Friday, May 22, 2020

Making an Adventure pt.3: The House of Amber Lanterns


The Monsters of  the House of Amber Lanterns

The House of Amber Lanterns is done Steps 1-3 of my Accelerated Adventure Design Tool. Step 4, "Enrich Your Notes" is where you add content, mechanics, and useful details.

One of my personal preferences when creating a D&D adventure is to create lots of strange and unique monsters that my players won't recognize as a generic D&D monster. This keeps the metagaming down, as players can't use their knowledge to anticipate the monsters' strategies and abilities, more importantly,  the alien feel of custom monsters takes the PCs out of their comfort zone. The encounter becomes scarier, and engages the PCs more deeply.

Now, theoretically, I  could do these in order of appearance throughout the notes as I enriched them, but monster design is one of my favourite parts of planning, so I will do that first.

So glancing over my notes I will need:
  • Kamaitachi
  • Tiny Fire Elementals (Inka)
  • Marionettes
  • Bunraku Puppets
  • The Ghost Guardian
  • Shinigami
  • Jubei
  • And some simple stats for all of the evil spirits.
I will also need to look at stats for Shadows, Soldiers, Atrack Dogs, and Giant Centipedes to make sure I don't need to tweak them. I am thinking that I want this adventure to be hard, but survivable for BD&D / OSR characters around level 4. That will be my aim for design.

Timing this will be more a tribute to the simplicity of designing for an OSR compatible system, and maybe my familiarity with BD&D more than anything.


"Kamaitachi" (鎌鼬) from the 
Kyōka Hyaku Monogatari
by Masasumi Ryūkansaijin
Kamaitachi 


Armour Class: 6
Hit Dice: 3*
Move: flying 240' (80')
Attack: 1 sickle
Damage: 1d6
No. Appearing: 2-6 (2-6)
Save As: T3
Morale: 9
Treasure Type: Nil
Intelligence: 11
Alignment: Chaotic
XP Value: 50

Monster Type: Elemental

Kamaitachi appear like man-sized flying weasels that float in dust devils through th air. Instead of claws, their feet sport sickle-like metallic blades. They dive in at foes leaving cuts so fine that they barely hurt at first.

A Kamaitachi 's whirlwnd buffets their targets. Anything that a Kamaitachi moves within 5' of while moving at least 100' must make a save Vs. Dragon Breath or be knocked off their feet. Often, one Kamaitachi will charge through a group to knock them prone before the others descend on them to slash with their sickles.

Kamaitachi are sometimes employed as assassins by magicians, and are known to use poison when directed to kill a target.

Terrain: Mountains, Ruins

Animated Puppet 


MarionetteBunraku Puppet
Armour Class:89
Hit Dice:1*3
Move90' (30')120' (40')
Attack1 whip1 punch
Damage1d3 + entanglement1d6
No. Appearing:2-8 (1)1-6 (1)
Save As:NF2
Morale:911
Treasure Type:NilNil
Intelligence:specialspecial
AlignmentNeutralNeutral
XP Value:1335

1850s portrait "Kusinada: Puppet & Puppeteer "
Monster Type: Construct

Animated puppets are ornate, carefully constructed puppets that have been given the power of animation by a magic-user's spells or by the work of a spirit that has possessed a multitude of the puppets. In both cases, the puppets allow their master to see through their eyes, hear through their ears, and can speak through them.

The puppets are able to act on their own accord based on the last instructions they were given with an intelligence of 5. When they are being controlled by, or in the presence of their master, they have an Intelligence equal to their masters.

Marionette: Animated marionettes are still suspended by the puppet strings that originally gave them motion, but these strings stand straight up from their bodies and appear to vanish into a faint silvery glow several feet above their head. They attack by removing one of their strings, which becomes a wire lash.

When a target is hit with this attack the lash automatically tangles around them and pulls upwards as if an invisible hand were trying to control the target. Each string reduces the targets movement by 25% of its maximum, and its armor class by 2. If four strings are attached, the victim is paralyzed. A string may be cut using a bladed weapon. It has an AC of 12 and 3hp. The marionettes grow new strings after each successful attack.

Bunraku Puppet: The very realistic and lifelike Bunraku puppets can easily be mistaken for people in dim light or at a distance. They are usually used as spies or decoys by their masters.

