  lives in the Palace of the Phoenix, supposedly in attendance to the empress. Captain Ni Junshi
  [NEE CHUN-SHEU] commands the garrison, whose headquarters is in the Plaza of Heroes. 
  
  131
  Adventure: Dragon & Phoenix
  Arrival in Yekang
  The rest of the journey to Yekang is uneventful. Ten days out of
  Xing you crossed the Scarlet River and were able to take pas-
  sage on a riverboat that took you the rest of the way. 
  Yekang is a city of medium size surrounded by a sturdy
  wall. You land at the busy docks, which are crowded with
  traders and pilgrims. Ahead is a large market, in which mer-
  chants sell all manner of goods. As you step off the boat, you
  are accosted by a swarm of young boys who have come from
  the many local travelers’ inns. Each tries to entice you to stay
  at a particular establishment: “Cao’s Inn, only 40 fen!” “The
  Happy House—30 fen!” and so on. As this wave of youthful
  enthusiasm washes over you, you pick up a small voice say-
  ing, “The Bumpy Toad, a place for discerning travelers.” 
  The boy is Jinbo, [CHEEN-PWA] the son of the
  innkeeper Li. Once the PCs express interest in the Bumpy
  Toad, Jinbo happily replies, “Follow me, aunts and uncles,
  and I will take you there.” Jinbo is true to his word and leads
  the PCs through the crowded streets of the marketplace. On
  the way, he keeps up a constant stream of dialogue. He’s a
  curious lad and wants to know about the characters’ travels
  and what they’ve seen outside of Yekang. This should come
  across as more endearing than annoying, so don’t overdo it. 
  The Bumpy Toad
  It takes ﬁfteen minutes to wade through the crowds to the
  Bumpy Toad. Typical of traveler’s inns throughout Tianguo,
  it offers a welcome refuge from the bustling streets of
  Yekang. You are no sooner inside than you are seated and served hot tea and pork buns. Once
  you’re settled in, the genial host appears. “Welcome to the Bumpy Toad,” he says. “My name
  is Li, and it is my pleasure to serve you.”
  Li is the PCs contact in Yekang. If they tell him they are carrying a lotus to White Tiger
  Mountain, he nods quickly and says, “You have come just in time. The other pilgrims are
  meeting here tonight. I’ll fetch you from your rooms when it’s time.”
  Li and his staff serve the PCs a ﬁne meal and then lead them to their rooms upstairs. The
  characters are free to wander about Yekang during the afternoon if they wish, and they can
  avail themselves of the wares at the outdoor market near the docks. Jinbo is happy to show
  them around the city, should they need guidance. Unless you decide to add in some local
  encounters, the afternoon passes without incident. 
  The Pilgrims’ Meeting
  That evening Li comes to your rooms and leads you down the back stairs to the basement
  of the Bumpy Toad. He introduces you to two other people: Pinmei [PEEN-MAY], a local Iron
  Monkey wearing a black peasant outﬁt, and Rendi [LEUN-DEE], a White Lotus shaman dis-
  guised as a merchant. Both greet you enthusiastically.
  These three are the entirety of the local leadership, and they are excited to have you on
  board. Once the meeting and greeting are over with, Pinmei briefs you on the situation in
  Yekang. She squats on the ﬂoor, ignoring the chair that Li has provided for her. 
  City of Yekang
  Plaza
  of
  Heroes 
  Road to
  White Tiger Mt.
  Road to the
  Palace of 
  the Phoenix
  Bumpy
  Toad Inn
  1/2 mile
  City wall
  S c a r l e t  R i v e r
  N
  City of Yekang
  Plaza
  of
  Heroes 
  Road to
  White Tiger Mt.
  Road to the
  Palace of 
  the Phoenix
  Bumpy
  Toad Inn
  1/2 mile
  City wall
  S c a r l e t  R i v e r
  N
  
  Background
  Pinmei provides the following information:
  •
  The commander of Yekang is Hang Fuhan. He lives in the Palace of the Phoenix, guard-
  ing the empress with his contingent of the Imperial Guard. Hang has been rather dis-
  tant, leaving the unpleasant work to his underlings.
