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Miscellaneous
  Alignment
  
    No specific alignments are given, though the characters possess intrinsic alignments 
    from their backgrounds and personalities. If a character acts out of alignment then 
    penalise them in their role playing score. 
   
 
  Armour
 
  
    All armour in this world is made of wicker or bamboo with leather ties. There is no 
    metal in the armour except the helmets which are made of iron. All NPCs with an armour 
    class of below four have these metal helmets. All other NPCs have no helmet. 
   
 
  Back Stabbing
 
  
    No member has backstabbing as an ability. They cannot backstab anyone, though they 
    still get the attack from the rear bonus, if attacking from the rear. 
   
 
  Calligraphy
 
  
    Calligraphy is the only Oriental Adventure non-weapon proficiency that we have given to 
    any of the players. 
    The Reading/Writing proficiency allows the character to read and write their own 
    language. Calligraphy is the skill to write their own language in a fancy manner, like the 
    skill of a signwriter. The rogue's read languages skill is a skill aimed at reading 
    languages that the character does not understand. 
   
 
  Death
 
  
    All NPCs and monsters are considered dead when they reach zero hit points. All player 
    characters are dead when they reach negative their constitution. (For Fang Zien Shang when 
    in owl form this is her human constitution score.) 
   
 
  Divine Intervention
 
  
    Divine intervention is occurring all through the module. The characters will never be 
    able to get divine intervention at their own request. 
   
 
  Flying Creatures
 
  
    Creature capable of flying can do so at full capability as long as they have positive 
    hit points. 
   
 
  Fortune Telling
 
  
    Wen Cha Lin has the ability to do fortune telling as a non-weapon proficiency. 
    This skill allows her to tell the fortune of anyone whose future is not closely 
    associated with her own. (The telling of Yuen Wu Ye's was an exception to this rule 
    allowed by the Heavenly Bureaucracy). 
    To use the skill she must roll her proficiency. If she fails her roll it means that the 
    future is too muddy to predict. 
    To determine a NPCs fortune talk into what is happening in this area. (e.g. Most people 
    in Wu Tze Lee will probably die in the near future.) Then roll 1d100, the higher the 
    result the more favourable their fortune. 
    Wen Cha Lin does not have to tell the NPC that her prediction has failed or the truth 
    about what she sees. In fact part of her skill is to only tell the NPCs the sections that 
    they will like and leave out the bad sections unless they are really important. 
   
 
  Hand To Hand Combat
 
  
    The only hand to hand combat allowed is that provided by martial arts in Oriental 
    Adventures. A character who does not have martial arts skill ability specifically noted 
    does not have any martial arts abilities. 
   
 
  Herbs
 
  
    Only characters with herb knowledge as a non-weapon proficiency can find herbs of any 
    use and know their purpose. No character can add this proficiency to anyone else's 
    proficiency. 
   
 
  Illusions
 
  
    Any character seeing an illusion which has been pre-cast is not entitled to a saving 
    throw unless they say they are disbelieving. If something unrealistic happens involving an 
    illusion (such as an arrow flying through a wall) then the character will automatically 
    detect the illusion as being an illusion. An illusion which has been detected is still 
    visible to the character, but becomes translucent 
   
 
  Initiative
 
  
    Use the standard initiative rules in the second edition without any of the options. 
    That is, both sides roll 1d10. The lowest roll goes first. If they are the same then every 
    thing occurs simultaneously. Spell casters use the group roll. They will not have their 
    spells disrupted unless the caster dies. The only modifiers are as per table 55 in the 
    Players Handbook (page 94). 
   
 
  Item Saving Throws
 
  
    All items which are to be given to the players will make their saving throws under all 
    circumstances. 
   
 
  Junks
 
  
    The primary type of sea transport in the Ming period is the junk. The Mings built the 
    largest junks, up to five masts (in the module only the Ming navy has junks this large) 
    and several hundred feet long. 
   
 
  Key Numbers
 
  
    By command of the Imperial Bureaucracy all keys and locks in the Addle Kingdom are made 
    by the Central Lock Making Agency and sold to outsiders. As these locks are magically made 
    they are better than any others and everyone tends to use them. The owner of a lock must 
    be registered, though anyone can have keys. The locks do not have a number on them, the 
    keys do. 
    
