HOUSE OF PAYNE INTERNATIONAL: Archive: GMP


The Gold Monkey Project: Chisaibu


One of my first Chisaibu drawings.  Here you can see his ju-te hanging at his side. Chisaibu was a character I first developed for AD&D. I wanted to make someone really wild and crazy, someone I could have a lot of fun with. And so I made Chisaibu about half-mad. From the beginning, I thought of Chisaibu as having Oriental origins, and eventually I wrote up a description of his people:

"Shoninzoku are Japanese halflings, a gnomelike race. They run a little less than 4 feet tall and generally weigh about 50 pounds or so. ...They tend toward brightness, but unfortunately not towards good sense. They can be charming and beguiling, or rude and antisocial-- sometimes all of the above.

"...Shoninzoku are great believers in luck, and the gods they worship are almost all connected somehow to luck or chance. ...Tingichgoonk [the god Chisaibu turns to when he is feeling religious] is said to be both blind and mad, and is the god of wandering mystics, mendicants, lunatics, and prophets."


As is typical of his kind, Chisaibu is extremely superstitious, and carries talismans of luck with him, charms of dubious magical power which he has picked up in the course of his travels. Under his clothes, his loincloth is tied in a lucky knot taught him by a wrestler of his acquaintance back in the old country. He also wears two necklaces. One is made of the teeth of a giant badger which he killed himself. The other is a necklace of beads with an amulet or medallion in the shape of a spider enclosed by a circle, to remind him of time spent in the shape of a giant spider. In a leather sheath hidden by his sleeve, he carries with him three silver throwing daggers made from a lump of metal found in the belly of a great beast. In his belt-pouch he has a thin gold-colored square made of an unknown substance, something like bone but less brittle, emblazoned with the image of a bird in flight. Lately, he has also been carrying around a black box made of interlocking bits of wrought iron. He doesn't know what it is, but he believes it to be the repository of some powerful magick.

As an AD&D character, Chisaibu was a mixed success. He was next to useless in a fight, and although a gifted thief (he had a fine touch with traps, in particular), he made everyone mad because he got them all into trouble and stole things from everyone. It was a lot of fun for me, but I suspect a pretty frustrating experience for some of the other folks.

As a character in my stories, Chisaibu is no less a mixed success. The first story I wrote for him was called "Open the Window, Close the Door". Personally, I thought the story was a lot of wacked-out fun. My younger brother James, on the other hand-- and bear in mind that he's probably the only one in my family who could stand to read this kind of elfs-and-goblins nonsense-- said it was the most mind-numbingly pointless story he had ever read. (And of course, with a recommendation like that, I am sure you are all going to click on the link and check out that story!)


Dungeons & Dragons Character Records

Provided for those of you to whom this would mean something.


This is the character record with which Chisaibu began the adventure. It's 2nd Edition AD&D format, because that's all there was when we started this email game.


"Chisaibu"
(Real name: Kubi Goroshi)

Chaotic Neutral Shoninzoku (Japanese halfling) Thief

Level 5 (13,333 XP), Base HP 33, THAC0 19

STR 8, DEX 18, CON 16, INT 13, WIS 12, CHR 10

3'10", 52 lbs., 25 yrs.

Weapon proficiencies: ju-te (swordbreaker), blowpipe, dagger

Nonweapon proficiencies: blind-fighting, tumbling, appraisal

Languages: Jipangu, Common, Halfling, Dark Elf

Thief skills: PP 65, OL 50, F/RT 90, MS 55, HS 50, DN 40, CW 60, RL -5

Money: 29 gold pieces, 6 gems (worth 82 gp total), 12 sp

Armor: excellent quality custom-fit adjustable halfling leather armor, buckler, bracer, helm of brilliance

Armor Class: 3

Weapons: Ju-te (s.f. 4, 1d6/1d6), 30 makibishi (caltrops), blowpipe (sf 5), 11 darts (1d3/1d2), 20 silver needles (1/1, nonmagical +1 to hit), 6' bamboo stick (sf 2 1d4/1d4), 3 silver throwing daggers (sf2, 1d4/1d3, nonmagical +1 dmg), 1 single barrel shotgun and 12 shells

Items: lucky sumo diaper, ninja costume, cloak, ninja/thief's kit, badgertooth necklace, spider medallion, holographic visa gold card, hidden spring-sheath for throwing dagger, bracers of defenselessness, rock of continual light, belt of many pockets, black box (ancient jipangi puzzle), potion of ESP, two vials of oil of etherealness, and two flasks of beholder punch.