  •
  The garrison is commanded by Captain Ni Junshi, a sadistic ofﬁcer who has had pick-
  pockets impaled to “make examples of them.” His headquarters is in the Plaza of
  Heroes, an enormous practice ground for the garrison.
  •
  The army has stepped up activity in the region of late, causing many local secret society
  members to go to ground. Pinmei and the others have not yet ﬁgured out what is behind
  this action.
  •
  A spy within the palace has informed Pinmei that Hang Fuhan is leading some troops
  south tomorrow. The purpose of this excursion is unknown.
  •
  The spy is a domestic who travels to the palace during the day to wash the garrison’s
  clothes. She is not there at night, which unfortunately is the best time to sneak in and
  ﬁnd the empress.
  •
  The empress spends most of her time on the top ﬂoor of the palace’s pagoda. It is said
  she prays to Heaven for the deliverance of the empire. She never comes to Yekang, and
  no one from the capital ever visits her.
  •
  The local leadership are willing to help however they can. They don’t have an abun-
  dance of resources, but they can provide food, disguises if required, and a boat to use
  once the mission is complete. There are also enough Iron Monkeys in the countryside
  to create a diversion if desired, but they are not willing to throw their lives away.
  The Plan
  The PCs must now concoct a plan to break into the palace. It’s best if they wait for Commander
  Hang to lead his troops away, then sneak in that night. Should your players decide on a different
  course of action, you may need to modify the information provided below.
  Suspicious characters may want to watch the Imperial Guard march out before the raid,
  lest Hang spirit the empress out of the palace. This is easily accomplished: There are trees
  along the road where the PCs can hide and observe. A column of some 20 cavalry and 50
  infantry leaves at dawn. There is no litter present, and no sign of the empress. 
  132 Adventure: Dragon & Phoenix
  B1
  B2
  H1
  P5
  P4
  P3
  P2
  P1
  C1
  C2
  G1
  G2
  W1
  Palace of the Phoenix
  Palace of the Phoenix
  B1
  B2
  H1
  P5
  P4
  P3
  P2
  P1
  C1
  C2
  G1
  G2
  W1
  
  The Palace of the Phoenix 
  The Palace of the Phoenix is entirely made of wood. A former monastery, it is a little austere
  for a palace but quite suitable for its original purpose. The complex is dominated by a ﬁve-
  story pagoda.
  This night is a fortuitous one for the PCs’ intrusion, because the remaining soldiers
  started drinking and gambling as soon as their commander left the area. Many are passed out
  in their bunks, and the rest are not at peak ﬁghting efﬁciency. 
  B1, B2: Barracks
  These large buildings house the palace garrison and are best avoided. Consisting of one large
  room with bunks for the troops, each is large enough to house sixty soldiers, though only
  twenty-ﬁve are currently in residence. 
  At the moment, both are disaster areas: Broken wine jugs litter the ﬂoor, and many bunks
  have been pushed aside. Most of the soldiers are either unconscious or drunkenly gambling. 
  Drunken Imperial Guard soldiers, male F1 (25): AC 14; HD 1; hp 6 each; Att/round 1
  (normally 3/2); To hit +2; Damage 1d8+2 (specialized with sword); Stunts—M 1d3–1.
  Martial Arts Maneuvers: Speed of the Leopard.
  Equipment: Iron lamellar breastplate, double-edged sword, dagger.
  Note: Many of the soldiers aren’t wearing armor, which reduces their AC to 10. 
  W1: Wall
  All of the walls of the palace are 20 feet tall and patrolled by two soldiers each. The PCs can
  (and probably will) use Wuxia to jump right onto them.
  Commander’s Area
  C1: Commander’s Receiving Hall
  This is where Commander Hang receives visitors and makes decisions. Silk banners hang from
  all the walls, and on a dais are statues of the Three Legendary Emperors behind a lacquered
  chair. There are a number of tables, with maps and scrolls scattered about. This is a good
  place for DMs who want to “seed” future adventures to drop some clues. 
