FENGDU, CHINA


Cartography Mission 1B
Location: The ghost town of Fengdu, China
Images: x, x, x.
General debriefing: A recent acquisition of a horseman text has suggested that a massive Conquest lair lies beneath this city-turned-tourist-attraction, the entrance through one of the many abandoned shrines and other structures. Whether the lair is as abandoned as the city is or not, your job is to scout and map the location using your SPECTRE watch. Avoid detection.
* D class difficulty level (a hunter may attempt this solo, but must be at least an intermediate hunter. Recommendation is that this mission be done in teams of two or more, max four. At least one hunter must possess a SPECTRE watch).
Mechanics
MECHANICS: RP assembling a team, as necessary, before heading towards the Lighthouse portal to request a portal to CARTOGRAPHY: MISSION 1B. Your goal is use your SPECTRE watch to map out as much of the location as possible without detection.
OUTSIDE:
The bottom portion of Fengdu is still open to visitors and tourists. However, your goal is to make it to the (currently closed) upper portion and find the entrance to the lair.
Roll 1d10. Keep rolling until you or a teammate rolls #2 or #8.
1. You wander into one of the alleyways between shrines and a monkey chirrups angrily at you. It climbs up your clothing to pick briefly at your hair.
2. You push slowly on a door. It seems stuck, but then creaks open slowly, revealing a passage leading ominously down. Move on to the INSIDE portion.
3. Ah, this door won't open, no matter how much you try to force it.
4. This structure looks promising, although the door will not budge. After a moment, you crawl in through one of the few windows Once inside, you find an odd tableau. At a table, someone has set up statues of demons and Fu dogs as though they were having dinner, complete with plates set before them. When you leave, you must go back through a window as the door still will not open.
5. A woman approaches you, gesticulating wildly. From what you can gather, she is trying to ask you for directions. Maybe.
6. A demon accosts you as your try to go further up the mountain. Oh... wait, it's only a tour guide and it looks like he was having lunch. Luckily for you, he makes no real effort to stop you.
7. A frowning man stops you and points forcefully towards the lower half of the mountain. Just then, a screaming child runs past, mother in hot pursuit. Fortunately, the man abandons you in favor of helping the woman.
8. The entrance to this shrine is barred shut, but there is an open window you can squeeze through. Once inside you can see that one corner of the room is darker. If you push on the stone there, it gives way with a loud thud, revealing a hidden passage. Move on to the INSIDE portion.
9. You open a door only to find a simple room and nothing more. A bird chirps inside, then flies out at your disturbance.
10. You try to open a rusted-shut door only to knock over the statuette beside the door instead. The head cracks off cleanly and rolls to rest in front of your feet.
----------------------
INSIDE:
A tunnel leads you down, deeper into the mountain. Despite the initial closeness of the hall, it soon opens up into soaring ceilings and delicately carved statues. Even though it has a general air of disuse and neglect, you can tell this lair was once beautiful and shining.
Each player must roll 4d20 and incorporate it into their rp (you may roll more than four times if you so choose). You may roll all at once or roll each die separately. During the mission, if the team collectively meets or exceeds 3 detection points, you have failed the detection portion of the mission and alerted whatever lurks here to your presence. Portal out and go home - mission failed.
1. You round a corner and a thinly carved grate gives way underneath your feet, plunging you in a deep hole filled with knee-deep water. It is brutally cold. Roll 1d20 to climb back out. You must roll 11 or higher. Each time you fail, you take 3 damage until you escape.
2. This room is an indoor garden full of varied blooms. As you walk through it, you begin to feel odd, like your skin is too tight - anxiety crawls down your spine. Roll 1d8 to see how it effects you. This lasts for the duration of the mission.
1-3: Nothing much; you feel itchy, like you need a Benedryl or five.
4-5: You become increasingly paranoid of your teammates and your surroundings. Are... are the walls closing in on you?
6: Not only are you paranoid, but you begin to hear things, strange voices that encourage your paranoia, feeding it.
3. The passageway you have turned down is full of strange, still-functional traps. Roll 1d10 to see how much damage it does to you.
