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Burning Shaolin | ||
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Burning Shaolin
Capsule Review by Elton Robb on 27/10/01
Style: 2 (Needs Work) Substance: 5 (Excellent!) This is the first real Oriental Adventures adventure, mixing Feng Shui with the D20 System. All in all, have a good time doing some Kung-Fu Butt Kicking! Product: Burning Shaolin Author: Robin D. Laws Category: RPG Company/Publisher: Atlas Games Line: D20 Fantasy Game System/Feng Shui Cost: $8.95 Page count: 31 Year published: 2001 ISBN: 1-58978-006-X SKU: AG3400 Comp copy?: no Capsule Review by Elton Robb on 27/10/01 Genre tags: Fantasy Comedy Asian/Far East Live-action | Burning Shaolin is the first of the Coriolis line of D20 adventures published by Atlas Games. In Coriolis, an adventure supports D20 and one of Atlas’ (or in this case, Robin D. Laws’) Roleplaying Games. In this first Coriolis adventure, you get a Feng Shui/D20 Adventure.
Expectations
I had the following expectations coming out of Burning Shaolin. They were:
Burning Shaolin fulfills all these quite nicely. In the words of Robin D. Laws, it is a “wild-and-wooly, demon-butt-stomping, mook-filled, blows-up-real-good-at-the-end supersize can of whup-ass.” In other words, it is the introductory adventure good for fulfilling your Munchkin or Power Gamer fantasies.
Base Systems
Burning Shaolin is written for two RPG systems: Robin D. Laws’ Feng Shui and the D20 Fantasy Game System. For Feng Shui all you need is Feng Shui. For the D20 Side of the adventure, what you need is. . .
· The Dungeons and Dragons 3rd Edition Player’s Handbook.
· The Dungeons and Dragons 3rd Edition Dungeon Master’s Guidebook.
· And the Dungeons and Dragons 3rd Edition Oriental Adventures.
I don’t think I need to repeat myself, but here goes. You need Oriental Adventures to create characters with the proper flavor, because the adventure’s setting is in Mythical China. So create those Taoist Wu Jen void disciples, those dexterous Shintao Monks (replaces Shaolin Monks until somebody gets around to making a prestige class for them, hint hint), maybe a Tattooed Monk or two, and combine them with your basic fighter, rogue, Buddhist Priest combination (Cleric with either the Healing, Law, Good, or Enlightenment Domains).
And, since this adventure is written by Robin D. Laws, Feng Shui’s lawful owner, he wrote the adventure for 3-6 characters of 7th-9th level. For 7th level characters are the equivalent of beginning Feng Shui characters.
Basic Premise
There’s big trouble brewing in Mythic China (or in the Dragon Lands of Rokugan). An evil Demon has taken a Feng Shui site for himself and is seeking another Feng Shui site. And all in the backdrop of Turmoil in the Imperial Government of China during it’s age of Cultural Advancement (69 A.D.). A time when a Shaolin Monastery is need of your help (or Shintao monastery). China is in need of brave heroes to do the impossible . . . embedding their footprints permanently on one demon’s scaly buttocks!
Adventure Overview and New Rules
Although some of the material presented in Burning Shaolin may be of interest to players, they are urged to stop reading now or they must commit seppuku!
The play begins when the heroes are at loose ends in a town or city in Ancient China (or a small village in the Dragon Lands of Rokugan). They either head there because of a Feng Shui assignment (from the Prof.) or they need to get supplies (in D20). However, somewhere along the way they find five men, who are wounded. What is worse is that a Faceless Horde of rioters wants to take their lives. Their only defense is, of course, the player characters. But how can the player characters take on a bunch of people in a riot?
Wuxia, Feng Shui style!
They will fight them off, of course! For the DM is armed with the Chi of Wuxia Style Combat! And it came to pass that the DM introduced the Fu of Stunts, Player-Created Props, Extra Mobility, Death-Defying Gravity and Improvised Weapons to his group of munchies and power gamers.
The Fu of Stunts allows the D20 Player to come up with their attacks in an entertaining way. Take these examples:
1. “I leap up into the air, slicing at his neck as I jump over him!”
2. “I jump into the air, twirling around like a top, slashing all around me with my sword.”
3. “I leap to the roof, and gathering all my Chi, I cast the mighty Stinking Cloud down upon the riot with much intensity of muscle!”