  This building is locked while Hang Fuhan is away. 
  C2: Commander’s Private Quarters
  A huge bedchamber for a huge ego, as the troops like to say. These are Hang Fuhan’s personal
  quarters, and they are sumptuous. His large bed is surrounded by silk curtains, his bathtub
  enclosed by beautifully painted bamboo screens, and even his wardrobe skillfully carved of
  teakwood. 
  Guards’ Area
  G1: Gatehouse
  The gate is, of course, locked at night. A sturdy wooden beam seals it shut and can be lifted
  only from the inside (Might feat, TN 15). Three torches are mounted above the gate, so the
  guards can detect anyone that approaches.
  G2: Gallery
  The guards on duty spend their time in this sparse room, containing a table and four chairs.
  133
  Adventure: Dragon & Phoenix
  
  Three guards and one sergeant are always on duty, and they take turns watching the road.
  These guards are not drunk, so they get their normal attacks. 
  Imperial Guard soldiers, male F1 (3): AC 14; HD 1; hp 6 each; Att/round 3/2; To hit +2;
  Damage 1d8+2 (specialized with sword); Stunts—M 1d3–1.
  Martial Arts Maneuvers: Speed of the Leopard.
  Equipment: Iron lamellar breastplate, double-edged sword, dagger.
  Imperial Guard sergeant, male F1: AC 14; HD 2; hp 13; Att/round 3/2; To hit +2; Damage
  1d8+2 (specialized with sword); Stunts—M 1d3, A 1d3–1.
  Martial Arts Maneuvers: Claw of the Crab, Iron Palm, Speed of the Leopard.
  Equipment: Iron lamellar breastplate, double-edged sword, dagger.
  Great Hall
  Years ago, when important visitors would sometimes grace the Palace of the Phoenix, the
  Great Hall was used for formal audiences. It has not seen such an event in a very long time
  and now is used only when Hang Fuhan addresses all of his soldiers. 
  The Great Hall is quite spacious, with room for at least 200 people. Faded banners hang
  from the walls, and a 20-foot-tall statue of Emperor Jianmin dominates the far end. Benches
  line the sides, but the room is otherwise bare of furniture. 
  The Pagoda
  The PCs are likely to make straight for the pagoda, perhaps using Wuxia to jump up the out-
  side. This can let them avoid ﬁghting the spider demon (see “The Pagoda,” below) right away.
  (Make sure the demon does pop up at an inopportune moment, though, so the PCs can face a
  real challenge.)
  P1: Guard Room
  There are two soldiers here, both drunk and asleep. They are slumped over a table with an
  empty wine jug between them.
  P2: Sorcerer’s Quarters
  Hang Fuhan retains the services of Ni Hao [NEE TSOH], a eunuch sorcerer from the capital.
  At the moment, Ni Hao is in the city of Yekang. His quarters are full of books and scrolls,
  including classic works of literature, religious tomes, and books of magic. Finding anything
  amid this jumble of knowledge is difﬁcult, especially if the PCs are in a hurry. Those who want
  to search can make an Acrobatics feat (TN 18): Success lets them ﬁnd a copy of A Treatise on
  Needlework in the pile. 
  P3: Shrine of Diao Zu’en
  The God of Loyalty has always been popular with soldiers, so it should be no surprise that
  there is a small shrine to him. A shield painted to resemble a tortoise shell hangs on the wall,
  but the room is otherwise empty. 
  A dark stain on the ﬂoor is the only clue that an evil deed happened here. The White Lotus
  shaman who kept the shrine was murdered when the emperor turned against the order.
  Casting commune with local spirit spell in this room will contact his ghost, though the dead
  shaman cannot provide any useful information. He never knew what hit him: He was lighting
  incense when a soldier beheaded him from behind. The ghost is saddened to learn about the
  fate of the empire and the White Lotus. 
  A ladder leads up to the fourth ﬂoor. From below, the opening is dark and mysterious.
  The spider demon (see P4, below) will jump anyone poking a head inside.