4. You pass a row of smiling demon statues. Did one of them just frown at you or are your eyes playing tricks on you?
5. Nothing unusual happens.
6. As you round a corner, you see movement out of the corner of your eye. Quick, hide! Roll 1d20. If you roll 1-18, you have successfully hidden from whatever lurks these hallways. If you roll 19 or 20, see #11.
7. A strange design decorates a door. A relief in brilliant mother of pearl, it is clearly some sort of horseman rune. You feel drawn to touch it, to run your fingers along its smooth grooves. But upon touching it, your fingers begin to tingle and, then, to feel stiff. You can still move your hand, but with difficulty. On closer inspection, you realize your hand seems to be turning into... a translucent jade. For any upcoming fight, your modifer increases by 1 (ex: a -6 modifer becomes -7). At any point, if you hp goes below 10, you feel yourself grow stiffer, the jade traveling through your body, hardening your skin. Portal out to the infirmary before you stop moving completely! Recovery takes at least two days in the infirmary.
8. You find a room with a beautiful fountain in it. The water is crystal clear and enticing. As you step further into the room, you trigger a trap! A knife flies at you; roll 1d4 to determine your damage.
9. There is a finely-wrought iron table of glistening, appealing fruit propped up against one wall. However, if you choose to bite into a piece, you find the fruit is nothing more than wax mixed with dust. Still, it tastes and smells faintly like the fruit it is modeled after.
10. Nothing unusual happens except that it is incredibly dusty. Sneezingly so.
11. You stumble across a Conquest horseman. This counts as 1 detection point. For this encounter, you may invite a player horseman into your thread or you may use an NPC. If you use an NPC, please take into account clan and appearance.
- NPC Horseman:
HP: 40
AUTO DAMAGE: 3
12. You enter a room full of dust and what had once been beautiful silks, now disintegrating with rot.
13. A skeleton leans haphazardly against the wall, only bone and dust, although its fine clothing is well-preserved.. If you're so inclined, you may go through his pockets. Roll 1d8.
1-3: Cool. Skeleton lint.
4-5: There are a few trinkets in his pockets. Maybe you could sell them. +$100 to you.
6: Jackpot. You find several small jewels and gold pieces. +$1000 to you.
14. As you step forward, you hear an ominous click, followed by a thud. A wall has slid down between you and your teammates. The next prompt you roll must be acted out alone. Likewise, for the next full round, the next prompts your teammates do will not include you. Afterwards, you follow the curve of the hall and run into your team there.
15. 'I see you,' a voice seems to whisper in your ear. But if you turn around, nothing is there.
16. You come across a beautiful room filled with tapestries and other goods. If you're lucky you might find something fun to take home. Roll 1d10. 6+ nets you an item worth $150. [Unlike prompt #13, each teammate may roll for loot, regardless of who rolled the original prompt.]
17. Suddenly, a flock of birds rushes at you, their jewel-toned wings beating at your face and eyes. If you are able to look closely, you might notice extra wings, extra eyes, extra heads. If you wish, roll 1d20 to capture one as a sample. You must roll 15+ to succeed.
18. Something shadowy crawls towards you, its movements jerky, unnatural. Roll 1d20 and roll anything except 18, 19 or 20 to escape detection. If detected, roll 1d10. Odds mean you subdue the creature; evens you fail. If you fail, this counts as 1 detection point.
19. As you traverse this particular hallway, you notice a bee crawling along the painted wall, then another, then four more, six, seven. Soon, you see dead carcasses of wildlife littering the otherwise lovely hall - the corpses of jungle cats, wolves, as well as their smaller, typically domesticated counterparts. As you look at one, the corpse rocks slightly, the motion causing their chest cavity to open with a wet, sickly sound. Within their ribs is a honeycomb structure of gore and viscera, crawling with hundreds of small bodies, busy at work. They pay you no mind and you soon find other 'hives', each nested in a decaying corpse of some animal. You accidentally knock into one corpse and the buzzing of the bees grows deafening as they emerge from their nests to attack you.
- Bee Mob:
HP: 30
Auto Damage: 3
Special: If you miss twice in a row, you feel something crawl inside of you. Once you return to Deus, the infirmary will be able to remove the hive that has begun within you, possibly leaving you with a honey-comb shaped scar.
