TEXT: ™
  
  1
  Original Design Team
  Mythos and Game Design: Greg Gorden, Bill 
  Slavicsek, & Douglas Kaufman, with Ed Stark, Greg 
  Farshtey, Stan!, Brian Schomburg, Christopher 
  Kubasik, Ray Winninger, and Paul Murphy
  Additional Concepts and Playtesting: Daniel 
  Scott Palter, Denise Palter, Jonatha Ariadne Caspian, 
  Michael Stern, Richard Hawran, C.J. Tramontana, 
  Martin Wixted
  Technical Assistance: Dr. Michael Fortner, Dr. 
  George Exner
  Original Cover Illustration: Daniel Horne
  Playtesting and Advice: Eric Aldrich, Paul 
  Balsamo, Jeff Brown, Laura Brown, Tim Brown, 
  Gary Corbin, Troy Faraone, Mike Landsdaal, Letha 
  Owens, Barbara Schlichting, John White
  Original Logo Design: Tom Tomita
  Revised & Expanded Developers: Eric Gibson, 
  Jim Ogle, Gareth Michael Skarka, Nikola Vrtis, 
  Stephen Marsh, Talon Dunning
  © 2017 Ulisses Spiele. Torg, The Possibility Wars, and all unique characters, concepts, locations, and creatures are trademarks and/or copyrights of Ulisses Spiele. All rights reserved.
  TOrg eTerniTy Design Team
  Writing: Dean Gilbert, Darrell Hayhurst, Shane 
  Lacy Hensley, Bill Keyes, Henry Lopez, Aaron 
  Pavao
  Editing: Matthew Cutter
  Contributors: Greg Gorden, Jim Ogle, Steve 
  Kenson, Ed Stark, George Strayton, Henry Lopez, 
  Aaron Pavao, Angus Abranson, Steven Marsh, 
  Patrick Kapera, Bill Keyes, John Terra, James 
  Knevitt, Jonathan Thompson, Andy Vetromile, 
  Joseph Wolf
  Art Director: Aaron Acevedo
  Graphic Design: Aaron Acevedo, Jason Engle
  Cover: Gunship Revolution
  Interior Illustrations: Chris Bivins, Matheus 
  Calza, Dennis Darmody, Talon Dunning, Bien 
  Flores, Gunship Revolution, Alida Saxon, Andy 
  Trabbold
  Playtesting: 
  Jimmy 
  Macias, 
  Michael 
  Conn, 
  Damien Coltice, Michael Mingers, Michelle 
  Hensley, Ron Blessing, Veronica Blessing, Scott 
  Sizemore, Golda Lloyd, Andrew Harvey, Dale 
  Davies, Ed Rugolo, Scott Walker, Darrell Brooks, 
  Melvin Willis, James Dawsey, Brad Rogers, Jamal 
  Hassan, Jeremy Dawsey
  
  2
  CONTENTS
  INTRODUCTION
  Using Day One Adventures  � � � � � � � � � � � � � � � � �  4
  Learning the Game  . . . . . . . . . . . . . . . . . . . . . . . .  4
  Suggested Order  . . . . . . . . . . . . . . . . . . . . . . . . .  5
  Additional Materials  . . . . . . . . . . . . . . . . . . . . .  5
  Dramatis Personae  . . . . . . . . . . . . . . . . . . . . . . . .  6
  Transcendence   . . . . . . . . . . . . . . . . . . . . . . . . . .  6
  Using Different Characters  . . . . . . . . . . . . . . . .  6
  Starting Card Hands   . . . . . . . . . . . . . . . . . . . . . .  7
  After Day One  . . . . . . . . . . . . . . . . . . . . . . . . . . . .  7
  THE LIVING LAND
  Dramatis Personae: The Living Land  � � � � � � � � �  8
  Act One: The Living Land  � � � � � � � � � � � � � � � � �  10
  Scene One: Beachead  . . . . . . . . . . . . . . . . . . . . .  10
  The Passengers and Crew  . . . . . . . . . . . . . . . .  10
  The Storm Arrives   . . . . . . . . . . . . . . . . . . . . . .  12
  Trouble Ahoy   . . . . . . . . . . . . . . . . . . . . . . . . . .  13
  The End of the World   . . . . . . . . . . . . . . . . . . .  15
  Scene Two: Death From Above   . . . . . . . . . . . .  16
  Making Preparations  . . . . . . . . . . . . . . . . . . . .  16
  Lakten Attack   . . . . . . . . . . . . . . . . . . . . . . . . . .  16
  Scene Three: Death From Below   . . . . . . . . . . .  18
  All Ashore  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  19
  Act Two: Manhattan   � � � � � � � � � � � � � � � � � � � � � �  20
  Scene One: Concrete Jungle   . . . . . . . . . . . . . . .  20
  Bring Out Your Dead  . . . . . . . . . . . . . . . . . . . .  21
  Scavenging  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  22
  Checkpoint   . . . . . . . . . . . . . . . . . . . . . . . . . . . .  22
  Scene Two: The Lost World   . . . . . . . . . . . . . . .  24
  Message in a Bottle  . . . . . . . . . . . . . . . . . . . . . .  24
  Exploring Ukhaan   . . . . . . . . . . . . . . . . . . . . . .  24
  A View From the Top   . . . . . . . . . . . . . . . . . . .  25
  Scene Three: Lord of the Ward  . . . . . . . . . . . . .  27
  Inside the Lobby  . . . . . . . . . . . . . . . . . . . . . . . .  28
  Brandt the Thunderlord   . . . . . . . . . . . . . . . . .  28
  Aftermath   . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  29
  Act Three: Exodus  � � � � � � � � � � � � � � � � � � � � � � � �  30
  Scene One: Contact  . . . . . . . . . . . . . . . . . . . . . . .  30
  The Edeinos Are Coming   . . . . . . . . . . . . . . . .  31
  Evacuation  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  32
  Scene Two: Holland Tunnel  . . . . . . . . . . . . . . .  33
  Through the Tunnel  . . . . . . . . . . . . . . . . . . . . .  33
  Scene Three: Showdown  . . . . . . . . . . . . . . . . . .  35
  Epilogue  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  35
  Living Land Threats  . . . . . . . . . . . . . . . . . . . . . .  36
  AYSLE
  Dramatis Personae: Aysle  � � � � � � � � � � � � � � � � � �  40
  Act One: Aysle  � � � � � � � � � � � � � � � � � � � � � � � � � � �  42
  Scene One: Dragons Over London . . . . . . . . . .  42
  The Ground Shakes  . . . . . . . . . . . . . . . . . . . . .  43
  Over the Edge  . . . . . . . . . . . . . . . . . . . . . . . . . .  44
  A Statue Attacks  . . . . . . . . . . . . . . . . . . . . . . . .  45
  Clockwork Lion   . . . . . . . . . . . . . . . . . . . . . . . .  45
  Trouble in the Square  . . . . . . . . . . . . . . . . . . . .  45
  Charing Cross Attack  . . . . . . . . . . . . . . . . . . . .  46
  Scene Two: Dragon Down  . . . . . . . . . . . . . . . . .  47
  Bezladrakus  . . . . . . . . . . . . . . . . . . . . . . . . . . . .  48
  Scene Three: Under the Gallery  . . . . . . . . . . . .  49
  A Glimmer of Hope  . . . . . . . . . . . . . . . . . . . . .  50
  The Webbed Tunnel  . . . . . . . . . . . . . . . . . . . . .  50
  The Way Down  . . . . . . . . . . . . . . . . . . . . . . . . .  51
  Act Two: Under London  � � � � � � � � � � � � � � � � � � �  52
  Scene One: Torment of the Dwarf  . . . . . . . . . .  52
  The Dwarf’s Tale  . . . . . . . . . . . . . . . . . . . . . . . .  54
  Scene Two: The Temple of Corba’al  . . . . . . . . .  55
  The Door of Bones  . . . . . . . . . . . . . . . . . . . . . .  55
  The Charnel Gallery  . . . . . . . . . . . . . . . . . . . . .  56
  Scene Three: The Ritual  . . . . . . . . . . . . . . . . . . .  56
  Disrupting the Ritual  . . . . . . . . . . . . . . . . . . . .  56
  Antenoch  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  58
  The Fall of the Temple  . . . . . . . . . . . . . . . . . . .  59
  Epilogue  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  59
  Aysle Threats   . . . . . . . . . . . . . . . . . . . . . . . . . . .  60
  PAN-PACIFICA
  Dramatis Personae: Pan-Pacifica  � � � � � � � � � � � �  62
  Act One: Pan-Pacifica  � � � � � � � � � � � � � � � � � � � � �  64
  Scene One: Horror in Harajuku  . . . . . . . . . . . .  64
  Jiangshi Attack   . . . . . . . . . . . . . . . . . . . . . . . . .  66
  Scene Two: Escape from Harajuku   . . . . . . . . .  68
  Bad News  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  68
  Leaving Harajuku  . . . . . . . . . . . . . . . . . . . . . . .  69
  Scene Three: The Shrine   . . . . . . . . . . . . . . . . . .  71
  Survivors  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  71
  