Terrain: Ruins

"Sougenbi" from the "Gazu Hyakki
 Yagyō" by Sekien Toriyama

Onibi, Inka 


Armour Class: 8
Hit Dice: 1* (S)
Move: 120' (40')
Attack: 1 splash
Damage: 1d4
No. Appearing: 2-6 (0)
Save As: N
Morale: 8
Treasure Type: Nil
Intelligence: 7
Alignment: Chaotic
XP Value: 13

Monster Type: Elemental

Created by strange magic from the fire of cursed sake, these tiny figures appear to be the flaming heads of devils with snaggle teeth and exaggerated horns made of blue and white flames. They attack by spitting globules of flaming alcohol. The target of the attack takes 1d4 ht points of fire damage, and targets within 5' of the target take 1hp of damage.

Inka as a minor fire elemental, cannot be hurt by fire. Any creature hitting them with an unarmed or melee attack takes 1 damage from the heat of their bodies.

Terrain: Mountains, Ruins

Image by ntnvnc from Pixabay

Ghost Samurai 


Armour Class: 4
Hit Dice: 6**
Move: 120' (40')
Attack: 2 katanas
Damage: 1d10
No. Appearing: 1
Save As: F6
Morale: 12
Treasure Type: Nil
Intelligence: 11
Alignment: Lawful
XP Value: 725

Monster Type: Undead

When a Samurai is killed in battle in a way that shames his opponent, or in a way that either shatters or exalts his honour, their armour and their sword are often enshrined in the place they fell. These tiny stone shrines are often attended by the killers family for generations as a matter of honour, and to keep the Samurai's spirit from carrying out any grudge.

These shrines become homes for the spirit of the Samurai, which, if properly honoured, becomes a guardian of the shrine and the people in it. In some cases, instead, the spirit becomes a sentinel, preventing others from falling to whatever evil claimed his life.

Ghost Samurai appear as shadowy visions of the warrior just as he appeared before death, holding his original katana. They will always give warning to those who might tresspass against the Samurai or harm his wards, they are usually very reasonable to those who appea honourable and truthful.

If roused they are a terror in combat. They can be harmed only by  magic weapons and spells, and always win initiative.

Terrain: Mountains, Ruins

Time So Far: 3 hours 13 minutes 03 seconds

Shinigami 


Armour Class: 3
Hit Dice: 12***
Move: 120' (40')
Attack: 1 Flail
Damage: 1d6
No. Appearing: 1
Save As: C12
Morale: 10
Treasure Type: Nil
Intelligence: 15
Alignment: Lawful
XP Value: 3875

Monster Type: Outsider

The Shinigami is a twisted and dark spirit of the Abyss that holds power over life and death, both by killing any it wishes, or by bringing the dead back to life. They are bound by powerful laws to use these powers sparingly, and rarely travel to the Material Plane except by powerful magic. They appear as malformed, emaciated people with grey skin, sharks' teeth, and bloodshot eyes, dressed as farmers with a reaping flail and sake bottle.

As a reaper of souls, any target struck by a Shinigami's flail must save vs. Death or die instantly. Any creature killed by the Shingami' s flail or spells are drawn into a sake jar carried by the Shingami. Unless it chooses to release the soul or is destroyed, a creature whose soul is collected cannot be returned to life by any means except via Wish.

The Shinigami can bewitch people to self destruction by whispering to the. Those affected by the Shjngami's whispers must make a save Vs. Spell or use their next action to inflict damage on themselves in the most effective way possible.

A Shingami can cast the following spells each at will: confusion, finger of death, sleep, speak with dead, resurrection. They often carry an Apple of the Underworld, and a pouch full of jewels they have bought with souls collected.

Terrain:  Ruins

Now the NPCs

I like a data rich profile on NPCs with a list of their goals, etc. I will do an abbreviated format of that here, and use it as a guide for enriching my notes.


"Monk Saigye" by Hoshi, 1888
Jubei


Armour Class: 10
Hit Dice: 5*
Move: 120' (40')
Attack: 1 punch
Damage: 1
No. Appearing: 1
Save As: C5
Morale: 8
Treasure Type: Nil
Intelligence: 13
Alignment: Lawful
XP Value: 300

Monster Type: Humanoid (Human)

Jubei is a shugenja, a priest of the animistic spirits that live in sacred places. He travelled with his master, the samurai  Ningyò as they tried to put down the evil spirits of the House of Amber Lanterns. After his master was killed, he fled the Castle and created a Shrine to Ningyò's memory on the approach.

Once Ningyò's shrine was complete, Jubei placed a magic seal on the Castle gate to trap the spirits within. Then he infiltrated the Castle by way of the ruined tower. He imprisoned the shadows of the dead servants in the servants quarters, and was in the process of consecrating the fireworks in the storehouse when he was caught by the Evil Samurai and imprisoned.