This is the current character record for Chisaibu. It's in 3rd Edition D&D format, and I'm not totally sure we got the conversion right, but it's a good attempt, I think.



"CHISAIBU" Real Name: Kubi Goroshi Player: John Payne
25 yrs. old Male Halfling (Shoninzoku) Size: Small / Speed: 20
3'10" / 52 lbs. Hair: Shaved head, black goatee Black eyes / Tan skin
Level 7 Rogue Alignment: Chaotic Neutral Deity: Tingichgoonk
Max HP: 44 Current HP: _12_________________ XP: 27,000

STR 8 (-1) DEX 18 (+4) Ref. Save +10 (= L7 Rogue +5, Halfling +1, Dex. +4)
CON 16 (+3) INT 14 (+2) Frt. Save + 6 (= L7 Rogue +2, Halfling +1, Con. +3)
WIS 12 (+1) CHR 10 (+0) Will Save + 4 (= L7 Rogue +2, Halfling +1, Wis. +1)*
*(Additional +2 racial bonus on saves vs. Fear)

Armor Class: 19 (= 10, +1 size, +4 armor, +4 dex.)
Melee Attack Bonus: +5 (L7 Rogue +5, +1 for size, -1 Strength)
Ranged Attack Bonus: +10* (L7 Rogue +5, +1 for size, +4 Dexterity)
*(additional racial +1 w/ thrown objects)

RACIAL TRAITS
Low-light vision (special to Shoninzoku)
Superstition(special to Shoninzoku)
+2 bonus to Jump skill (unused so far)

CLASS ABILITIES
Light Armor Proficiency
Weapon Proficiencies: Blowpipe, Dagger, Shuriken, Light Mace, Sap, Short Bow, Ju-Te (Sword-breaker)
Evasion (no damage on successful Reflex save, can not be flanked)
Uncanny Dodge (free Feat at 2nd Level)
Sneak Attack (+4d6 damage)

FEATS
Expertise (Ju-Te)
Improved Disarm
Alertness

SKILLS
Appraisal +12
(Base +10, Int. +2
Bluff +5
(Base +5, Cha. +0)
Climb +9
(Base +8, Str. -1, Halfling +2)
Disable Device +15
(Base +13, Int. +2)
Hide +13
(Base +7, Dex. +4, Halfling +2)
Listen +10
(Base +5, Wis. +1, Halfling +2, Alertness +2)
Move Silently +13
(Base +7, Dex. +4, Halfling +2)
Open Locks +10
(Base +6, Dex. +4)
Pick Pockets +14
(Base +8, Dex. +4, Bluff synergy +2)
Search +15
(Base +13, Int. +2)
Spot +9
(Base +6, Wis. +1, Alertness +2)
Tumbling +13
(Base +9, Dex. +4)

LANGUAGES: Jipangu, Halfling, Common, Drow

PURSE: 21 GP, 37 SP, 40 CP, 5 gems (71 gp total)-- 900 GP owed by Giandurre the Wizard

EQUIPMENT: Straw hat, human child's shirt and pants, Ninja costume, Thieves' kit, cloak, lucky Sumo diaper, badgertooth necklace, spider amulet, holographic visa card, trap-trigger cup, devilshair bracelet, hidden spring-sheath for throwing dagger, boomstick (single-barrel shotgun) and 2 shells, pony w/ saddle and bags (lost), 2 days rations.

MAGIC ITEMS: helm of brilliance (hooded), rock of daylight, belt of many pockets, bracers of defenselessness, potion of detect thoughts, 2 flasks of beholder punch, "Chisaibu's Simpleminded Ghost Box" (given to Giandurre), cursed sex-change silver-pewter broach w/half-ruby (@200 GP) (left with Giandurre for safe-keeping), 10 doses health drink (ordered-- ready in 2 more days), Giandurre's ID gem.