  3
  Treasure in the Shrine  . . . . . . . . . . . . . . . . . . .  73
  Things Turn Bad  . . . . . . . . . . . . . . . . . . . . . . . .  73
  The Infected Attack   . . . . . . . . . . . . . . . . . . . . .  74
  A New Mutation  . . . . . . . . . . . . . . . . . . . . . . . .  74
  Scene Four: The Kanawa Site  . . . . . . . . . . . . . .  74
  Automated Defenses  . . . . . . . . . . . . . . . . . . . .  74
  Inside the Building  . . . . . . . . . . . . . . . . . . . . . .  75
  Race to the Top  . . . . . . . . . . . . . . . . . . . . . . . . .  76
  End of the Line  . . . . . . . . . . . . . . . . . . . . . . . . .  77
  Epilogue  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  77
  Pan-Pacifica Threats  . . . . . . . . . . . . . . . . . . . . . .  78
  Infected—Cold  . . . . . . . . . . . . . . . . . . . . . . . . .  80
  Infected—Hunger  . . . . . . . . . . . . . . . . . . . . . . .  80
  Infected—Confused  . . . . . . . . . . . . . . . . . . . . .  81
  Infected—Rage  . . . . . . . . . . . . . . . . . . . . . . . . .  81
  Infected—Agony   . . . . . . . . . . . . . . . . . . . . . . .  81
  Infected—Numb  . . . . . . . . . . . . . . . . . . . . . . . .  81
  THARKOLD
  Dramatis Personae: Tharkold  � � � � � � � � � � � � � �  82
  Act One: Tharkold  � � � � � � � � � � � � � � � � � � � � � � � �  84
  Moment of Crisis   . . . . . . . . . . . . . . . . . . . . . . .  84
  Scene One: Mission Moscow   . . . . . . . . . . . . . .  84
  Scene Two: The Lab  . . . . . . . . . . . . . . . . . . . . . .  89
  Scene Three: Convoy of Death  . . . . . . . . . . . . .  91
  Ride or Die  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  92
  Destroyer of Worlds  . . . . . . . . . . . . . . . . . . . . .  94
  Scene Four: Gorgabuus  . . . . . . . . . . . . . . . . . . .  95
  Epilogue  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  95
  Tharkold Threats   . . . . . . . . . . . . . . . . . . . . . . . .  95
  Vehicles   . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  97
  THE NILE EMPIRE
  Dramatis Personae: The Nile Empire  � � � � � � � �  98
  Act One: The Nile Empire  � � � � � � � � � � � � � � � �  100
  Scene One: The Sands of Giza   . . . . . . . . . . . .  100
  Seeing the Sights  . . . . . . . . . . . . . . . . . . . . . . .  100
  The Bridge Lands  . . . . . . . . . . . . . . . . . . . . . .  101
  A Cobra Strikes  . . . . . . . . . . . . . . . . . . . . . . . .  103
  Egyptian Cobra  . . . . . . . . . . . . . . . . . . . . . . . .  103
  Strafing Run   . . . . . . . . . . . . . . . . . . . . . . . . . .  103
  Unstable Ground  . . . . . . . . . . . . . . . . . . . . . .  104
  Goose-Stepping Hordes   . . . . . . . . . . . . . . . .  104
  Pharoah Himself  . . . . . . . . . . . . . . . . . . . . . . .  105
  Scene Two: Under Khafre’s Shadow  . . . . . . .  105
  The Chamber of Sands  . . . . . . . . . . . . . . . . . .  105
  The Chamber of the Scroll  . . . . . . . . . . . . . . .  107
  The Shaft  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  108
  Scene Three: Escape from Giza   . . . . . . . . . . .  108
  Running the Escape  . . . . . . . . . . . . . . . . . . . .  110
  After Giza   . . . . . . . . . . . . . . . . . . . . . . . . . . . .  111
  Epilogue  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  111
  Nile Empire Threats  . . . . . . . . . . . . . . . . . . . . .  112
  Vehicles   . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  113
  CYBERPAPACY
  Dramatis Personae: The Cyberpapacy  � � � � � �  114
  Act One: The Cyberpapacy  � � � � � � � � � � � � � � �  116
  Scene One: Orange Skies  . . . . . . . . . . . . . . . . .  116
  Theater of the New Order  . . . . . . . . . . . . . . .  117
  The Assembly  . . . . . . . . . . . . . . . . . . . . . . . . .  119
  The Riot  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  120
  Scene Two: Baptism by Metal  . . . . . . . . . . . . .  121
  Father Anonyme  . . . . . . . . . . . . . . . . . . . . . . .  121
  Entering Clinique d’Orange  . . . . . . . . . . . . .  122
  The Waiting Room  . . . . . . . . . . . . . . . . . . . . .  122
  Chamber of Horrors  . . . . . . . . . . . . . . . . . . . .  122
  Attack of the Cybergoyle  . . . . . . . . . . . . . . . .  123
  Scene Three: All Aboard!  . . . . . . . . . . . . . . . . .  125
  Conjunction Junction  . . . . . . . . . . . . . . . . . . .  125
  Caught in the Act  . . . . . . . . . . . . . . . . . . . . . .  126
  Scene Four: The Heavenly Host  . . . . . . . . . . .  126
  Epilogue  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  127
  Cyberpapacy Threats  . . . . . . . . . . . . . . . . . . . .  127
  ORRORSH
  Dramatis Personae: Orrorsh  � � � � � � � � � � � � � � �  130
  Act One: Orrorsh  � � � � � � � � � � � � � � � � � � � � � � � �  132
  Scene One: Bad Trip  . . . . . . . . . . . . . . . . . . . . .  132
  The Ticking Clock  . . . . . . . . . . . . . . . . . . . . . .  133
  Bad Omens   . . . . . . . . . . . . . . . . . . . . . . . . . . .  133
  The Petrol Station  . . . . . . . . . . . . . . . . . . . . . .  134
  On the Edge  . . . . . . . . . . . . . . . . . . . . . . . . . . .  135
  When Darkness Falls  . . . . . . . . . . . . . . . . . . .  135
  Scene Two: Home Sweet Home  . . . . . . . . . . .  135
  The Village  . . . . . . . . . . . . . . . . . . . . . . . . . . . .  135
  Searching the Village  . . . . . . . . . . . . . . . . . . .  137
  The Survivor  . . . . . . . . . . . . . . . . . . . . . . . . . .  137
  The Hanging Bones  . . . . . . . . . . . . . . . . . . . .  138
  Preparing Defenses   . . . . . . . . . . . . . . . . . . . .  139
  The Gospog Fields  . . . . . . . . . . . . . . . . . . . . .  139
  Attack of the Guardian   . . . . . . . . . . . . . . . . .  140
  Leaving Town  . . . . . . . . . . . . . . . . . . . . . . . . .  140
  Scene Three: Dead By Dawn  . . . . . . . . . . . . . .  141
  Devil Bats  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  141
  Tiller and His Crop   . . . . . . . . . . . . . . . . . . . .  141
  Epilogue  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  141
  Orrorsh Threats   . . . . . . . . . . . . . . . . . . . . . . . .  142
  