20. Nothing in particular happens, but you feel a strange, unsettling sense of deja vu. But you've never been here before...
After you have completed at least four rp prompts a piece, the mission is considered completed. Your team is now free to portal out.
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COMPLETION:
As you wander the halls, you realize you've lost track of how far you've wandered. Luckily, the SPECTRE watch keeps track of it. While a large portion of the lair remains undiscovered, this is sufficient for now. Log your data, make sure you have collected any samples you wish, and portal out. Good job.
OUTSIDE:
The bottom portion of Fengdu is still open to visitors and tourists. However, your goal is to make it to the (currently closed) upper portion and find the entrance to the lair.
Roll 1d10. Keep rolling until you or a teammate rolls #2 or #8.
1. You wander into one of the alleyways between shrines and a monkey chirrups angrily at you. It climbs up your clothing to pick briefly at your hair.
2. You push slowly on a door. It seems stuck, but then creaks open slowly, revealing a passage leading ominously down. Move on to the INSIDE portion.
3. Ah, this door won't open, no matter how much you try to force it.
4. This structure looks promising, although the door will not budge. After a moment, you crawl in through one of the few windows Once inside, you find an odd tableau. At a table, someone has set up statues of demons and Fu dogs as though they were having dinner, complete with plates set before them. When you leave, you must go back through a window as the door still will not open.
5. A woman approaches you, gesticulating wildly. From what you can gather, she is trying to ask you for directions. Maybe.
6. A demon accosts you as your try to go further up the mountain. Oh... wait, it's only a tour guide and it looks like he was having lunch. Luckily for you, he makes no real effort to stop you.
7. A frowning man stops you and points forcefully towards the lower half of the mountain. Just then, a screaming child runs past, mother in hot pursuit. Fortunately, the man abandons you in favor of helping the woman.
8. The entrance to this shrine is barred shut, but there is an open window you can squeeze through. Once inside you can see that one corner of the room is darker. If you push on the stone there, it gives way with a loud thud, revealing a hidden passage. Move on to the INSIDE portion.
9. You open a door only to find a simple room and nothing more. A bird chirps inside, then flies out at your disturbance.
10. You try to open a rusted-shut door only to knock over the statuette beside the door instead. The head cracks off cleanly and rolls to rest in front of your feet.
----------------------
INSIDE:
A tunnel leads you down, deeper into the mountain. Despite the initial closeness of the hall, it soon opens up into soaring ceilings and delicately carved statues. Even though it has a general air of disuse and neglect, you can tell this lair was once beautiful and shining.
Each player must roll 4d20 and incorporate it into their rp (you may roll more than four times if you so choose). You may roll all at once or roll each die separately. During the mission, if the team collectively meets or exceeds 3 detection points, you have failed the detection portion of the mission and alerted whatever lurks here to your presence. Portal out and go home - mission failed.
1. You round a corner and a thinly carved grate gives way underneath your feet, plunging you in a deep hole filled with knee-deep water. It is brutally cold. Roll 1d20 to climb back out. You must roll 11 or higher. Each time you fail, you take 3 damage until you escape.
2. This room is an indoor garden full of varied blooms. As you walk through it, you begin to feel odd, like your skin is too tight - anxiety crawls down your spine. Roll 1d8 to see how it effects you. This lasts for the duration of the mission.
1-3: Nothing much; you feel itchy, like you need a Benedryl or five.
4-5: You become increasingly paranoid of your teammates and your surroundings. Are... are the walls closing in on you?
6: Not only are you paranoid, but you begin to hear things, strange voices that encourage your paranoia, feeding it.
3. The passageway you have turned down is full of strange, still-functional traps. Roll 1d10 to see how much damage it does to you.
4. You pass a row of smiling demon statues. Did one of them just frown at you or are your eyes playing tricks on you?
5. Nothing unusual happens.
6. As you round a corner, you see movement out of the corner of your eye. Quick, hide! Roll 1d20. If you roll 1-18, you have successfully hidden from whatever lurks these hallways. If you roll 19 or 20, see #11.