  134 Adventure: Dragon & Phoenix
  
  P4: Lair of the Spider Demon
  Commander Hang is serious about keeping the secret of the empress. He ordered Ni Hao to
  summon a demon as the pagoda’s guardian. This horrid creature has made its lair on the
  fourth ﬂoor. The entire place is sticky with webs, which subtract 1 from all physical stunts per-
  formed in the room (this does not apply to the demon, of course). Close examination of the
  webs reveals over a dozen human bodies enshrouded inside. These appear to be local peas-
  ants, used to feed the demon’s appetite.
  There is a hole in the ceiling that leads to the home of the fake empress (see P5, below).
  The spider demon simply leaps up through the hole when required, so there is no ladder here.
  Even if the PCs enter the empress’s quarters from the outside, the spider demon will surely
  make an appearance (though this buys them some time). 
  Spider Demon: AC 18; Move 150; HD 6; hp 35; Att/round 2; To hit +2; Damage 11–8/1–8;
  Special attacks—poison, web; MR 10%; Stunts—M 1d6, A 1d3, F 1d6, S 1d4, I 1d6, C 1d4.
  Special Attacks: Poison—save vs. poison or take 3d10 additional points of damage; web—mis-
  sile attack (range 40 feet), anyone hit is entangled and can take no action other than to break
  free (Might feat, TN 18). 
  For detailed information about the spider demon, see Chapter 6: Gods and Monsters in
  the Dragon Fist rules.
  P5: The Empress’s Prison
  The top level of the pagoda houses the empress—or so Hang Fuhan would have Tianguo
  believe. The room itself is austere, with one bed, two smaller cots, a dresser, a table, and one
  nod to opulence in the form of a large mirror. The fake empress spends her days here in the
  company of two attendants. The windows are screened with paper. Occasionally, Hang has the
  “empress” and her retainers move about the grounds so the soldiers can see her. She wears
  elaborate gowns with veils on such occasions, keeping her face concealed. 
  When the PCs break into the room, they are confronted by an impossibly young “Jieli,”
  no more than thirty years old, The actress, caught without her veil, nonetheless insists that she
  is the Empress of Tianguo. However, she tearfully confesses to the ruse if pressed. 
  If the PCs ask where the real empress can be found, one of the attendants speaks up. Her
  name is Bailu [BY-LU], who was an attendant to the true empress before her death. Bailu is a
  small woman, wrinkled with age, but maintains a certain dignity. She tells the PCs that she
  knows where the empress is and can lead them there. It is nearby, she asserts, but they will
  have to leave the Palace of the Phoenix quickly before the guard is roused. Bailu wants to
  escape from the palace, and this is her best chance: She will not reveal where she is going or
  mention that the empress is dead.
  This is a good moment for the spider demon to attack, if it hasn’t yet.
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  Adventure: Dragon & Phoenix
  
  A Nearby Lake
  If the PCs agree to Bailu’s offer, she leads them out of the Palace of the Phoenix into the
  woods, away from Yekang. In less than a half-hour, they come to a small lake. 
  Bailu leads to you a large tree near the lake. She walks assuredly, as if she has been here
  many times before. Beneath the sagging boughs of the ancient tree are two unmarked graves.
  Bailu kneels down in front of the left-hand grave and starts to cry. 
  “Empress Jieli has been here for ﬁfteen years,” she says, voice choked with emotion,
  “with none but me to mourn her.”
  Before you can even ask the empress’s fate, a wind blows up as if in answer to your
  unspoken question, whistling among the trees. Wisps of fog that glow with an unnatural light
  swirl across the lake. A lone ﬁgure appears from out of the fog, walking across the water as if it
  were dry land. Even without her imperial regalia, you recognize the Empress of Tianguo from
  her bearing. Only the rightful empress could have her conﬁdent step and regal air. Though
  dead, she is yet the phoenix to the emperor’s dragon.
  “Do not cry for me, sweet Bailu,” she says tenderly. “Shed your tears for all of Tianguo.”