  USING DAY ONE 
  ADVENTURES
  4
  T
  he Day One adventures are meant to serve as 
  an introduction to the game mechanics and 
  unique realms of Torg Eternity. All across 
  the world, the villainous Possibility Raiders have 
  invaded Core Earth. Where they land, the laws of 
  reality bend to resemble the strange worlds they 
  came from—known as cosms in Torg Eternity. 
  Each adventure is set within the first 24 hours of 
  this coordinated attack. The characters all start as 
  normal people caught in the overwhelming chaos 
  and confusion of each invasion. However, these 
  characters are fated to face a “Moment of Crisis“ 
  and become Storm Knights—powerful heroes who 
  fight back against the Possibility Raiders and their 
  High Lord masters. 
  As each adventure progresses, the heroes may 
  learn more about their dreaded foes and how they 
  operate.
  LEARNING THE GAME
  Throughout these adventures the text calls out 
  examples of relevant rules, insight into how to use 
  them, and tactical advice for the players.
  Advice directed specifically toward a new 
  Game Master (GM) appears like this to set it 
  apart from the regular text� 
  All the advice is meant to help a group learn the 
  game—not enforce a single way to play it. The 
  most important rule of the game is to have fun. 
  Keep that in mind if a piece of advice conflicts with 
  the GM’s or group’s style of play. 
  It’s worth noting that while Day One adventures 
  are a useful introduction to Torg Eternity, they are 
  atypical in a few crucial ways. 
  In a normal Torg Eternity game, the adventures 
  follow the continuing exploits of a band of Storm 
  Knights created by the players and drawn from 
  many different realms. Each of the Day One 
  adventures, on the other hand, features a cast of 
  pregenerated characters who all hail from Core 
  Earth. The characters for each adventure are 
  different, so the Storm Knights don’t have much 
  chance to earn experience (XP) or gain power.
  