The DM is encouraged to award an xp bonus equaling the character’s level x 10 for the first time the stunt description is used in the current fight.
The mighty Fu of Player Created Props encourages the players to invent minor features of the set where the action scene appears. Here are some more examples.
1. “I grab some shingles off of the roof, and using some accuracy, throw them at the rioters!”
2. The floor is tiled, so I use my toe to dislodge the tile, and then kick it towards Kan Kuei’s nasty, scaly head.”
3. “I grab some sulphur from an Alchemist’s shop and focusing my Chi on the sulphur and saying some choice words, I cast my devastating Fireball!”
Of course, to keep your munchies from going overboard, you the DM is encouraged to rule out certain props that are obviously have no place in the setting of the adventure. You should rule out rods of smiting, sub-machine guns, and all sorts of props that do not appear in Drunken Master, or Crouching Tiger, Hidden Dragon.
The Fu of Extra Mobility is just that, extra mobility for player characters in the game. In Kung-Fu movies, characters are always in fluid action during a fight. This makes your player characters maximum distance for forward or upward leaps is doubled, unless one of your players is playing a sword dancer.
The Fu of Defying Gravity (called Gravity, Schmavity in the adventure) makes any structure capable of supporting your weight. For any entertaining move should not be ruled out by the requirements of basic physics.
And the Fu of Improvised Weapons means that in a fight, characters rarely finish a fight with the weapons they started with. So this means that they might be disarmed. The big plus for munchies is if they lost a magical weapon, their improvised weapon does the same damage as the original to monsters that can only be hit by magic weapons!
And so, on with the adventure’s overview . . .
The fight takes place in the village square. Thus there are a lot of improvised weapons, and places to put foes. Just make sure you break the fruit cart and let the chickens loose. After the Faceless Horde is defeated, the player characters meet the five wounded. They include No-thumbs Chan, No-Foot Li, No-Tongue Chow, No-Guts Mui, and No-Eyes Lau. These guys are members of the Dragons and sworn enemies of Kan Kuei.
To stop Kan Kuei, the adventurers must seek out Johnny Ko, who resides in Limbo. After venturing through Limbo, they come upon Johnny Ko, who gives them an overview of Kan Kuei and asks the player characters face up to Kan Kuei, especially if he is trying to take over or destroy some interesting or unusual location (a Chi power center).
So the player characters go to Kan Kuei’s base and, of course, face down two or three demon monks – Sung Chien, Sung Pi, and Sung Kun. After their little fight with the demon monks, they find a supporting character in the way of Chein Cheih, they must head towards the Shaolin Temple at Bountiful Mirror Lake.
This is one of the Interesting or Unusual Locations that Johnny Ko talked about. This is the location where the Big Beatdown happens and your player characters get their chance to make a lasting impression on Kan Kuei. Yeah right, on his buttocks.
Besides facing down another faceless hoard, the player characters have a faceless hoard on their side. The fight between Lawful Good faceless hoard and Chaotic Evil faceless hoard has begun. And the player characters fight Kan Kuei and do some Kung Fu Butt Kicking!!
In the aftermath, they saved a Chi power site and saved the Shaolin master. Further adventures can go along this vein; save other feng shui sites from other secret power groups (of course, you need Feng Shui to follow this campaign) or the player characters can return to leading a normal adventurer’s life.
Other Features
The D20 part of the adventure features some new D20 plug-ins. They include the Faceless Horde, the rod of lingering agony, the demon monks, and flying coffins. Sadly, the adventure wasn’t meant to be a hard bridge between Feng Shui and the D20 fantasy game system. So don’t expect to use the adventure as a conversion guide between two great systems.
Overview
This adventure is the first true Oriental Adventures adventure. Besides showing how versatile the rules in Oriental Adventures are, even though it does not use Oriental Adventures nomenclature, it also shows how versatile the Open Game License really is. And this adventure is perfect for a bunch of players to fulfill and burn out their Munchkinism in an All Out, No Holds Barred, Wu-Jen Spellslinging, Tattoo Monk fire-breathing, Crouching Tiger, Hidden Dragon stunt-flying, Samurai kiai-ing, rip-roaring, “KUNG FU KICKS BUTT!” Adventure!
I give this
adventure a 4 for style, and a 5 for substance.
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