This is a short adventure for Feng Shui RPG by David Eber. Following post is only a hook. If You find this story interesting, please follow the link at the end to read full story at Fortress of Shadow.
The Jade Blossom teahouse rested deep within the heart of Chinatown, inconspicuous between lighted yellow signs with red Chinese lettering and green-tiled canopies done in a pagoda mock-up. The inside was a dark warren of quiet conversations, pungent with the scent of exotic tea leaves.
Lost among the clouds of hot steam rising from even hotter kettles was an old Chinese man, indistiguishable from the rest of the patrons but for his grey beard and shabby raincoat. The dim electric lights flickered across his face as if they were candles on a windy evening. Four men approached him where he sat, long tendrils of smoke curling serenely from a long pipe held to his lips.
“Welcome, my friends. It is good to see you again.” He gestured with his hands. “Please, sit down. We have much to discuss, and precious little time. It seems that we are in need of your services once again…”
- The Premise
- The PCs have to recover a lost map from the 1850s that shows the locations of key Feng Shui sites all over the American Southwest.
- The Twist
- The other factions have found out about the map, and are determined to get it for themselves.
- The Climax
- The PCs battle it out with the Ascended, the Architects, and the Lotus in an abandoned ghost town.
In the 1850’s juncture the Ascended spurred on westward expansion among the American people as a means of seizing key feng shui sites across the continent. With most of the action in the secret war taking place in China, the Ascended were able to act virtually unchecked by the other factions. Naturally, few people were aware of what was really going on, but among the Native Americans a few of the wise old ones knew the truth. One such man was William Redfeather, an Indian shaman — and a Dragon sympathizer. Redfeather knew that there was no way he could save the remaining Feng Shui sites from the Ascended. Instead, he made a carefully detailed map of the major feng shui sites of the southwest, and then hid it in a secret place. He then sent a letter in his native language to his contact among the Dragons and left instructions that it be delivered to his descendants in the future. That was the last anyone ever heard of him.
William Redfeather was wise in knowing when his time was up. The Ascended in 1850 were onto him by the time he made the map. They learned that he sent a message to the Dragons, but they don’t know what it contained. As a result, they’ve directed Jack Marko, a Lodge member who oversees the area, to gather his forces quickly and keep an eye out for unusual activity in the area. However, the Ascended aren’t the only ones interested in the situation. The Architects got wind of things developing and have responded by sending their own covert task force to evaluate the situation. Meanwhile, the Lotus too have heard rumors of something big developing, and so they have recruited a local sorcerer to be their agent. The irony of the situation is that none of the factions really know what is going on. As a result, all three have sent representatives to the area, thus reinforcing the idea between each other that something big is happening. Only the PCs actually know what the real deal is, but they don’t know that their enemies have all gathered to oppose them.Last Man Standing is a short adventure designed to be played in one session with a group of 3-5 characters. This scenario assumes that the players are all familiar with the secret war, and that they are all affiliated with the Dragons. It also assumes that the characters have some experience and are thus a bit better than the average starting character. If you want to use new characters, you should encourage your players to use specifically combat-oriented archetypes, such as the Killer, Maverick Cop, or Martial Artist. You can also make James Redfeather a bit tougher to compensate for a weaker party. You can, of course, adjust the difficulty of this adventure to your taste. Essentially, this scenario consists of a brief build-up to a big battle. You can insert additional action scenes if you want to lengthen the adventure, but you are also just as free to eliminate earlier scenes if you want to directly cut to the chase. Running the climax may prove a bit of a challenge, as you will not only have to deal with the players but most likely also three different named GMC’s and their mooks. Having run this myself, my advice is to get an assistant GM (if possible) to run some of the bad guys (this may be ideal if you have too many players). At the very least you should designate one of the players as a shot-keeper and/or have all the mooks act on the same shots.
SYSTEM: Feng Shui
PLAYERS: 3-5 players
AUTHOR: David Eber