The Ghost

Background: While staying in New Moret, Quinlan has been approached by 3 monks who are seeking his help. These monks are dressed in dark purple robes that bare symbol of a closed fist pressed against an open palm.  The symbol is made of embroidered gold cloth. Their leader, Sendar, tells you that they are seeking help.  Members of his monastery, the Brothers of Closed Fist, are being killed by monk following the White path. They know not what his name is, but he is called The Ghost.  Sendar and his colleges are fearful of the Ghost because he is very powerful. Most of his victims have just been killed outright, but the few that have managed to survive the Ghost’s attack, have aged rapidly and died within a day or so. To make matters worse, they have found no way to reverse the aging process and thus, death in this manner is permanent. Sendar feels that the Ghost has developed a new monk power and that only Quinlan is powerful enough to meet The Ghost on equal terms.

Temple of the Closed Fist Player's Map


Completed Adventure

July 14, 1203: The party consisting of Quinlan, Steven, Renchor, Nomad, Calee, Roman, and Kackarot travel to the village of Nulb and meet Master Po at the Temple of the Closed Fist.  Master Po explains that the temple has been under constant attack from a monk following the white path, they call "The Ghost".

While at the temple, the party learns that all the Brothers of the Closed Fist have fallen under a terrible curse.  A curse they have been unable to lift.   When the Old Mother looks down upon the temple (during the Full Moon), all the Brothers of the Closed Fist are all transformed into  Tagamaling Buso.  The Ghost never attacks on these nights.  Old Mother will be looking down on the temple for another 5 days, so some of the party member return home.

Quinlan decides to remains at the temple and spars with some of the masters there.  Although they are skilled, they cannot match Quinlan's grace and speed.

July 19 1203: The Crone is rising and the party has laid a trap for The Ghost.  Steven instructs the group not to attack, as this is not yet the party's fight.  After a few tense hours, The Ghost appears and Calee is first to see him.  A group of monks patrolling the east wall of the monastery are attacked, but from Calee's vantage point, it appears that The Ghost gave the monks time to prepare; hardly the actions of an evil foe.

The attack is short, but precise and The Ghost is observed leaving the monastery and a faintly glowing path is observed leading to the hills. The trail winds though the rough and craggy countryside for about 6 miles. The intricate turns, rock outcroppings and protrusions make this area an excellent place for an ambush, but no such ambush occurs. The trail is navigated easily enough and after about a mile ends atop an unnaturally dark hill.

As the party investiages the darkness, they discover that no light can penetrate it. Roman decides to take matters into his own hands and enters the darkness. Not wanting to leave Roman unprotected, the party decides to follow and find themselves on a rickety wood dock in the center of a bay. The dock moves with the motion of the sea. Behind, the party can see a mainland off in the distance. Ahead, is an island. In the center of the island, perhaps a quarter mile or so, they see a large structure, a castle, a temple, or monastery; they're not really sure. They see flickers of light sparkle through the darkness and can see movement on the structure's walls, although its not the kind of movement that would indicate those dwelling in the structure are aware of the party's arrival.

The Vision: As the party surveys the situtatin, they see several boats pulled against the island's rocky shore and other boats making ground. Each boat is carrying six or seven men dressed in black. A few of these men carry a variety of weapons, bows, Katana, blowguns, and such, but most are unarmed or have a set of bo-sticks. Them men take no norice of the party, and as they watch, the men disappear in the darkness, using the natural terrain as cover. A brief moment later, an alarm is raised and quickly silenced. Sounds of battle echo thought the night, but those fade and are replaced by wailfull cries of children and the terrified shrieks of women. The structure bursts into flames and the air is filled with new sounds; people burning alive. The party sees the men return to their boats, but now there is no need for caution. Many are carrying bags of treasure, and others have bound girls or young women like they were animals; pulling them with ropes tied around their necks. Yet there are no boys or men, or even old ladies, those would not provide the same type of entertainment. The boats leave the island and the image fades away.