Jubei the ability to Turn Undead like a cleric of fifth level if he has his magic staff.  If he has access to paper and sacred inks he can create magic talismans, holy water, or sacred ropes. He can create seven items each day.

Thanks to his religious discipline, Jubei cannot be charmed of possessed. And has a +4 bonus to save vs. Illusions.

If freed, Jubei will retreat to the shrine at the Castle approach and support the characters with magic items.

What He Wants


  • To escape.
  • To relocate Ningyò's armour and Katana home new shrine,
  • To banish the House of Amber Lanterns forever.

What He Does Not Want


  • To let anyone keep  Ningyò's Katana.
  • To leave these spirits to victimize anyone else,

What Else


  • Jubei has not been well fed by the Evil Samurai, he is deeply grateful for food, water, tobacco, and sake. Kindness from the PCs is deeply appreciated.
  • Jubei has some sympathy for the Patriarch; he is the one spirit that Jubei would consider sparing.
  • Jubei is aware of the Spirits intention to summon the Shinigami.  He will suggest that the PCs destroy the ritual implements to prevent it.
  • Jubei is bound by oaths of chastity and poverty.
Terrain: Mountains, Ruins

The Amber Princess


As SpiritAs Mortal
Armour Class:69
Hit Dice:7****7*
Moveflying 90' (30')120' (40')
Attack1 draining touch1 dagger
Damagespecial1d4
No. Appearing:11
Save As:M7M7
Morale:106
Treasure Type:NilNil
Intelligence:1717
AlignmentChaoticChaotic
XP Value:2050850

Monster Type: Undead (As Spirit) or Humanoid (As Mortal)

The Amber Princess is the Onryō spirit
 of Nikki Osome, a sorceress of the House of Amber Lanterns..

Like all of the Ghosts of the House of Amber Lanterns, The Amber Princess has a number of magical powers that are tied to her undead nature.

The Amber Princess is incorporeal, she cannot be harmed except by magical weapons and spells. However, she can affect mortals with a corrupting touch that causes a mortal touched by her to save vs. Spells or fall asleep.

The Amber Princess is also adept at Illusions. She creates illusions that affect sight, touch and hearing lasting until magically dispelled. She does not need to concentrate to maintain these illusions, although she must spend an action the change or manipulate them. The illusions can do no harm to anyone. If they would cause damage they are instantly dispelled. They are also dispelled if anyone accuses her of being a liar.

The Amber Princess may become Invisible at will.

No matter what, the Amber Princess cannot hide the fact that she is extremely homely and awkward. He magic is unable to make her charming or likeable.

The Amber Princess' Greater Illusions are special and described throughout the adventure. If she is sealed, banished, or slain, then these effects wear off.

The Amber Princess has the power of Possession. In order to possess someone she must trick them into interacting with her illusions, eating food, drinking wine, talking to illusory people. Etc. Each time they interact with her illusions they gain a 1d3 penalty on their Wisdom (although this is tracked in secret.) Once a target has a Wisdom of 3, she may possess them as described in the section on Possession.

The Amber Princess can cast Magic-User Spells:
Level 1: Hold Portal, Magic Missile, Sleep
Level 2: ESP, Mirror Image, Phantasmal Force
Level 3: Dispel Magic, Lightning Bolt
Level 4: Wall of Ice

What She Wants


  • To Possess a beautiful body.
  • To see her sister, the Jade Princess damned for all eternity.
  • To live again, hopefully with a more attractive form.

What She Does Not Want


  • To share her magical knowledge with anyone.
  • To have people make fun of her appearance.
  • For people to forget their good manners.
  • To let outsiders know about the curse.
  • For anyone to know her part in her father's murder.

What Else


  • She is still loyal to her mother, and will do anything in her power to prevent harm from coming to her,
  • She has a deep sympathy for the Old Drunk and wants to see him live a happier life if he can be restored.
  • She has long ago surpassed her mentor, The Wizard, but she does not realize this. She thinks of him as being almost all-powerful, and will not make plans without his council.

Terrain: Ruins

Genji Emaki: Aristocratic Beauty
by Okada Yoshio
The Jade Princess


As SpiritAs Mortal
Armour Class:68
Hit Dice:4***4*
Moveflying 90' (30')120' (40')
Attack1 draining touch1 short sword
Damagespecial1d6
No. Appearing:11
Save As:T4T4
Morale:97
Treasure Type:NilNil
Intelligence:1414
AlignmentChaoticChaotic
XP Value:225125

Monster Type: Undead (As Spirit) or Humanoid (As Mortal)

The Jade Princess is the Onryō spirit form of Nikki Jugiri, gifted poetess, dancer, and artist of legendary charm and Charisma. She was considered the finest entertainer in the House of Amber Lanterns..