  The arrival of a maelstrom bridge signals doom for everyone nearby.
  5
  Each of the other cosms are only one act each, 
  and build upon what’s different about that cosm’s 
  invasion and play experience. Pan-Pacifica is 
  especially grisly—with a high chance that every 
  character may perish—so it’s placed between 
  two adventures where the characters are stronger 
  thanks to the World Laws or equipment.
  The Tharkold adventure introduces the rules for 
  chases and vehicles, which may come up again 
  during the Nile Empire adventure. These concepts 
  aren’t covered in depth again if they’ve been 
  introduced in an earlier adventure.
  ADDITIONAL MATERIALS
  Check www.ulisses-us.com for enhanced materials 
  for these adventures, including frequently asked 
  questions and pre-filled character sheets for all of 
  the default heroes.
  SUGGESTED ORDER
  Each invasion begins within hours of the others, 
  so most of the events are roughly concurrent. The 
  adventures aren’t chronological, but instead placed 
  in an order that highlights different aspects of rules 
  as they apply to the style and mood of each cosm. 
  The adventures may be played in any order 
  desired, but there are a few things to be aware of if 
  changing the order.
  The Living Land adventure contains the most 
  advice about basic mechanics and getting started 
  with the game, and also the most information 
  about High Lords and the invasion in general. It’s 
  the longest adventure (three acts), but it takes time 
  to introduce key concepts of the game. If the group 
  is already familiar with those rules and concepts, 
  those acts play more quickly than intended.
  The Aylse adventure is the second-longest and 
  leverages a setting that most players are more 
  familiar with: medieval fantasy. The players take 
  a more traditionally heroic role here as well, which 
  sets a contrast against what follows.
  
  6
  DRAMATIS PERSONAE
  Each adventure features a cast of six pregenerated 
  heroes, called the Dramatis Personae. Players may 
  change the names and genders of the characters 
  freely, but the basic character concept and any 
  relationships should remain intact. Each hero is 
  a legal starting character with two exceptions: 
  starting equipment varies wildly depending on the 
  circumstances of the adventure, and the character 
  doesn’t start play as a Storm Knight! 
  TRANSCENDENCE
  Normally, the heroes of Torg Eternity have already 
  experienced their “Moment of Crisis“ before 
  starting play. In Day One players get to experience 
  this turning point firsthand.
  As they go about their normal, daily lives the 
  characters haven’t unlocked the incredible abilities 
  they’ll have as Storm Knights. They are talented, 
  even destined for greatness, but they aren’t 
  heroes—yet.
  That means that at the beginning of the adventure 
  the characters don’t start with any Possibilities. 
  Players still draw a hand of Destiny cards (see 
  Starting Card Hands below). Some attributes, 
  skills, or Perks may be tied to the character’s 
  transcendence into a Storm Knight. Such abilities 
  are [underlined and inside brackets]. 
  Once the character has a “Moment of Crisis,“ those 
  abilities immediately unlock and the character 
  gains her starting Possibilities—usually three, 
  but perhaps more depending upon Perks. If the 
  character was rolling a test when she transcended, 
  one of those new Possibilities may be spent on the 
  test!
  mOmenT Of Crisis
  The transformation into Storm Knight occurs once 
  the character puts herself at risk to help someone 
  else, or takes direct action to fight the Possibility 
  Raiders. Once a hero “steps up,“ Possibility 
  Energy floods into her, converting her into a more 
  adventurous and powerful version of herself. 
  Be on the lookout for opportunities to trigger 
  the “Moment of Crisis“ as soon as a player does 
  something heroic. Immediately describe the 
  influx of power and energy, and any physical 
  transformation that accompanies the change. 
  Each adventure includes multiple opportunities 
  for crises in the opening scenes. Set any characters 
  who haven’t transformed yet closer to these events 
  so they have the first opportunity to react. 
  In adventurous realms like Aysle or the Nile 
  Empire, offer the option to narratively describe 
  the character’s crisis if it hasn’t come after the first 
  scene. The player doesn’t have to use this option, 
  but the game is more fun with Storm Knights. In 
  harsher realms such as Orrorsh or Pan-Pacifica, let 
  the moment come naturally—or not at all!
  WOunDs
  Another possible trigger for a “Moment of Crisis“ 
  is when the character suffers one or more Wounds. 
  The character has a choice: accept the damage 
  or “fight back“ to try to negate it. Fighting back 
  causes the transformation described above, and 
  the character may use Possibilities to Soak damage, 
  including the damage from that attack.
  USING DIFFERENT CHARACTERS
  It’s possible to run each adventure with custom 
  characters, or treat one like an origin story for 
  heroes intended in a normal campaign. There are a 
  few challenges to this approach.
  Some heroes available for normal play aren’t from 
  Core Earth at all. Such characters might work as 
  spies embedded in the High Lord’s troops or 
  advance scouts who made their way to Core Earth 
  in advance of the maelstrom bridges. The real issue 
  is such characters already know what’s going on, 
  which changes the tone of the adventure.
  As an origin story, Orrorsh and Pan-Pacifica are 
  especially harsh—the entire group is likely to die 
  horribly or disappear forever. On the other hand, 
  heroes who emerge from these stories as Storm 
  Knights feel particularly special.
  Finally, some encounters are tailored for the skills, 
  abilities, and especially the starting equipment 
  defined for the default Dramatis Personae. The 
  inclusion (or loss) of a particular relationship, 
  spell, skill, or weapon might significantly change 
  the adventure’s difficulty, or require some 
  improvisation to keep things flowing.
  