      072 Dormitories and Temporary Storage Rooms WTL 016. 
      177 Watch house WTL 030. 
      209 Unknown WTM 033. 
      212 Door: Slave's Quarters WTM 033. 
      213 Door WTM 019, WTM 020. 
      228 Treasury Entrance WTL 017a, WTL 
      017b. 
      366 Conference Room doors WTL 015a, WTL 
      015b. 
      399 Gondola & Chests NGZ 005. 
      402 Door WTL 1001. 
      460 Central Keep WTL 006a, WTL 006b. 
      470 Ambush Room WTL 019. 
      503 Secret Door WTL 9000, WTL 9001. 
      507 Trap Door WTL 1001. 
      521 Iron door WTL 9000, WTL 1004. 
      613 Front entrance to Jade Mines CC 002. 
      626 Conference Room doors WTL 014. 
      721 Chest HC 006b. 
      728 Command Level WTL 012. 
      780 Doors HC 006a, HC 006b. 
      807 Unknown WTM 033. 
      869 Door HC 007. 
      882 Trap Door NGZ 002. 
     
   
 
  Magic Resistance
 
  
    Only applies to spells directly cast at the creature with the resistance. 
   
 
  Missile combat
 
  
    When a missile weapon is fired into a melee combat, any miss may strike one of the 
    other participants. The attacker must roll to hit against all characters fighting the 
    opponent aimed at until a hit is registered or there are no more characters fighting the 
    original opponent. 
   
 
  Morale
 
  
    Unless otherwise noted NPCs and monsters fight until they are dead. 
   
 
  Movement Rate
 
  
    All characters have a movement rate expressed in inches. For a base rate of IT' this 
    would translate to 120' when inside or 120 yards outside. In reality characters can move 
    faster than this but then this is fantasy. When travelling across the world from town to 
    town the characters have the following movement rates regardless of terrain. Walk 1 
    Hex/Day, Sail 3 Hexes/Day and Fly 5 Hexes/Day. One hex is twenty four miles or forty 
    kilometres. 
   
 
  Oriental Adventures
 
  
    We have only picked out parts of Oriental Adventures because the book is mostly based 
    on Japanese society. Chinese society is something closer to western society. 
    The most important difference is the difference in honour. While honour is important in 
    Chinese society, it follows a much more western view than the Japanese. No special honour 
    rules apply to this module, nor should any be, inferred. 
   
 
  Recovery
 
  
    Characters gain hit points at a rate of one per hour (two if anyone uses his healing 
    proficiency) when their score is greater then zero. 
    When their hit point score is zero or negative they regain hit points at a rate of one 
    per day (two if anyone uses his healing proficiency). No resting period is required for 
    characters who have had zero or negative hit point scores. 
   
 
  Resurrection
 
  
    In this world people who die are reincarnated. As a result no resurrection or raise 
    dead spells are used by good people as they wreak the reincarnation process. There is a 
    land of the dead where people go after they die and before they are resurrected. 
   
 
  Searching
 
  
    Any character who specifically state that they are searching an area will automatically 
    find anything that is hidden or concealed unless otherwise specifically stated in the 
    module. All searching (including finding traps) involves touching and tapping the area to 
    be searched. 
   
 
  Shi Ren
 
  
    This is a character class for Wen Cha Lin. It is loosely based on a bard. (Shi Ren is a 
    Chinese translation for bard.) We have changed some of the bardic abilities to conform 
    with this module. 
   
 
  Sight
 
  
    When flying the players can see one hex, except Fang Zien Shang who can see three 
    hexes. 
   
 
  Spells
 
  
    Characters can choose their spells at the time of casting. No reverse spell is allowed 
    unless the spell is listed in its reversed form on the character sheet. 
   
 
  Swimming
 
  
    All characters can swim well enough to swim fifty feet in bathers. They cannot swim any 
    more than this unless otherwise stated. Characters may stay afloat for a number of hours 
    equalling their constitution. 
   
 
  Technology
 
  
    The era this module is based on is the Ming Dynasty in China. This empire represented 
    the pinnacle of Chinese culture and existed from 1368 to 1644. 
   