Like all of the Ghosts of the House of Amber Lanterns, The Jade Princess has a number of magical powers that are tied to her undead nature.

The Jade Princess is incorporeal, she cannot be harmed except by magical weapons and spells. However, she can affect mortals with a corrupting touch that causes a mortal touched by her to save vs. Spells or fall asleep.

The Jade Princess can also create Illusions. She creates illusions that affect sight and hearing lasting until magically dispelled. She does not need to concentrate to maintain these illusions, although she must spend an action the change or manipulate them. The illusions can do no harm to anyone. If they would cause damage they are instantly dispelled.

The Jade Princess may become Invisible at will.

The Jade Princess has incredible Magnetism, and can be hard to resist. Listening to her recite poetry or seeing her dance slowly erodes the ability of the viewer to resist her. The longer she performs the lower their inhibitions.This works like a Charm Person spell. Characters must save vs. Spells every turn they spend around her, with a cumulative -1 penalty for each turn.

The Jade Princess has the power of Possession. In order to possess someone she must get them to kiss or caress her.

What She Wants


  • To Live again.
  • To prevent her father, The Patriarch from being resurrected.
  • To escape with the Musician form the House of Amber Lanterns forever.

What She Does Not Want


  • To let her sister be resurrected.
  • To be rejected by a handsome man.
  • To have her part in her father's murder revealed.
  • To have to stay in this castle one day longer!

What Else


  • She is still loyal to her mother, and will do anything in her power to prevent harm from coming to her,
  • She loves the Musician, and would do almost anything for him. Their relationship is complicated and frustrating... especially for him.
  • Both the Actor and the Puppeteer have benefited greatly from her talents, and she assumes that they are in her camp; she trusts them implicitly.

Terrain: Ruins

Time So Far: 4 hours 25 minutes 06 seconds

The Patriarch


As SpiritAs MortalPossessed Carp
Armour Class:6910
Hit Dice:5**51-4** (S)
Moveflying 90' (30')120' (40')flying 30' (10')
swimming 90' (30')
Attack1 corrupting touch1 short sword1 Slap
Damagespecial1d6 +21d4 -2
No. Appearing:119
Save As:F5F5N
Morale:9611
Treasure Type:NilNilNil
Intelligence:141414
AlignmentChaoticChaoticChaotic
XP Value:4253007

Monster Type: Undead (As Spirit or Possessed Carp) or Humanoid (As Mortal)

The Patriarch is the Onryō spirit form of Nikki Ikyu, the Daimyō of the House of Amber Lanterns..

Like all of the Ghosts of the House of Amber Lanterns, The Patriarch has a number of magical powers that are tied to his undead nature.

The Patriarch is incorporeal, he cannot be harmed except by magical weapons and spells.

The Patriarch may become Invisible at will.

The Patriarch has the power of Possession. At present, he possesses the bodies of the Koi that he was fed to when he was murdered by his own daughters. He csn possess nine of them at once. If sll of his Koi are destroyed, he will become a single Onryō spirit. Once that happens, he will be able to possess any who flatter or kowtow to him.

Possessed Carp:  These fish are found in meditative Koi ponds in the ruined manors of wealthy families fallen to evil and corruption. They are haunted by the spirit of either their former master, or someone whose flesh they fed upon. All fish in a group may act independently, but they are all possessed by the same ghost, what one senses, they all sense, and all speak in unison in the language the possessing spirit.

Every round, instead of acting, one carp may let out a wail in a human voice. All creatures within 30' of the carp that can hear it must save vs. Spells or become afraid, suffering a -2 on attack rolls and saving throws for 1 round.

While the fish themselves still live, they are corrupted and diseased. Anyone hot by their slap must save vs. Poison or spend the round unable to attack or cast spells for one round as they wretch.

What He Wants


  • To be flattered
  • To spend time in meditation and relaxation.
  • To have his art and garden admired
  • To live again.
  • To sleep with pretty girls.
  • To drive enemies into the hands of The Mother for possession.

What He Does Not Want


  • To let his daughters go unpunished.
  • To do any hard work.
  • To see his last Koi destroyed

What Else


  • The Patriarch, as a warrior, has gone to seed. He just wants to enjoy peace and quiet.
  • He flatters and kowtows to his wife, The Mother, as she is the one who actually rules the land and solves problems in the land.
  • He is afraid to lose his form as possessed carp. He is not aware that he will become an Onryō like the others if they are destroyed. 