  7
  STARTING CARD HANDS
  Each player draws a hand of four Destiny cards at 
  the beginning of a Day One adventure, even though 
  the invasion may not have even started. These 
  characters are still fated to become heroes. 
  Since a character can’t play Possibilities, she also 
  can’t play Drama or Hero cards that are spent as 
  Possibilities.
  Players aren’t dealt a Cosm card at the beginning. 
  Once the maelstrom bridge lands and the axiom 
  wash from the invading cosm begins changing the 
  world, then players are dealt a Cosm card. Some 
  adventures call for Cosm cards to be dealt in the 
  second scene, not the first, especially if the cards 
  assume social or environmental factors that take a 
  little more time to develop.
  AFTER DAY ONE
  Although 
  each 
  adventure 
  is 
  self-contained, 
  the outcome of each may continue to affect the 
  Possibility Wars. 
  A player who becomes attached to a specific 
  character from one of the cosms may choose to 
  continue that Storm Knight’s career in a regular 
  campaign—assuming he survives. More likely, 
  surviving heroes might show up as useful 
  background characters later.
  It adds an extra layer of interest when players 
  interact with one of these survivors elsewhere. 
  Likewise these Storm Knights are a useful resource 
  when background characters are needed as contacts 
  or even for a romance.
  The adventures themselves may also serve as an 
  inspiration for different tales happening at roughly 
  the same time—exploring the fates of similar 
  groups of people closer to the maelstrom bridges or 
  even farther away, and how the change in location 
  affects their chances of survival.
  ACT AND SCENE BREAKS
  Each adventure is split into sections called 
  acts and scenes. This isn’t just a stylistic 
  conceit—it’s a mechanical necessity. 
  Scenes matter because Destiny cards don’t 
  refill until the scene changes, even if a scene 
  includes multiple encounters. Some abilities 
  may only be used once a scene.
  An act is meant to be approximately one 
  full game session, and Possibilities and 
  Cosm cards reset between acts so the break 
  is important. Sometimes an act may take 
  more time, especially if the group really digs 
  into role-playing a scene, or far less if they 
  find a shortcut or pass over all the optional 
  activities.
  There are two main ways to handle it when 
  an act doesn’t end precisely when a game 
  session would.
  One method is to perform the reset exactly 
  when the act ends, and then store each 
  player’s cards and Possibilities so next game 
  session the act may pick up exactly where it 
  left off. Take time for a short break between 
  the acts to allow players to grab snacks or 
  discuss the events so far, and deal new cards 
  and reset each player’s Possibilities after the 
  break.
  Alternatively, the act can be artificially 
  extended or shortened by a scene. This 
  method works best if it there’s only time for 
  one more scene, or only part of a scene. The 
  reset that accompanies a new act then comes 
  at the beginning of the next game session as 
  usual.
  Either way works, just so long as the act 
  reset happens sometime. Which method is 
  better depends entirely on the exact timing 
  and the personal taste of the group.
  
  8
  DRAMATIS PERSONAE: THE LIVING LAND
  OFFICER ISABEL REYES
  Isabel is a mounted NYPD officer enjoying some time off. After her tour of the bay she plans to check 
  in at the stables near Central Park to visit the horses there. Though off-duty, Isabel is still carrying her 
  backup weapon. She’s a tough, no-nonsense, native New Yorker, and proud to be a cop.
  Quote: “You creatures messed with the wrong city.“
  Cosm: Core Earth
  Attributes: Charisma 7, Dexterity 10, Mind 7, Spirit 8, Strength 8
  Skills: Beast riding 3, dodge 1, evidence analysis 1, find 1, fire combat 2, intimidation 2, land vehicles 
  1, maneuver 1, melee weapons 1, [reality 1], streetwise 1, unarmed combat 1
  Move: 10; Tough: 8; Shock: 10; Wounds: 3
  Equipment: .38 revolver (Damage 12, Range 10/25/40, Ammo 6), badge
  Perks: Endurance, Indomitable
  PROFESSOR DARNELL MOORE
  Professor Moore is a noted paleo-botanist, speaking at the American Museum of Natural History 
  tomorrow on the plants of the cretaceous period. He’s taking a sightseeing tour of upper New York 
  before heading back to the hotel to prepare for the large gathering of his peers.
  Quote: “Fascinating, that species of fern has been extinct for millions of years.“
  Cosm: Core Earth
  Attributes: Charisma 7, Dexterity 7, Mind 11, Spirit 8, Strength 7
  Skills: Dodge 1, evidence analysis 2, find 2, persuasion 1, [reality 2], scholar 3, science 1, survival 2, 
  trick 2
  Move: 7; Tough: 7; Shock: 8; Wounds: 3
  Equipment: Book bag, mobile phone, tablet
  Perks: [Negation], Situational Awareness
  FATHER ALEJANDRO REYES
  “Padre Alex“ is a Catholic priest taking a few hours off to enjoy the weather and some time with his 
  older sister Isabel. Afterward he plans to prepare for evening mass. He grew up in Manhattan, and now 
  takes every opportunity to connect with his community and offer guidance.
  Quote: “The Lord helps those who help themselves.“
  Cosm: Core Earth
  Attributes: Charisma 8, Dexterity 7, Mind 7, Spirit 10, Strength 8
  Skills: Dodge 1, faith 3, find 1, fire combat 1, persuasion 2, lockpicking 1, [reality 2], stealth 1, streetwise 
  1, taunt 1, unarmed combat 2
  Move: 7; Tough: 8; Shock: 10; Wounds: 3
  Equipment: Mobile phone, cross
  Perks: Brawler, [Miracles (bless, soothe, and ward enemy)]
  