LOOT: 91 PP, 95 GP, 150 SP, 40 CP, 29 EP, City Underregent's heavy silver sigil ring (@70 GP, loaned to Giandurre), empty girdle, sunburst buckler-medallion (@300 GP), gold griffon comb w/ garnet (@ 1,000 GP), cheapo candlestick, assorted silverware, buttons, a tooth, mummified fly (lost to cat), flask of colorless liquid, woodland fairies picture book, 2 bottles of good liquor (one almost empty), jeweled thief-killer trap box [amethyst 110, jade 100, silver pearl 90, moonstone 65, moonstone 65, jasper 30, lapis lazuli 15, blue quartz 10, cheap diamond necklace 85, diamond ring 150, diamond ring 170, gold ring 100, emerald ring 500, bullseye gem-encrusted broach 1500], cheap ornamental jeweled dagger, some flashy duds out of the dead dude's chest, purse from the dead dude's chest.

JOOLS: pearl (@ 1,000 GP), emerald (20), pearl (10).

ARMOR CLASS: 19 (= 10, +1 size, +4 armor, +4 dex.)

ARMOR
Excellent quality leather armor (+3 AC): Custom-fitted, halfling-designed, with adjustable straps.
Bullhide buckler shield, worn on left forearm. (+1 AC)
Leather bracer / armguard, worn on right forearm.

WEAPONS
Ju-Te (sword-breaker): 1d6 bldgn. dmg., crit. 2X on 20
six foot bamboo stick: 1d4 bldgn. dmg., crit. 2X on 20
3 silver throwing daggers: 1d4+1 prc. dmg., 2X 19-20
Blowpipe
8 blowdarts: 1d3 piercing damage, crit. 2X on 20 (4 poisoned with goo from underneath trap box, 3 poisoned with blue liquid from inside trap box).
13 silver needles: 1d2, +1 attack bonus, 2X on 20
2 poisoned needles from jeweled trap box
30 makibishi (caltrops): 1 point of piercing dmg.
utilitarian dagger 1d4 piercing damage, crit. 2X 19-20.
(ordered, but not received) 36 shuriken: 1 point piercing damage, crit. 2X 20
(ordered, but not received) 12 blowdarts: 1d3 piercing damage, crit. 2X on 20


CHARACTER HISTORY
Chisaibu came from the east as a young shoninzoku looking to make his fortune. It is not known why he left the old country, but it might have something to do with his claim to be an "ex-ninja." He never elaborates on what this means, but he hints broadly that he came west to get away from some kind of trouble, which suggests to some that he somehow violated the code of his ninja order and was obliged to flee the country in order to escape death. The fantastic nature of this tale strains the bounds of credibility, especially since Chisaibu is a known pathological liar who suffers from delusions and hallucinations. However, he has been consistent enough on this point that many believe there may be some grain of truth in the story. Other evidence includes his black ninja garb and choice of weapons. In any case, he arrived in the west with little more than the weapons on his back and his lucky sumo diaper.

Level 1. Recovering Longshot's spellbook and exploring the drow caverns underneath the twisted tower in Shadowdale. COMPANIONS: Redekens LN M EL F1; Ken Yoshitsune LN M HE Samurai 1; Friend-O-God LG M HU C1; Random CG M HE (Drow) Wild Mage 1; Ecks NG M DW Psionicist 1; Genjou LN M HU Psionicist 1. LUCKY CHARM: During this adventure, Chisaibu killed a giant badger all by himself. He pried the teeth out of its mouth and strung them out on a necklace as a talisman of power.

2. Restoring the enslaved dwarves to their homes in the caverns under the twisted tower. The drow archmage is slain, but not before cursing Chisaibu with lycanthropy. COMPANIONS: Redekens LN M EL F2; Friend-O-God LG M HU C2; Random CG M HE (Drow) Wild Mage 2; Ecks NG M DW Psionicist 2; Grunge NG M DW F2 / psionic wild talent. LUCKY CHARM: Chisaibu finds a lump of melty silver in the "belly" of a gelatinous cube, which he takes to a weaponsmith to form into three throwing daggers (three-- it's a magic number).