Terrain: Ruins

The Mother


As SpiritAs Mortal
Armour Class:69
Hit Dice:6***6*
Moveflying 90' (30')120' (40')
Attack1 corrupting touch1 dagger
Damagespecial1d4
No. Appearing:11
Save As:F6F6
Morale:119
Treasure Type:NilNil
Intelligence:1515
AlignmentChaoticChaotic
XP Value:950500

Monster Type: Undead (As Spirit) or Humanoid (As Mortal)

The Mother is the Onryō spirit form of Nikki Yashio, wife of the Daimyō, and the real power in the House of Amber Lanterns..

Like all of the Ghosts of the House of Amber Lanterns, The Mother has a number of magical powers that are tied to her undead nature.

The Mother is incorporeal, she cannot be harmed except by magical weapons and spells. However, she can affect mortals with a corrupting touch that causes a mortal touched by her to save vs. Spells or fall asleep.

The Mother can also create Illusions. She creates illusions that affect sight and hearing lasting until magically dispelled. She does not need to concentrate to maintain these illusions, although she must spend an action the change or manipulate them. The illusions can do no harm to anyone. If they would cause damage they are instantly dispelled.

The Mother may become Invisible at will.

The Mother has the power to command undead and lowlife creatures. She can command up to 30 Hit Dice of creatures at will. She has a special empathy for the giant centipedes of the region, and can summon 1d4 of them as an action. She always has 2d4 on hand in the Tenshu.

The Mother has the power of Possession. In order to possess someone she must make them become paralyzed with Centipede venom.

What She Wants


  • To Live again.
  • To force the others in the House to repent of their backbiting.
  • To humble her daughters.
  • To ensure her husband makes use of a second lot in life.
  • To force the countryside to pay for their refusal to come to their betters aid.

What She Does Not Want


  • To languish in an undead state.
  • To let the musician get away with his planned elopement.

What Else


  • She resents The Patriarch and Old Drunk's laziness. She hopes resurrection will straighten them out.
  • She is aware that her husband's murderer is blood... and she is planning a cruel penance.
  • She is a tyrant when it comes to the locals, she has always been heavy handed. Now she feels justified in taking revenge. 

Terrain: Ruins

Old Man, Crazy to Paint
18th Century Scroll
Unknown Artist
The Old Drunk


As SpiritAs Mortal
Armour Class:610
Hit Dice:8***8*
Moveflying 90' (30')120' (40')
Attack1 corrupting touch1 club
Damagespecial1d6+1
No. Appearing:11
Save As:F8F8
Morale:97
Treasure Type:NilNil
Intelligence:99
AlignmentChaoticChaotic
XP Value:22501200

Monster Type: Undead (As Spirit) or Humanoid (As Mortal)

The Old Drunk is the Onryō spirit form of Nikki Shirataya, uncle of the Daimyō, of the House of Amber  His heyday he was a great warrior who, after losing many body parts and many years to his brother's service retired to a life lived in the shadow of brothers who gained so much more at do little personal cost.

Like all of the Ghosts of the House of Amber Lanterns, The Old Drunk has a number of magical powers that are tied to his undead nature.

The Old Drunk is incorporeal, he cannot be harmed except by magical weapons and spells. However, he can affect mortals with a corrupting touch that causes a mortal touched by him to save vs. Spells or fall asleep.

The Old Drunk can also create Illusions. He creates illusions that affect sight and hearing lasting until magically dispelled. He does not need to concentrate to maintain these illusions, although he must spend an action to change or manipulate them. The illusions can do no harm to anyone. If they would cause damage they are instantly dispelled.

The Old Drunk may become Invisible at will.

The Old Drunk has the ability to breathe fire. It comes out in a 'cone. All within the blast take 3d6 fire damage, although they may Dave vs. Dragon Breath to take only half damage. Each time he uses this power, roll 1d4, he may use it agsin in that many rounds. Each time he uses this ability he also conjures 1d3 Inka. He retains this power even if he becomes a mortal so long as he drinks sake.

The Old Drunk has the power of Possession. In order to possess someone he first must get them drunk.

What He Wants


  • To be drunken.
  • To be praised by his family.
  • To catch someone and turn them over to The Mother.
  • To see The Amber Princess live again.
  • For the curse to be over one way or another.

What He Does Not Want


  • To think about his time as a soldier.
  • To remember.
  • To interact with The Wizard.
  • To acknowledge that the Daimyō wad murdered by his daughters.