The Sad Maiden: When the party decided to move toward the castle, a beautiful maiden formed from the darkness. Her dress was of fine silken gowns and she appeared unarmed. Her appearance was paler than one would expect, and her build was thin and wispy. Although very beautiful, a great look of sadness was upon the woman's face. "Have you come to destroy Master Ty?", she asked in a soft feminine voice. "I sense you are all noble champions and you have traveled a great distance. Master Ty waits in the tower, but there are customs. One doesn't meet the Master less he or she has been proven worthy, so I shall explain what is required. The island is protected by seven spirits. Each spirit is bound here, just as your spirit is bound to you. What they desire most is freedom, but that can only be gained through victory. For each spirit encountered, you must pick a champion. The champion and that champion alone must defeat the spirit. Victory means you are one step closer to Master Ty. Failure means you become bound in the spirit's place and there is no magic that will change that. Not all of the spirits bound here are evil, but all will fight to gain their freedom. These are tests of honor and should be treated as such. There are two additional rules. First, you must defeat the spirits before dawn. Take longer and all you victories are for naught. Second, and this is very important, you may be selected champion only once."

Steven and the Reaper: Moving toward the structure, the party discovers a stone gardener's shack surrounded by a rusting iron fence whose gate hangs loose and creaking in the wind. As the party searched the hut, the wind howled, lightning flashed, and the earth trembled. A short while later, the earth before the fence mounds and a warrior emerges from the mound of earth. The warrior announces himself as The Reaper and says that he is for Steven.

Although The Reaper was a difficult challange, in the end, Steven's sword was too much for the spirit to withstand. The battle was not without its price as Steven lost 3 experience levels and was badly injured as well.

Kackarot and the Geisha: Kackarot's contest with the Geisha took place on the flagstone floor in a veiled courtyard. Painted in traditional Geisha make up this ghost's beautiful visage was the perfect disguise for this dangerous opponent. Awed by the Geisha's beauty, Kackarot allowed the ghost to come close enough for a kiss. Seizing this opportunity, the Geisha attacked clawed hands and spells. Kackarot countered with spells of his own, but to little effect. The Geisha belched snake venom at Kackarot and pushed the combat. She would appear saddened if Kackarot's did not notice her beauty; whether was this was true sadness or just a ploy to gain some advantage, no one knows. For a time, the combat appeared evenly matched, but the aid a Bigby's Clenched Fist, Kackarot soon gained the upper hand and soon after, the victory. But battles with Ghosts are always costly and Kackarot suffered the loss of two experience levels, 5 points of charisma, and 2 points of intelligence.

Renchor and the General:

Nomad and the Keeper: Nomad’s duel with the Keeper’s Ghost took place in the Shrine of the Dying Sun. Being a Wu-Jen and a Monk, the Keeper used spells and his natural quickness to keep Nomad off balance. The majority of Nomad’s spells, Fireball, Lightening Bolt, and Cone of Cold were avoided by the nimble Keeper. Other spells, such as Magic Missile were countered by magical protections. During a damaging exchanged, the Keeper landed several blows that weakened the already injured Nomad and drained much needed ability points. As the party watched, it became apparent that Nomad could not match the Keeper’s physical prowess, and with Nomad’s spells being countered or avoided, most felt that sure the wizard would be the party’s first casualty. Being a seasoned adventurer, Nomad had faced dangerous foes before and decided to change tactics. He pulled his Demon Staff (an item rarely used because of its dark nature) and transformed himself into a Glabrezu. Renewed by this new form, Nomad attacked landing savage blows with his pincers and sharp teeth. Although the Keeper fought with great courage, it was Nomad who managed the victory. The battle was very costly however as Nomad lost 8 Levels and 15 points of Intelligence.

Roman and the Screaming Child: Roman's challenge took place in a large auditorium with a stage at one end. The room was dimly lit by two braziers standing on each side of the stage. Gohie (the Screaming Child) announced himself with a loud braying wail, stating that he was for Roman. The battle was a game of cat and mouse with Roman rushing in and Gohie counter attacking and disappearing into nothingness. Attacking with his death rattle, Gohie inflicted terrible wounds to Roman's body and soul; resulting in the loss of 2 experience levels and 3 points of strength. Although severely wounded, Roman pushed on and through sheer force of will and some well placed blows was able to vanquish the Screaming Child and claim victory for himself.

Quinlan and the Mantis Monk:

Calee and the Lady of the Castle:

 

 

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