  9
  COLLEEN BRIDGES [LEENA]
  Colleen is a single mother, spending time with her increasingly distant son Wade. Colleen is under stress 
  herself, passed over for promotion several times at her job as an interpreter. She tries not to let her 
  frustration spill over into her personal life. 
  Quote: “I don’t think these things speak English—or French.“
  Cosm: [Living Land]
  Attributes: Charisma 6, Dexterity 9, Mind 7, Spirit 8, Strength 10
  Skills: Dodge 2, [faith 1], find 1, [intimidation 2], [melee weapons 3], persuasion 2, [reality 1], [stealth 1], 
  [survival 2], [tracking 1]
  Move: 9; Tough: 10; Shock: 8; Wounds: 3
  Equipment: Mobile phone, purse
  Perks: [Relentless], [Whirlwind]
  WADE BRIDGES
  Wade’s mother made him spend the whole day with her. Something about family time. She’s normally 
  such a pushover, but today she was adamant. He’s brought his hockey stick along, hoping she’ll relent 
  and let him go play with the guys later. Maybe if she hangs around to watch him shoot that counts as 
  bonding?
  Quote: “Game on!“
  Cosm: Core Earth
  Attributes: Charisma 7, Dexterity 11, Mind 6, Spirit 7, Strength 9
  Skills: Dodge 2, find 1, maneuver 2, melee weapons 3, missile weapons 2, [reality 1], scholar 1, streetwise 
  1, taunt 2, unarmed combat 1
  Move: 11; Tough: 9; Shock: 7; Wounds: 3
  Equipment: Mobile phone, hockey stick (Damage Str +2/11)
  Perks: [Prodigy], Whirlwind
  VANESSA “DOC” DIMASALANG
  Vanessa is an EMT at Forest Hills Hospital in Queens. She started there recently after finishing her 
  training and time in the US Army as a combat medic. Today is the first day off she’s had in months, and 
  she’s savoring the idea of time to herself with no major crises to deal with.
  Quote: “Stop squirming, this is for your own good.“
  Cosm: Core Earth
  Attributes: Charisma 8, Dexterity 8, Mind 10, Spirit 8, Strength 6
  Skills: Dodge 2, evidence analysis 1, find 1, first aid 3, fire combat 1, persuasion 2, medicine 2, [reality 
  1], science 1, taunt 1, trick 1
  Move: 9; Tough: 6; Shock: 8; Wounds: 3
  Equipment: Mobile phone, tablet
  Perks: [Bolster], [Helper]
  
  ACT ONE: THE 
  LIVING LAND 
  BY AARON PAVAO
  10
  S
  ix people, mostly strangers, meet while on 
  a boat trip in the East River near Manhattan 
  when the Living Land’s first maelstrom 
  bridge falls in Queens. The axioms of Takta Ker 
  wash across our heroes and everything changes. 
  People panic and transform into brutal versions of 
  themselves, and monsters sweep into Queens and 
  Brooklyn from the bridge. Ships stop working in 
  the low Tech axiom, leaving the survivors drifting 
  near the overgrown Manhattan shore. The group’s 
  first goal in this chaos is simple: find a way back to 
  land.
  The action continues in Act Two: Manhattan and 
  Act Three: Exodus.
  Let each player choose a character� They start 
  as the “Ord“ version, so some skills and 
  Perks aren’t available yet� 
  Deal each player a hand of four Destiny 
  cards� They may not be Storm Knights yet, 
  but they are each marked by fate! Destiny 
  cards that spend like Possibilities (such as 
  Drama or Hero cards) don’t work until the 
  hero has a Moment of Crisis� Cards that don’t 
  use Possibilities work just fine. 
  Don’t deal Cosm cards or hand out 
  Possibilities yet�
  SCENE ONE: BEACHHEAD 
  Standard Scene� The tour boat moves south 
  down the East River, and is currently just north 
  of Manhattan Bridge. The vessel has an open 
  observation deck for sightseeing, as well as a lower 
  main deck lounge enclosed by glass windows 
  where a television plays the pre-game for the Mets’ 
  season opener. 
  THE PASSENGERS AND CREW
  It’s nearing one o’clock, and storm clouds are 
  just now starting to build overhead after an 
  otherwise clear and sunny day. Describe the other 
  people aboard and let the players introduce their 
  characters.
  
  An edeinos rides a lakten high above the maelstrom bridge.
  11
  Quote: “Son of a—uh—pardon my French, 
  ma’am.“
  Cam franklin
  Cam is relatively new to the waterway, and wants 
  to impress Captain Stanton and the passengers. 
  He’s tall, lanky, and somewhat shy. He’s usually 
  serving refreshments from a small bar on the main 
  deck, but is now outside the enclosure checking 
  the moorings and ramp. Cam has a baby face, and 
  barely looks old enough to work.
  Quote: “Anything I can do for you? Maybe some 
  juice?“
  graDy Harris
  A haughty man in his late 20s. He dotes on 
  his daughter Amber, and they are both on the 
  observation deck looking at the city. He is picky 
  and smug, and has spent most of the trip pointing 
  CapTain BeCky sTanTOn
  A stocky, powerfully built woman in her late 30s. 
  She’s boated these waterways all her life. Stanton is 
  an obsessive Mets fan with a thick Brooklyn accent. 
  She’s in the pilot house atop the ferry, and has 
  insisted the pre-game be switched on in the main 
  deck lounge.
  Captain Stanton wears a Mets bucket hat over 
  her blonde braid, where she should be wearing an 
  official cap or nothing at all.
  Quote: “We’ll be ashore in about 30 minutes. In 
  the meantime enjoy the game. Go Mets!“
  fin lynCH
  The mechanic is an older, portly man with a thick 
  beard and long, tied-back hair. His speech is 
  peppered with profanity so he tries to stay away 
  from the tourists. He stays out back with the 
  engines the entire journey.
  
  A Storm Knight can make technology work in the Living Land—unless it’s already ruined.
  12
  out any little slip up the crew (or anyone else) has 
  made. Grady wears his long brown hair in a bun.
  Quote: “Is this juice organic?“
  amBer Harris
  Amber is a precocious young girl of nine. She 
  has long brown hair like her father Grady. She 
  continually gushes about how much she loves 
  dinosaurs and how after this trip she and her 
  father are headed to the museum—the same one 
  Professor Moore is scheduled to speak at. Amber 
  carries a stuffed dinosaur with her at all times.
  Quote: “This is Mister Bitey! Rawr.“
  lauren Clark
  Lauren wears an expensive, tailored business skirt 
  and jacket. She constantly complains about her 
  tyrannical boss. She spent most of the trip in the 
  lounge looking at her phone rather than the sights. 
  She took this trip in an effort to reduce her stress 
  level—it hasn’t worked. Lauren’s hairstyle is a 
  short, immaculately groomed Afro.
  Quote: “My boss is going to kill me if I don’t get 
  that TPS report finished.“
  THE STORM ARRIVES
  Read aloud or paraphrase the following:
  Captain Stanton’s voice from the pilot cabin directs 
  everyone’s attention northeast, where Citi Field lies 
  out of sight. The first pitch is about to be thrown at 
  the Mets’ Opening Day game, a momentous occasion 
  for the good captain! Strains of “The Star-Spangled 
  Banner” play from the television, but are overwhelmed 
  by a sudden, deep rumbling from the sky that rattles 
  the entire ship. 
  From the worsening storm above, something black 
  and massive falls, like a pillar of darkness half a mile 
  