What Else


  • The Amber Princess is the one person who treats him well Seeing her happy would be the one good thing he has done in the last decade.
  • The Wizard is his much more successful brother; he is frustrated that he traded an eye, a leg, and three fingers for nothing, while The Wizard has been wealthy and successful with no real sacrifice.

Terrain: Ruins

The Wizard 


As SpiritAs Mortal
Armour Class:610
Hit Dice:7****7*
Moveflying 90' (30')120' (40')
Attack1 corrupting touch1 staff
Damagespecial1d6-1
No. Appearing:11
Save As:M7M7
Morale:108
Treasure Type:NilNil
Intelligence:1616
AlignmentChaoticChaotic
XP Value:2050850

Monster Type: Undead (As Spirit) or Humanoid (As Mortal)

The Wizard is the Onryō spirit form of Nikki Morano, uncle and chief advisor of the Daimyō, of the House of Amber. A wizard of moderate talent, he spent more time brewing drinks and making fireworks than weaving magic.

Like all of the Ghosts of the House of Amber Lanterns, The Wizard has a number of magical powers that are tied to his undead nature.

The Wizard is incorporeal, he cannot be harmed except by magical weapons and spells. However, he can affect mortals with a corrupting touch that causes a mortal touched by him to save vs. Spells or fall asleep.

The Wizard can also create Illusions. He creates illusions that affect sight, touch, and hearing lasting until magically dispelled. He does not need to concentrate to maintain these illusions, although he must spend an action to change or manipulate them. The illusions can do no harm to anyone. If they would cause damage they are instantly dispelled.

The Wizard  may become Invisible at will.

The Wizard's greatest gift is his mastery over the magic Amber. He can freeze things in amber using an alchemical concoction, freezing them out of time. With a touch of his catalytic wand he can cause the frozen objects to reanimate in seconds. He has also learned to trap spells in amber to create something like a scroll activated by the same wand.

The Wizard uses a modified version of the Under a Servant spell to give him limited telekinesis. He may lift and manipulate objects weighing no more than 10 lbs. at a range of 15'. This power can be dispelled like a spell, and he must sacrifice a spell to reactivate it.

The Wizard has the power of Possession. In order to possess someone he has to get them to use spells in his presence. The caster suffers a -1 to the saving throw per level of spell.

Finally,, The Wizard casts spells as a magic user of 7th level. He has the following spells prepared:

He will retain his magic spells even if returned to a mortal form.

What He Wants


  • To be famous for his Amber.
  • To steal new spell knowledge. 
  • To understand the Amber Princess' unique affinity to magic.
  • To imprison the souls of the Jade Princess and the Musician to barter with the Shingami.

What He Does Not Want


  • To spend much time on his brother, the Old Drunk.
  • To let the Musician return to life.

What Else


  • The Wizard is secretly jealous of the Amber Princess. She has more natural talent for magic than he ever had. He tries hard to keep her believing he has more to teach.
  • The Wizard is protective of his Amber wonders. He will not willingly let even a single lantern leave the Castle.
  • He has a grudge against the Musician, who has refused to let The Wizard study his Koto.

Terrain: Ruins

"Musical Couple" by Kitagawa
The Musician


As SpiritAs Mortal
Armour Class:66
Hit Dice:4***4*
Moveflying 90' (30')120' (40')
Attack1 corrupting touch1 throwing knife
Damagespecial1d4
No. Appearing:11
Save As:T4T4
Morale:86
Treasure Type:NilNil
Intelligence:1111
AlignmentChaoticChaotic
XP Value:225125

Monster Type: Undead (As Spirit) or Humanoid (As Mortal)

The Musician is the Onyrō form of Kurawa Izaemon a beloved retainer of the House of Amber Lanterns. His talent with the Koto and Samisen are legendary. He is always open to making friends with gifted musicians.

Like all of the Ghosts of the House of Amber Lanterns, The Musician has a number of magical powers that are tied to his undead nature.

The Musician is incorporeal, he cannot be harmed except by magical weapons and spells. However, he can affect mortals with a corrupting touch that causes a mortal touched by him to save vs. Spells or fall asleep.

The Musician can also create Illusions. He creates illusions that affect sight and hearing lasting until magically dispelled. He does not need to concentrate to maintain these illusions, although he must spend an action to change or manipulate them. The illusions can do no harm to anyone. If they would cause damage they are instantly dispelled.

The Musician may become Invisible at will.

The Musician has no unique powers, but he has the ability to touch and play the Blue Koto, and can activate its powers without making ability tests.