7. A strange design decorates a door. A relief in brilliant mother of pearl, it is clearly some sort of horseman rune. You feel drawn to touch it, to run your fingers along its smooth grooves. But upon touching it, your fingers begin to tingle and, then, to feel stiff. You can still move your hand, but with difficulty. On closer inspection, you realize your hand seems to be turning into... a translucent jade. For any upcoming fight, your modifer increases by 1 (ex: a -6 modifer becomes -7). At any point, if you hp goes below 10, you feel yourself grow stiffer, the jade traveling through your body, hardening your skin. Portal out to the infirmary before you stop moving completely! Recovery takes at least two days in the infirmary.
8. You find a room with a beautiful fountain in it. The water is crystal clear and enticing. As you step further into the room, you trigger a trap! A knife flies at you; roll 1d4 to determine your damage.
9. There is a finely-wrought iron table of glistening, appealing fruit propped up against one wall. However, if you choose to bite into a piece, you find the fruit is nothing more than wax mixed with dust. Still, it tastes and smells faintly like the fruit it is modeled after.
10. Nothing unusual happens except that it is incredibly dusty. Sneezingly so.
11. You stumble across a Conquest horseman. This counts as 1 detection point. For this encounter, you may invite a player horseman into your thread or you may use an NPC. If you use an NPC, please take into account clan and appearance.
- NPC Horseman:
HP: 40
AUTO DAMAGE: 3
12. You enter a room full of dust and what had once been beautiful silks, now disintegrating with rot.
13. A skeleton leans haphazardly against the wall, only bone and dust, although its fine clothing is well-preserved.. If you're so inclined, you may go through his pockets. Roll 1d8.
1-3: Cool. Skeleton lint.
4-5: There are a few trinkets in his pockets. Maybe you could sell them. +$100 to you.
6: Jackpot. You find several small jewels and gold pieces. +$1000 to you.
14. As you step forward, you hear an ominous click, followed by a thud. A wall has slid down between you and your teammates. The next prompt you roll must be acted out alone. Likewise, for the next full round, the next prompts your teammates do will not include you. Afterwards, you follow the curve of the hall and run into your team there.
15. 'I see you,' a voice seems to whisper in your ear. But if you turn around, nothing is there.
16. You come across a beautiful room filled with tapestries and other goods. If you're lucky you might find something fun to take home. Roll 1d10. 6+ nets you an item worth $150. [Unlike prompt #13, each teammate may roll for loot, regardless of who rolled the original prompt.]
17. Suddenly, a flock of birds rushes at you, their jewel-toned wings beating at your face and eyes. If you are able to look closely, you might notice extra wings, extra eyes, extra heads. If you wish, roll 1d20 to capture one as a sample. You must roll 15+ to succeed.
18. Something shadowy crawls towards you, its movements jerky, unnatural. Roll 1d20 and roll anything except 18, 19 or 20 to escape detection. If detected, roll 1d10. Odds mean you subdue the creature; evens you fail. If you fail, this counts as 1 detection point.
19. As you traverse this particular hallway, you notice a bee crawling along the painted wall, then another, then four more, six, seven. Soon, you see dead carcasses of wildlife littering the otherwise lovely hall - the corpses of jungle cats, wolves, as well as their smaller, typically domesticated counterparts. As you look at one, the corpse rocks slightly, the motion causing their chest cavity to open with a wet, sickly sound. Within their ribs is a honeycomb structure of gore and viscera, crawling with hundreds of small bodies, busy at work. They pay you no mind and you soon find other 'hives', each nested in a decaying corpse of some animal. You accidentally knock into one corpse and the buzzing of the bees grows deafening as they emerge from their nests to attack you.
- Bee Mob:
HP: 30
Auto Damage: 3
Special: If you miss twice in a row, you feel something crawl inside of you. Once you return to Deus, the infirmary will be able to remove the hive that has begun within you, possibly leaving you with a honey-comb shaped scar.
20. Nothing in particular happens, but you feel a strange, unsettling sense of deja vu. But you've never been here before...
After you have completed at least four rp prompts a piece, the mission is considered completed. Your team is now free to portal out.
----------------
COMPLETION:
As you wander the halls, you realize you've lost track of how far you've wandered. Luckily, the SPECTRE watch keeps track of it. While a large portion of the lair remains undiscovered, this is sufficient for now. Log your data, make sure you have collected any samples you wish, and portal out. Good job.