Romance of the Three Kingdoms/Ancient China D&D? (my players KEEP OUT)

Has anyone here ever tried to run a campaign based or inspired by the Romance of the Three Kingdoms novels? I'm looking for advice on things I should include in this campaign (a homebrew based roughly on that time period) for flavor, as well as possible adventure hooks. I've already read through the Oriental Adventures book, and found a large portion of it dedicated to medieval Japan, not China.

The two players in the campaign are a human sorcerer3, and a hengeyokai cat rogue2, so chances are they will not be glory seeking battlefield hounds. Anything special they could engage in besides the normal stealing artifacts, assassinations, and dungeon crawls? (Folks they could scheme with?)
 
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Let me suggest to watch, if you can, those GREAT movies: Chinese Ghost Stories 1, 2, & 3. They are full of ideas!

Typical Chinese types of adventures will involve "Taoist" stuff: hermits in the mountains, alchemists searching for immortality elixirs, etc. Otherwise, even if they are not fighting types, your PCs must find methods to fly or jump great distances (magic or otherwise), as this is THE staple of chinese heroic fantasy.
 



I've found that Chinese lore suits itself very well to D&D. It comes replete with guys who've become so enlightened (read: really high level) that they can take on hundreds of guys with nary a scratch. Also the great warrior Guan Yu from the Three Kingdoms became deified as Guan Ti (or Kuan Ti), the God of War. So there's alllllllllllllll kinds of room for epic play in ancient China, with lots of goals. The scale of China's empire makes the goal of becoming Emperor an Epic quest in and of itself. But this doesn't preclude that the setting is wonderful for much smaller scale adventuring as well, and for many different kinds of adventuring. China's built on many ancient civilizations and the people spread to many different and exotic lands. A campaign in politicking and diplomacy certainly suggests itself to your PCs' characters.
 


Thank you for all the book ideas that have been listed so far. As soon as time permits, I'm going to try to see if I can find the Chinese Ghost movies and the Journey to the West. I'm also perusing the weblinks, trying to put stuff together.

So far, all I have is a rough map, and a rough idea. The area is called Ak Konylu, and its been split into seven states (T'ang, Qin, Han, Zhou, Hsi-Hsia, Sung and Xia) as well as three tributary nations nearby (Chosun - ancient Korea, Taisho - ancient Japan, and Khmas - ancient SE Asia). The Divine Emperor/Son of Heaven rules from Xia, but few pay attention to his rule... sort of like the last days of the Han.

I'm planning on starting small, focusing around the PCs village, partly because they're only 3rd level and partly because I don't have an initial adventure planned yet and our first session might be next week :)
 

I haven't actively gotten to do a game like this yet (my players voted for Nordic, curse their hides), but here's some of the ideas that were tossed around:

- Three Kingdoms features the quote "The Empire, long divided, must unite; long united, must divide. Thus it has ever been." That practically demands to be enforced in game.

- My wife planned on playing a bard (and screw Oriental Adventures' "Bards shouldn't be allowed because they break the mood" tripe). The idea was that she was the daughter of a woodcutter and a fox-spirit (quite beautiful, and lightly exotic) who was taken to court on account of her beauty but then trained as a strategist (a la Zhuge Liang and Sima Yi) by someone who noticed her intelligence. Her high Charisma and bardic spells represent the blessings of her fox heritage, while her oratory skills represent the strategist — offering tactical advice and gesturing with her fan to provide morale bonuses and so on.

- Outlaws of the Marsh is another great book with lots of inspiration; 108 notable bandits, with notable abilities and really, really great nicknames. ("The Timely Rain." "Black Whirlwind." "Golden Dog." "Ten Feet of Steel." "Demon King who Roils the World.") I also recommend Lloyd Alexander's "The Remarkable Journey of Prince Jen" — it's a young adult book, but very accessible. Finally, Larry Gonick's Cartoon History of the Universe, Volume 2, has some very abbreviated but easy to follow highlights of interesting things that happened in ancient China: intrigues, murders, wars, etc.

- Something having to do with the Four Directional Beasts is always cool as an overplot, be it hunting down artifacts related to them, four rival kings or perhaps trying to parlay with the great beasts themselves. You could use the traditional four (the Black Tortoise of the North, the White Tiger of the West, the Red Bird of the South and the Blue Dragon of the East), or devise your own.

- Shapeshifting monsters are particularly appropriate: aranea (only called "goblin spiders"), wererats and weretigers are just a few that leap to mind. All ogres should look like ogre magi; horned, tusked, brightly colored skin, sometimes even with animal heads (particularly horse or ox). Mongolian-style centaur "horse lords", orcs riding elephants in the southern jungles, yuan-ti (with psionics defined as "chi powers" if they appear at all).

- Druids, with a few tweaks, might make great "dragon-speakers," drawing their power from the will of the dragons that govern heaven and earth.

- Evil eunuchs. If there are eunuchs, they've got to be evil and power-hungry schemers. It's like a rule.

- Wars between sword schools. Hopping vampires. Ruined temples haunted by ghosts, spirits or other monsters. River pirates. Young lovers fleeing arranged marriages. Court intrigues. Strategy games. Devious weapons of mass destruction being tested on condemned criminals. Wise magistrates that act as the PCs' patron at lower levels, and corrupt magistrates that must be opposed. Clay tomb-soldiers.

That's the sort of stuff I'd use. And, of course, there's always Jet Li's Hero: if your players watch this, they may look askance at the state of Qin.
 
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Barastrondo said:
- Outlaws of the Marsh is another great book with lots of inspiration; 108 notable bandits, with notable abilities and really, really great nicknames. ("The Timely Rain." "Black Whirlwind." "Golden Dog." "Ten Feet of Steel." "Demon King who Roils the World.")

I've *so* badly want to read "Outlaws of the Marsh!" This is the one which features the sorceror unleashing demons from a cave in the mountains?

Edited: Oh yeah, and I haven't bought into the "Bards break the mood of OA." I've thought about how to pull off a bard based off of Bassho or Hokusai.
 
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Heh. My players and I all went to see Hero yesterday. I loved that movie. :)

The strategist idea sounds interesting for one of my PCs... the hengeyokai rogue. She's planning on fighting with twin warfans, which I find cool and interesting. Perhaps that could be an adventure once the local prefect notices the party's abilities at slaying things or safeguarding villages.

I'm thinking this first session of putting them up against either a haunt or a gloomwing (both from the creature catalogue). Simple way for them to acquire a reputation for the local prefect to notice, which will lead them to bigger and better things (yet to be decided).

I want to have a Mongol-type people in my campaign (as a possible plot device, BBEG should I swing that way maybe), but I want them to be something intelligent, but not human. Something frightening, as frightening as the Chin generals were when Chingis Khan's armies roared through northern China. Centaurs might be neat, but they're not dark enough. Any ideas?
 

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