  13
  wide. Hints of thick green vegetation whip out of the 
  torrent. The lower end disappears beyond the skyline 
  and the whole pillar shivers and straightens, as though 
  it had struck the Earth like a hammer.
  The television shows the Mets’ pitcher throwing the 
  first pitch of the game. A shadow falls over the field 
  and screams sound as the ball approaches the plate. 
  The feed cuts just before the batter takes a swing, and a 
  “PLEASE STAND BY“ screen replaces the ballgame. 
  Seconds later, a blast erupts from the Brooklyn 
  shoreline, crosses the East River—and the ferry—and 
  pounds into the skyscrapers of Manhattan, sending 
  glass flying. 
  The blast blows out the windows on one side of the 
  ferry and tosses it sharply in the water. The television 
  and every other modern piece of equipment on the 
  ferry goes dead. Everyone aboard is knocked down and 
  disoriented, ears ringing. 
  The Living Land’s axioms and World Laws 
  are now in effect, though the players and 
  characters may not understand what that 
  means yet� Deal each player one Cosm card�
  TROUBLE AHOY
  As the heroes regain their senses they notice several 
  brewing disasters occurring simultaneously. Two 
  men plunge into the water, which likely draws 
  attention first. 
  OverBOarD
  Grady and Cam the deckhand are both knocked 
  overboard by the blast. The boat still rocks violently 
  and the water is foamy and churning in the heavy 
  winds. Grady screams for help; he can’t swim. Cam 
  just flails wildly.
  Rescuing either man requires diving into the 
  stormy water, definitely an act worthy of a Moment 
  of Crisis! Grady is closer and can be recovered with 
  a Challenging (DN 12) Strength test. Throwing life 
  preservers or a rope won’t save the floundering 
  swimmers, but does grant a +2 bonus to the test.
  A failed test deals Fatigue (2 Shock) to the 
  swimmer. The same or another hero can try again, 
  but after a second failure Grady is lost in the chaos 
  of the churning river.
  This is most players’ first test, and it’s worth 
  walking them through it step by step� A 
  few key things to clarify now that may save 
  players trouble later:
  10s and 20s gain another d20 that adds to the 
  first. Add up the total of all dice rolled, then 
  check that total against the Bonus Chart to 
  find the modifier.
  Modifiers don’t apply to the d20 roll itself. 
  Emphasize this. Always go from the d20 
  result to the Bonus Chart, then apply any 
  other modifiers. Newer players tend to add 
  modifiers to the roll and then try to compare 
  that result to the chart — which is backwards�
  The target for a success, called the DN, 
  is 10 unless otherwise specified (such as 
  attempting to hit a target’s defense). The test 
  to rescue Grady is “Challenging“ and gets 
  a −2 modifier. That can be expressed either 
  as trying to get a 10 with a –2 modifier, or 
  simply trying to get DN 12.
  The player adds all the modifiers together 
  (the bonus generated by the roll, plus any 
  other applicable modifiers) and adds that to 
  Strength� If the result meets or exceeds the 
  DN the test succeeds. Beating the DN by 5 
  or more generates a Good Success, and by 10 
  or more generates an Outstanding Success� 
  This is true for every test�
  On a Standard success the hero rescues an 
  unconscious Grady, but still suffers 2 Shock for 
  the exertion. A Good result avoids any Shock, and 
  an Outstanding result executes the rescue quickly 
  enough that Grady remains conscious.
  Cam’s situation is worse. The shockwave that hit 
  was the axiom wash of the Living Land, and he’s 
  succumbed to it. When a swimmer gets near, the 
  flailing deckhand’s uniform is frayed and tattered, 
  and his eyes are wild and confused. The terrified 
  man attacks anyone who approaches him.
  Cam must be KO’ed or restrained before he can be 
  rescued. Cam has already suffered four Shock from 
  drowning and fatigue, so three more KOs him.
  • Primitive Human (1, no weapon): See page 
  37.
  
  VANESSSA 
  DIMASALANG
  14
  This rescue plays out as a combat. Only rescuers 
  who dove over the side to rescue Cam participate. 
  Grady’s rescuer is too busy helping him to 
  participate, unless an Outstanding Success sped 
  his rescue. Reveal a Drama card. 
  The card shows two Conflict Lines, one 
  for Standard Scenes and one for Dramatic 
  Scenes� This is a Standard Scene, so only 
  that line applies� The line shows whether the 
  Heroes act first or the Villains do, and if either 
  has any special advantages or disadvantages�
  Note the Approved Actions� This leads 
  naturally into describing Action Pool� 
  Outside of battle, Destiny cards can be 
  played at any time, but during combat 
  they can only be played from the 
  Action Pool� Remind players to play 
  a card into their pool at the end of 
  their actions� New players often 
  forget, and they’ll need them!
  Attacks work like any other 
  test, with the target equal to the 
  opponent’s defense (usually 
  dodge, melee weapons, unarmed 
  combat, or an interaction skill)� 
  A Good Success on an attack 
  adds +1BD damage, and an 
  Outstanding Success adds +2BD. 
  Cam’s unarmed combat is 8, so 
  that’s the DN to hit him with an 
  attack or try to grab him. Grappling 
  is a good option here� A Standard 
  success deals Strength −2 damage 
  (if the hero chooses)� A Good 
  success deals Strength damage and 
  restrains Cam, though he attempts to 
  break free so long as he’s conscious� 
  An Outstanding success completely 
  restrains Cam and ends the battle.
  Don’t worry if only one hero participates 
  in this encounter� It’s short, and provides 
  an easy battle as an introduction for 
  everyone�
  Cam disappears below the waves if he hasn’t 
  been KO’ed and grabbed after three rounds. 
  He becomes passive and skittish once he regains 
  consciousness aboard the ship and refuses to speak, 
  but there is gratitude in his wild eyes. 
  Anyone who braves the water sees large, dark 
  shapes moving beneath the surface, but there are 
  no attacks—yet.
  injuries
  Captain Stanton is stunned and badly bleeding in 
  the pilot’s cabin. A successful first aid test stops the 
  bleeding in time to save her life, but she remains in 
  a deep state of shock. There is an emergency 
  kit in the cabin that makes the first aid test 
  Favored if found. Either way, one of the 
  heroes must take charge of the situation.
  Anyone who checks the other passengers 
  finds they suffered minor cuts and bruises, 
  but nothing immediately threatening.
  HysTeriCs
  The heroes might choose to panic a 
  little, but the remaining passengers 
  are all coming apart at the seams. 
  A little role-playing or a Standard 
  persuasion test calms them down. A 
  Good Success means the person may 
  be assigned a simple task to carry 
  out, and an Outstanding result 
  means that person continues to 
  accept guidance for the remainder 
  of the adventure.
  • Amber 
  wails 
  about 
  her 
  father if he was lost or remains 
  unconscious.
  • If Grady is conscious he yells about 
  suing the captain, the line, and the city 
  itself for negligence. 
  • Lauren is distraught that her mobile 
  phone isn’t getting a signal, and becomes 
  increasingly desperate to get back to her 
  office.
  