  The Empress Speaks
  The PCs should be suitably awed at meeting the ghost of the empress. In a Hong Kong movie,
  they’d likely be on their knees weeping and swearing oaths, but that may be a bit much to
  expect from your players. Nevertheless, the PCs will certainly have questions. The empress
  answers a reasonable number, then ﬂies away into the night. 
  This is a good place to plant the seeds of later adventures. If you have ideas about how
  you want your campaign to progress, you can have the ghost drop some clues or provide
  appropriate information. 
  •
  How did you die?
  Two years after the emperor ate the tainted lotus, I was banished to the Palace of the
  Phoenix. He could sense the goodness in my heart, I think, and knew I would oppose him if I
  remained in the capital. His cousin, Geng Jiming, escorted me as my jailer. Yet Jiming knew
  he was as much a prisoner as I, and soon he and I fell in love. When I became pregnant with
  his child, word escaped back to the capital. The Lord of the West Wing arrived shortly after
  the birth of our daughter. Geng Jiming and I were brought here, executed, and buried. 
  •
  What happened to your daughter?
  A loyal retainer whisked my child out of the palace when the Lord of the West Wing
  arrived. They escaped to the south, into the land of the Yi barbarians. I do not know my
  daughter’s fate in that savage land.
  •
  Why do you linger in the mortal world?
  No shaman was present at my burial, nor does my family say prayers for me, for they
  believe I yet live. I fear I shall walk the mortal world until a new emperor rules Tianguo.
  •
  What can we do to help?
  You are heroes; that I can see plainly. One of you must win the Mandate of Heaven, defeat
  Jianmin, and found a new dynasty. A true Son of Heaven must rule Tianguo before the
  land will know peace again.
  Back to Yekang
  By this point, it is late in the night. The nearest shelter is back at the Bumpy Toad, so the PCs
  probably head back to Yekang to cancel the rescue plans for the empress if nothing else.
  136 Adventure: Dragon & Phoenix
  the ghost of the empress speaks
  
  When they get close to the city, they hear the sound of running feet. (If they decide to spend
  the night in the woods, this encounter instead takes place at their camp.)
  The panting ﬁgure of Jinbo appears out of the dark, sweat and tears mingling as they roll down
  his face. When he sees you, a wave of relief washes over him. Though he is desperately short
  of breath, he blurts out his message. “Thank the gods I’ve found you! My father and the others
  were arrested by soldiers after you left. Captain Ni says they are to be executed at dawn.
  Hurry, aunts and uncles, you must save them!”
  It takes a few minutes to calm down the boy. Once the PCs convince him that his
  father won’t be executed, they can ﬁnd out some additional information. 
  •
  Li, Pinmei, and Rendi were surprised at the Bumpy Toad and arrested. Jinbo ran away
  from the soldiers and was able to escape.
  •
  Captain Ni Junshi presided over a “trial” that lasted all of ﬁve minutes. Now all three
  comrades are scheduled to be beheaded at dawn in the Plaza of Heroes.
  •
  There will probably be at least ﬁfty soldiers at the execution.
  •
  The townsfolk are outraged but do nothing because they are afraid of Captain Ni.
  •
  Jinbo has delivered messages for his father before and can contact the local Iron
  Monkeys if that would be helpful.
  The PCs now face a dilemma. Their mission complete, they could just leave Yekang
  and report the fate of the empress. But abandoning comrades-in-arms to face execution at the
  hands of the cruel Ni Junshi just isn’t right. If they are true wuxia heroes, they’ll immediately
  start planning for a confrontation at dawn!
  A New Plan
  It should be clear that the PCs will be desperately outnumbered in the coming battle. If they
  try to slug it out toe-to-toe with Ni Junshi and his soldiers, they’ll probably end up dead. They
  do, however, have several advantages. 
  First, Captain Ni doesn’t know of their existence. He thinks he has just neutralized the
  local rebel leadership, so he’s not expecting an effective response. Second, the citizenry of
  Yekang are up in arms about the arrests—Li in particular is a well-loved resident. The PCs can
  use this popular outrage to their advantage. Third, if the PCs act swiftly (by themselves or
  sending Jinbo as a messenger), they can summon twenty armed Iron Monkeys from the coun-
  tryside to the Plaza of Heroes by dawn. 