 
  
    Magnets were common. 
    Very large junks were built (See section on junks) in the 1400s. 
    We have limited gunpowder to the Ming army only as we did not have time to include a 
    set of rules and test them. Anyway, gunpowder mixed by hand in uncertain quantities is 
    probably more dangerous for the person firing it than the person at the receiving end. 
   
 
  Transcribing Spells
 
  
    No character can learn a spell not listed specifically on their character sheet. 
   
 
  Weapons
 
  The following weapon is the only one we have added which is specific to this world. 
  
    Gunpowder propelled arrows
    
      Gunpowder propelled arrows are the only weapon which uses the recently invented 
      gunpowder in the Middle Kingdom. The only side which has this invention is the Mings. 
      Prince Hei Ho Bang has purchased some for his fleet and armed his blips with them. 
      They have the same range as composite long bows (S = 6" M = 12"; L = 
      21") and are fired ten at a time in a single volley from a rack. The rack holds ten 
      in a single horizontal line and they all share a common fuse. Even if a hit is rolled only 
      2d4+2 of the missiles will strike the target. The rest will miss 50150 long and short. A 
      natural roll of one indicates that the missiles exploded at launch doing 2d6 damage to all 
      those within a twenty feet radius. 
     
   
 
  Windows
  
    Windows do not have glass in them unless stated. They have shutters on the outside and 
    latticework (of various patterns) in lieu of glass. Pattern details depends on the wealth 
    of the person who bought the window. 
   
 
  Zha
 
  
    This is a new character class we have invented specifically to fit into the background 
    of Hao Shou Shi. It is a combination of a fighter, a wizard and a rogue. 
     
   
 
Spells
  The following section restricts the way people play some spells as the designers are 
  concerned that some spells are abused in their usage, and highlights the way some of the 
  spells have changed now that Second Edition has been released. It is very important that 
  you use this section as it can severely imbalance and favour a team if you use a different 
  interpretation. The spells we listed in alphabetic order. 
 
  Detect Harmony (OA 58)
  This spell does NOT DETECT HARMONY. It is an area of effect Know Alignment. It works by 
  telling them the relative ratios of good, evil, lawful and chaotic, no more. 
  Enchanted Blade(OA 78)
  This spell takes ONE TURN to cast. Do not let the players fool you into thinking they 
  can cast several per combat. 
  Fiery Eyes(OA 75)
  An opponent gets a Saving Throw before they lose initiative. They have to make this 
  Saving throw at the start of every round they attack the character with fiery eyes. 
  The - 1 on their Saying Throw does not apply to their Saving Throw vs this spell. 
  Haste(PH 149)
  The caster cannot cause certain people to be affected. The spell works on who is 
  nearest to the centre of it up to the number of creatures selected or range. 
  Polymorph Self (PH 161)
  This spell only gives the character the movement and breathing abilities of the 
  creature. NOTHING ELSE. 
  They can take on ANY FORM, not just that of an animal except: 
  
      | The smallest they can be is the size of a wren. |  
      | The largest they m be, is the size of a hippopotamus. |  
   
  Substitution (OA 64)
  A substitution spell will absorb hit points damage that the player takes until it is 
  destroyed. The player will then take damage as normal. 
  It cannot be added to once it has taken damage. 
  Xue Shu Chong is assumed to have one on his person for a value of twenty points when 
  the module starts. 
  A new one cannot be created until the old one is destroyed. 
  Each time the spell is cast only the statue gains the ability to absorb another 1d4 
  points of damage. (So it will take Xue several days to create one with the maximum twenty 
  points of absorption.) 
  Web (PH 146)
  A web spell cannot be cast as a blob. Likewise the strands will only be as wide as the 
  OPPOSING (like facing each other) surfaces. (eg. If a web is cast between two trees then 
  it is as deep as the trees are thick.) One piece of ground and another piece of ground ten 
  feet away are not opposing surfaces. A rope is not considered solid. 
 
MAGIC
  Chopsticks
 
  Chopsticks are commonly used as weapons in Chinese society. Magic chopsticks receive 
  the bonus specified on the To Hit Roll and the Damage Roll. They can be used for eating, 
  though there is a 10% chance minus the level of the user that they will impale the user's 
  mouth. (A roll of. 1% is always a fail.) 
  Chopsticks are fired at a rate of two per round in a single volley. (Both at once.) 
 