The Musician has the power of Possession. In order to possess someone he first must get them to dance or play music with him.

What He Wants


  • To live again.
  • To elope with the Jade Princess and be done with the House of Amber Lanterns.
  • To pursue fame elsewhere.

What He Does Not Want


  • To let the Patriarch live again.
  • To let the Amber Princess live again.
  • To let anyone touch the Blue Koto.

What Else


  • His relationship with the Jade Princess is frustrating and complicated; he hopes it will become exclusive in the way he would like once they escape the Castle.
  • he helped the Princesses murder the Patriarch. He does not want to face justice for that.

Terrain: Ruins

Hanyagi Jusuke as the Fox Spirit
In  Kokaji by Nitori Shusen
The Actor


As SpiritAs Mortal
Armour Class:66
Hit Dice:6***6
Moveflying 90' (30')120' (40')
Attack1 corrupting touch1 short sword
Damagespecial1d6
No. Appearing:11
Save As:T6T6
Morale:97
Treasure Type:NilNil
Intelligence:1212
AlignmentChaoticChaotic
XP Value:950275

Monster Type: Undead (As Spirit) or Humanoid (As Mortal)

The Actor is the Onryō spirit form of Ickikawa Tokizo, a gifted actor, conjurer, and juggler who served the House of Amber Lanterns as both a performer and Assassin as needed.

Like all of the Ghosts of the House of Amber Lanterns, The Actor has a number of magical powers that are tied to his undead nature.

The Actor is incorporeal, he cannot be harmed except by magical weapons and spells. However, he can affect mortals with a corrupting touch that causes a mortal touched by him to save vs. Spells or fall asleep.

The Actor can also create Illusions. He creates illusions that affect sight and hearing lasting until magically dispelled. He does not need to concentrate to maintain these illusions, although he must spend an action to change or manipulate them. The illusions can do no harm to anyone. If they would cause damage they are instantly dispelled.

The Actor may become Invisible at will.

The Actor has an imitation power. The first time he uses this power, he magically creates a theatrical mask of his target, and puts it on using traditional face-dancing theatrics. In the same round he conjures it it on, he is capable of using a spell, attack or class feature of the target. He may attack using a Fighter's ThAC0 or Attack Bonus and deal damage as if the possessed that character's strength and special abilities, etc. He must change masks to use Imitation again. He may not imitate the same character two rounds in a row,

The Actor has the power of Possession. In order to possess someone he must use his power of imitation on them three times.

What He Wants


  • To perform in front of crowds again.
  • To surprise and awe with his talents.
  • To expand his mask collection.
  • To help the Amber Princess return to life, so that she can hep him create the perfect performance.
  • To Live... kind of.

What He Does Not Want


  • To lose his undead powers.
  • To be called talentless.
  • To accept criticism.

What Else


  • The Actor only considers others valuable insofar as they have something to offer him. He has little time for interpersonal communication, unless it is from fans.
  • The adores the Amber Princess because she is homely and cannot upstage him in terms of charm or stage presence, but her illusions have made their theatre legendary.
  • He is bitter towards the puppeteer, because he is more talented, and The Actor knows it!

Terrain:
 Ruins

The Puppeteer


As SpiritAs Mortal
Armour Class:68
Hit Dice:3***3
Moveflying 90' (30')120' (40')
Attack1 corrupting touch1 dagger
Damagespecial1d4
No. Appearing:11
Save As:M3M3
Morale:88
Treasure Type:NilNil
Intelligence:1212
AlignmentChaoticChaotic
XP Value:8035

Monster Type: Undead (As Spirit) or Humanoid (As Mortal)

The Puppeteer is the Onryō spirit form of Matanagawa Chikamatsu, a A dollmaker, artisan, and  performer who has served the House of Amber Lanterns for decades.

Like all of the Ghosts of the House of Amber Lanterns, The Puppeteer has a number of magical powers that are tied to his undead nature.

The Puppeteer is incorporeal, he cannot be harmed except by magical weapons and spells. However, he can affect mortals with a corrupting touch that causes a mortal touched by him to save vs. Spells or fall asleep.

The Puppeteer can also create Illusions. He creates illusions that affect sight and hearing lasting until magically dispelled. He does not need to concentrate to maintain these illusions, although he must spend an action to change or manipulate them. The illusions can do no harm to anyone. If they would cause damage they are instantly dispelled.

The Puppeteer may become Invisible at will.

The Puppeteer has gained the ability to animate his puppets (see Animated Puppet, above.) He controls a number of them while invisible in order to distract, disorient, and overwhelm his enemies. He is never without several puppets nearby.