  Whatever plan the PCs make, they only have a few hours to get organized. If players get
  mired down in pointless arguing, remind them that the clock is ticking. 
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  Adventure: Dragon & Phoenix
  
  Confrontation at Dawn!
  The crowd starts to gather early at the Plaza of Heroes. Hundreds of townsfolk wind their way
  through the streets, determined to watch the unfolding drama. As the ﬁrst rays of the sun begin
  to glint over the horizon, the Plaza of Heroes is packed with a mob of angry merchants, farm-
  ers, laborers, and peasants. A cordon of soldiers with spears blocks the crowd off from the exe-
  cution area. 
  Statues of famous heroes line the plaza’s sides, and a 30-foot image of the First Emperor
  acts as a centerpiece. On a raised dais in front of the garrison barracks, Captain Ni Junshi pre-
  sides over the occasion. He is ﬂanked by a imperial bureaucrat and his chief lieutenant. In
  front of the dais is a chopping block, where the headsman readies his ax. Li, Pinmei, and
  Rendi are nearby, tied to posts and guarded by a squad of soldiers. 
  The crowd quiets as Captain Ni begins to speak. “Good people of Yekang, I bring before
  you three criminals of the worst sort. These rebels have disgraced their ancestors by conspiring
  against the Son of Heaven himself. The penalty for such treason is unchanging and implaca-
  ble. They will be executed this morning, as the law decrees. To show that I am not the monster
  that some of have dubbed me, however, I have reduced their sentence from impaling to
  beheading. Such is my mercy.”
  Li, Pinmei, and Rendi have only minutes to live. What do you do?
  Cue one climactic ﬁght scene, no doubt ﬁlled with tragedy and heroics. The PCs certainly
  have their hands full. In addition to Captain Ni, they must face a eunuch sorcerer (the
  “bureaucrat”) named Tong Lixing [DUNG LI-SHEEN], the executioner, and some 70 soldiers.
  The crowd, and hopefully the Iron Monkeys, can help deal with the soldiers, but taking down
  the two villains is up to the PCs. 
  Captain Ni Junshi, male F5: AC 18; HD 5; hp 32; Att/round 3/2; To hit +2; Damage 1d6+3
  (specialized with sword); Stunts—M 1d4, S 1d4, A 1d3.
  Martial Arts Maneuvers: Claw of the Crab, Cobra Stance, Crane Stance, Iron Palm, Mantis
  Stance, One Hundred Eyes, Ride the Wind, Spring of the Tiger, Wuxia.
  Equipment: Nine-ring broadsword.
  Tong Lixing, male W5 (eunuch sorcerer): AC 12; HD 3; hp 21; Att/round 1; To hit +0;
  Damage 1d4 (war fan); Stunts—S 1d4, A 1d3–1, C 1d3–1.
  Martial Arts Maneuvers: Blood of the Dragon, Crane Stance, Wuxia.
  Spells: Cobra’s breath, iron scarf, rain of needles (all preferred).
  Equipment: War fan, spell scrolls.
  Executioner, male F2: AC 15; HD 2; hp 14; Att/round 3/2; To hit +2; Damage 1d8+2 (battle-
  ax); Stunts—M 1d4; F 1d3.
  Equipment: Iron lamellar armor, battle-ax.
  Soldiers, male F1 (70): AC 12; HD 1; hp 4; Att/round 1; To hit +2; Damage 1d6 (spear);
  Stunts—none.
  Equipment: Leather lamellar breastplate, shield, spear.
  The Plaza of Heroes is big enough to ﬁt 500 spectators. The plaza is packed with people—both
  a boon and a bane during the ﬁght.
  Captain Ni uses his soldiers, the eunuch sorcerer, and his own martial arts ability in an
  attempt to crush any resistance. He is a sadistic man, but he’s not an idiot. If it becomes clear
  that he’s going to lose this battle, he will ﬂee using Ride the Wind. Until then, though, he tries
  to stymie the PCs. He may also try to kill the prisoners before they can be freed, just to be a
  bastard. Should he escape, the PCs will have made a long-term enemy. 