  Eight Diagram Coins
 
  
    These coins are actually copper disks, each engraved with a specific symbol. When all 
    eight are tossed and the command word "Mingyun" is spoken, Wen Cha Lin can learn 
    the fate of another person not closely associated to herself. 
   
 
  Emperor's Banner
 
  
    This magic item, when used in the Middle Kingdom, will make all those who view it treat 
    the bearer as if he were Emperor. They will not do anything to harm the bearer and will do 
    their best to ensure the safety of the bearer if this is required. The item can be used by 
    anyone. If the person is not Emperor or a likely candidate for Emperor then as soon as 
    that person releases the banner he will be attacked as an impostor. The banner is 
    controlled by the Heavenly Bureaucracy and any misuse will meet with their wrath. 
   
 
  Glow Stones
 
  
    These are stones of any size or shape with a continual light spell cast on them. They 
    are quite common. 
   
 
  Gong of Ironwood
 
  
    This magical gong has the ability to cast a magical spell similar to an Ironwood spell 
    once per day. The spell is cast by hitting the gong, while resting on the wood to be 
    altered, with the small striker provided. The gong can be used once per day. 
    This gong will only affect non-living wood. The effect is to cause 23 cubic feet to 
    become as hard as the finest grade steel. Colour, texture and weight are unaffected. The 
    effect is permanent until some magic is cast which reverses its effect such as Dispel 
    Magic, Wish etc... 
   
 
  Horn of summoning
 
  
    The horn of summoning is used to summon mice. It will summon 1d100 mice. 
   
 
  Miner's Headband
 
  
    This item appears as a normal white cloth headband with a one inch Ying-Yang symbol at 
    its centre. When worn the symbol gives off light in a conical beam stretching sixty feet 
    from the headband. The light is three feet wide at the end. The beam turns on and off 
    according to the user's need for light. 
   
 
  Portable Collapsible Wardrobe
 
  
    This wardrobe appears as either a large five feet wide by six feet tall by two feet 
    deep wardrobe or as a small five inch wide by six inch high by two feet deep miniature of 
    a wardrobe. By constantly folding it in half or unfolding it it is possible to change the 
    wardrobe from one state to the other. 
    The interior of the wardrobe is a space, ten feet cubed, lined with hangers and 
    drawers. (Like an en suite.) Just inside the door is a Chinese screen and on the back wall 
    a large mirror. 
    The door to the wardrobe cannot be closed while a living creature is inside. 
    The weight of the wardrobe is 100GP regardless of what it carries. 
   
 
  Tea Set. Bone White
 
  The tea set is a highly favoured device for telling fortunes. It has a plain tea pot 
  and six cups, all of the highest quality. It will only work with Lap San Shu Chong tea. 
  Once per week the user can make tea, and see a clue to guide that person in the near 
  future after the user(s) have drunk from the cup(s). The clues always tend to be cryptic 
  and are never more than six characters long. 
  For the purposes of this module Wen Cha Lin will see the following things as she looks 
  into the future. 
  
    - I Soldier Fight
 
    - Salt Weed or Locust
 
    - Capital
 
    - Capital
 
    - Capital
 
   
 
  Three Heavenly Opals
 
  
    The Three Heavenly Opals were made by a servant of the Jade Emperor and given as a gift 
    to the Ming Emperor. They have become a symbol of the right to rule the Middle Kingdom. 
    When separated they are three equal parts of a sphere one foot in diameter. Each part 
    is one primary colour with flecks of the other two in it. Individually they have no power. 
    When placed together by the legal Emperor of the Middle Kingdom they fuse to become a 
    black opal. When together they have the ability to influence the weather in a two thousand 
    kilometre radius. The user must be careful and skilled or they will very seriously upset 
    the weather balance and cause major unexpected side effects. (eg. rain in one place may 
    cause drought or floods in another.) 
   
 
  Wondrous Writing Set
 
  
    This magical writing set comes in a lacquered box and contains a brush, inking stone 
    and inkwell with ink. It improves the user's calligraphy by +2. If die person has an 
    example of another's handwriting, a perfect forgery of that person's handwriting can be 
    produced on a successful calligraphy roll. The inkwell contains enough to write 1d4+1 
    pages. (The set in this module has enough for three pages.) 
     
   
 
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