The Puppeteer has the power of Possession. In order to possess someone he must have his marionettes bind them with puppet strings

What He Wants


  • To be free of the House of Amber Lanterns.
  • To help the others... so that he can get way from them.
  • To make people laugh and wonder... or scream if that is what it takes.
  • To learn magic sufficient to keep his animate puppets once he leaves.
  • To set the Shadows in the Servant's quarters free.

What He Does Not Want


  • To see his favourite creations destroyed.
  • To be bothered by the other spirits.
  • To have to even set eyes on the Old Drunk.
  • To get involved in petty bickering and intercinine conflicts.

What Else


  • The Musician, Actor, and Jade Princess assumes that he is a part of their faction. He doesn't care. He wants to be left out of it.
  • He has hated the Old Drunk for much longer than they have been cursed. He's a heckler.
  • The Puppeteer has a Bunraku Doll of his idealized self hidden away in the theatre basement. While he likes to use it to move around, he will not risk it in battle.

Terrain:
 Ruins

Fukushima Masanori by
Utagawa Kuniyoshi

The Evil Samurai


As SpiritAs Mortal
Armour Class:44
Hit Dice:8***8*
Moveflying 90' (30')120' (40')
Attack1 Cursed Katana1 Cursed Katana
Damage1d10+41d10+4
No. Appearing:11
Save As:F8F8
Morale:1110
Treasure Type:NilNil
Intelligence:1212
AlignmentChaoticChaotic
XP Value:23001200

Monster Type: Undead (As Spirit) or Humanoid (As Mortal)

The Evil Samurai is the Onryō spirit form of Nikki Daizen, Son of the Daimyō of the House of Amber Lanterns and the commander of its small contingent of warriors.

Like all of the Ghosts of the House of Amber Lanterns, The Evil Samurai  has a number of magical powers that are tied to his undead nature.

The Samurai is incorporeal, he cannot be harmed except by magical weapons and spells. He is able to interact with his own Kabuto, Katana, and his Battle Mask, allowing him to fight with physical foes. The mask has both a curse and a powerful fear effect. See in the items section.

The Evil Samurai can also create Illusions. He creates illusions that affect sight and hearing lasting until magically dispelled. He does not need to concentrate to maintain these illusions, although he must spend an action to change or manipulate them. The illusions can do no harm to anyone. If they would cause damage they are instantly dispelled.

The Samurai may become Invisible at will.

The Actor has the power of Possession. In order to possess someone he must have critically wounded them in battle.

What He Wants


  • To fall in a duel and be free of eternity as an Onryō.
  • To kill anyone who looks like they might actually revive his family.
  • To regain some modicum of honour before he faces his eternal reward.

What He Does Not Want


  • To be reminded of his dead soldiers.
  • To lose a duel.
  • To let his family escape the curse.
  • Let anyone who cheats in a duel live.

What Else


  • When the curse fell, the Evil Samurai slew all of his soldiers rather than letting them continue as undead wretches. If confronted by this fact, it causes him to go mad with despair.
  • The Evil Samurai allowed his men to be little better than bandits, just so long as it didn't affect the locals and audiences for the theatre.

Terrain:
 Ruins

A Pause in the Action

This was a colossal amount of content and took me nearly three hours to put together (admittedly, I was sneaking most of this in around my sons' naps, bathroom breaks, etc.) and way more than I would have needed if I were not making as much content to share. I doubt I would have done nearly as much with the NPCs, for example. The monsters I could have winged or borrowed and re-skinned stuff from the Rules Cyclopaedia. I also favour even more stripped-down RPGs like ICRPG for a lot of my games where even less data is required.

I no longer feel that this is showcasing my method in the way I  might like. I could have done that better with a 5-room Dungeon. But I love what I am creating, and so I am going to keep working on it. I will track bot essential and non-essential tasks for my method as separate time records.

I also took a couple of minutes to look at each encounter with reference to the Balancing Encounters rule (Rules Cyclopaedia, p.100) to make sure that they would for for either 5 level 4 or 4 level 5 encounters. Most will be challenging for fresh characters. Some, like the Wizard and the Mother are deliberately difficult. The Shinigami will be downright lethal if the players get sucked into combat.

Next up, items and essential mechanics.

Time So Far: 6 hours 26 minutes 00 seconds
Time on Essential tasks to the AAD Method:  2 hours 40 minutes 24 seconds

 This work is licensed under a Creative Commons Attribution 4.0 International License. By Brian C. Rideout. And is done under the Open Game License 1.0a.

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