  138 Adventure: Dragon & Phoenix
  Handling Large
  Combats
  The last thing anyone wants to do
  is roll all the dice for a melee
  involving a hundred combatants.
  The Dragon Fist stunt system eas-
  ily resolves large-scale actions,
  using simple abstractions. 
  Military Struggle
  If the Iron Monkeys enter the fray,
  treat it as a series of Savvy contests.
  This represents a battle of wits
  between the commanders, enacted
  by the soldiers in the field. It works
  best if one of the PCs commands
  the Iron Monkeys, but if not,
  assume there is an Iron Monkey
  with Savvy 1d3 in charge (Pinmei, if
  freed, can take over; she has Savvy
  1d6). Captain Ni orders his troops
  while he can, but once he gets into
  personal combat, one of his lieu-
  tenants will have to take over (also
  with Savvy 1d3).
  Each round, resolve a new con-
  test to determine how the battle is
  going. Compare the scores as nor-
  mal, but do not use the usual con-
  test outcomes. Rather, the loser
  takes casualties equal to the dif-
  ference between the two scores.
  For example, if the Iron Monkeys’
  score is 19 and the soldiers’ is 11,
  the soldiers lose eight of their
  number that round. 
  Appealing to the
  Crowd
  The PCs can also attempt to stir
  up the crowd (who are already
  riled) and turn them against the
  soldiers. This is best resolved as a
  series of Charm feats. What with
  the noise and chaos of the scene,
  each feat can affect only a small
  part of the crowd, but the PCs can
  make repeated attempts. Players
  trying this should give a rousing
  speech if possible, to enhance the
  Hong Kong feel of the scene.
  The feat has a TN of 13, and
  once again the final score is
  important. The difference between
  the final score and the TN is the
  number of soldiers overwhelmed
  by the crowd that round. For
  instance, a charismatic PC plays
  to the crowd’s outrage and rolls a
  22 on his Charm feat. Subtract 13
  from 22: The crowd has neutral-
  ized nine soldiers that round.
  (They aren’t necessarily killed, but
  they are out of the combat.)
  
  Aftermath
  If all goes well, the people of Yekang help the PCs defeat Captain Ni and free the imprisoned
  secret society members. After the big battle in the Plaza of Heroes, things can go a number of
  different ways. Here are several options for further adventures, which DMs can develop as
  they see ﬁt.
  Stay or Go?
  The most immediate question is whether or not to remain in Yekang. The town has been liber-
  ated from the emperor’s yoke—for now. It probably has several months before retribution falls,
  likely in the form of an imperial army. The PCs might stay and help organize the town’s
  defenses, or they may try to spread the fervor to nearby towns and villages. Alternatively, they
  may decide that leaving Yekang is the most prudent course of action. 
  The PCs could decide to travel south to the Yi lands in search of the empress’s daughter.
  This is a long journey to a strange and hostile place, but ﬁnding the child is of enormous
  importance to the rebel movement. 
  Final Peace
  Perhaps the ghost of Geng Jiming also haunts the mortal world. The empress may ask the PCs
  to ﬁnd him and lay him to rest. Alternatively, the PCs can help the empress herself pass on by
  performing certain deeds. 
  Mysterious Mission
  It is noteworthy that the Imperial Guard commander, Hang Fuhan, left the Palace of the
  Phoenix with most of his troops. Where was he going, and why did he leave so suddenly?
  These questions can be answered in future adventures.
  On the Run
  After the incident in Yekang, the PCs will likely become wanted criminals. This is especially true if
  Captain Ni escapes, since he can provide descriptions of the instigators. The PCs may now ﬁnd
  that agents of the emperor dog their steps, spearheaded by Ni Junshi if he is still alive.
  The PCs stand at the threshold of history. The future of Tianguo rests with you and your
  DM. The blessings of Heaven go with you!
  139
  Adventure: Dragon & Phoenix
  
SOURCE: textdata/thevault/Dragon Fist/DragonFist09Adventure.pdf