3. Chisaibu spends some time with the guild honing his skills, and then sets out for a halfling village to buy some better armor. His previous set took quite a beating in the last adventure. He meets Shaft, and Grunge catches up to Chisaibu, having heard that Chisaibu stole from Grunge's people. The three of them rid the village of ettercaps, and discover that Chisaibu is a were-spider. They also accidentally open a dimensional rift, which gets closed by a big rock. Chisaibu gets himself de-spidered through magery. COMPANIONS: Shaft CG M HU F1 (Myrmidon); Grunge NG M DW F3 / psionic wild talent. LUCKY CHARM: After he is free of the curse of lycanthropy, Chisaibu takes the rest of that silver lump and has a jeweler fashion it into a medallion of a spider, which he sets on a beaded necklace to keep him safe from other magical curses.

4. Through a magical accident, Chisaibu and associates travel to the Manhattan of Marvel comics. Chisaibu and Shayli get rich killing drug dealers. Random, Ecks, and Namor switch bodies with their Marvel counterparts (Random the X-Man, Professor X, and Prince Namor). Namor pisses everyone off and manages to get hisself kilt. Tumuamuatasi does a good impersonation of Sir Not-Appearing-In-This-Adventure. Everyone teams up to defeat the Mole Man. COMPANIONS: Alexander CG M Firbolg Giant F2; Tumuamuatasi CG M HU F3 (berserker); Miguel CG M HU F3 (Swashbuckler); Festoon Pogs CG M HE F3/MU3; Redle LG M HU P5; Shayli NG F EL T4; Random CG M HE (Drow) Wild Mage 3; Ecks NG M DW Psionicist 4; Dread Namor CN M Skyrider Elf T5/MU5. LUCKY CHARM: While nailing down drug dealers, Chisaibu comes across a Visa Gold card with a little hologram of a dove, which he keeps as a good luck charm.

5. Having wandered up to the Moonsea, Chisaibu explores his spiritual side while posing as a priest. He runs into Shaft while investigating an anonymous job offer, and the two of them explore the manor of the City Underregent, who promptly expires through supernatural means. Looking for the killer, they instead find the man's secret stash, including a big book of blackmail. Leaving this behind, Chisaibu takes the job, travels to the next town, and steals a big purple gem. The two of them make their escape and crash into bed. COMPANION: Shaft CG M HU F5. LUCKY CHARM: In getting to the secret stash, Chisaibu bypasses a series of breathtakingly fiendish traps, the last of which was set to trigger if a cup was lifted off a magical rune. Having disabled the trap, Chisaibu keeps the cup as a memento.

6. Hell of a day. In thrall to a mummified fly, Chisaibu sinks into dementia. An unpleasant visitor disturbs Shaft's beauty rest and gets thrown out the window for his pains. His wizardly boss shows up and loses his grip on sanity when he tries to get inside Chisaibu's head. Spells are slung right and left. A shape-shifting Shaft fights a two-headed devil, and Chisaibu plays Goliath. Chisaibu has his fifteen minutes of fame when he becomes bare-breasted priestess to a turtle god. S/he flees the law, plays shoe fairy, and witnesses the demise of Brother Courtesy. Chisaibu and Shaft sit down with the wizard and talk turkey. COMPANIONS: Shaft CG M HU F6, Brother Courtesy. LUCKY CHARM: Having killed one of the devil's heads, Chisaibu braids a lock of its hair into a bracelet to give him strength.

7. Hell of a night. Chisaibu speaks with gods and priests, and he and Shaft agree to save the world. Or the village or whatever. They hook up with the wizard and raid the City Underregent's manor, with the assistance of a dozen drunks. Their sneakery is discovered and they cut their way in. Chisaibu pulls out his boomstick. They fight their way to the top and kill a lot of guys with yellow blood, including the City Underregent. They fly out and stagger home. Chisaibu and Shaft ride out of town to let things cool down a little. COMPANIONS: Shaft CG M HU F7, Giandurre. LUCKY CHARM: Not sure what Chisaibu is going to keep as a souvenir, but he hasn't levelled up yet, so I don't really have to choose.


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All text and images copyright � 2001 John Payne. All rights reserved.
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