  15
  THe engines
  It’s obvious to everyone that the ship’s engine has 
  stopped. Anyone who dove overboard to rescue 
  someone in the water noticed the hull is heavily 
  rusted. The ship now looks poorly maintained and 
  weathered abovedecks as well.
  The engines are located behind the main cabin 
  space, in a smaller room with a locked door. The 
  door is Easy (DN 8) to open with lockpicking, or 
  Captain Stanton has the keys. 
  Inside, Fin squints at the ruined engines like he’s 
  trying to remember something from long ago. 
  Once the door opens he waves a heavy wrench 
  threateningly at anyone who approaches him. 
  Fin won’t let anyone near enough to examine 
  him or the engine room. He’s confused and angry, 
  and blames the strangers aboard the ship for 
  what’s happening to him. A Challenging (DN 12) 
  persuasion or intimidation forces him to back down 
  and become docile. Otherwise he only becomes 
  submissive after he is KO’ed.
  • Primitive Human (1): See page 37.
  Once the heroes get past Fin, they find all the 
  machinery in the room is rusted and decayed.
  THE END OF THE WORLD
  Once the initial problems aboard the ferry are 
  resolved, the Storm Knights are distracted by a 
  plummeting airliner buzzing over the ferry. It 
  crashes into buildings on the Brooklyn shore. Black 
  smoke pours from the wreckage. Behind the crash 
  a thick white mist creeps out from Queens toward 
  the East River. 
  
  16
  SCENE TWO:  
  DEATH FROM ABOVE
  Standard Scene� The East River is littered with 
  disabled boats of all sizes, but none are nearby. 
  Larger ships are listing badly and some of the 
  smaller craft have already sunk. Hundreds of 
  winged creatures emerge from the mist enveloping 
  Queens and attack the craft closest to that shore.
  Several of the beasts approach the Storm Knights’ 
  vessel. The heroes have only a short time to prepare 
  themselves for the imminent attack.
  MAKING PREPARATIONS
  Isabella is already armed, but everyone else needs 
  to scavenge weapons or face the attackers with bare 
  hands. Each hero rolls a find test and selects an item 
  from the Searching the Ship chart below. 
  Items players ask for that aren’t on the chart may 
  be substituted if the GM agrees. Clever players 
  might convert alcohol bottles or diesel fuel from the 
  engine room into petrol bombs with a successful 
  Mind test. There are also flotation vests readily 
  available that provide +1 Armor to the torso of 
  anyone who dons one.
  LAKTEN ATTACK
  The attacking beasts resemble ancient pteranadons. 
  These have a six-meter wingspan, oversized claws, 
  and gnarly teeth. The most startling difference 
  becomes apparent once they swoop in close: a 
  humanoid lizard man rides upon each creature’s 
  back! The riders brandish spears and spur their 
  beasts toward battle.
  • Lakten (1 per 2 players): See page 36.
  • Edeinos Beast Rider (1 per lakten): See page 
  36.
  This is a fight, and all the Storm Knights are 
  involved. Reveal the next card from the Drama 
  Deck and begin the battle. 
  The riders start about 20 meters away. On their 
  first turn they fly toward the ferry and each hurls 
  a hrockt-shoot spear at Medium range (−2). On the 
  second round the lakten land atop the ferry and 
  attack alongside their masters.
  If any character hasn’t had a Moment of Crisis yet, 
  a rider throws a spear at a passenger who happens 
  to be nearby. The burgeoning Storm Knight may 
  attempt an Active Defense using dodge to push the 
  target out of the way—triggering her Moment of 
  Crisis before the test. Make the beast rider’s attack 
  against the character instead. 
  Active Defense is a good option when the 
  villains have an Up or Flurry on the Conflict 
  Line. Once attacked, roll a normal test and 
  add the generated bonus to every defense 
  until next round� Even if the roll wouldn’t 
  generate a bonus it still provides a minimum 
  +1. This option never makes things worse! 
  If Defend is also an Approved Action the 
  character draws a card the first time he’s 
  missed, or if no one attacks him at all.
  SEARCHING THE SHIP
  Find
  Usable items
  Fail
  Improvised Club: Damage Strength +2, become Vulnerable after a miss.
  Mets Bobblehead: No practical use at all.
  Standard
  Makeshift Spear: Damage Strength +2, Range 5/20/40 if thrown with missile weapons.
  Fire Extinguisher: Tech 22, puts out fires. Might be used for tricks or maneuvers.
  Good
  Fire Axe: Tech 16, damage Strength +2.
  Flare Gun: Tech 21, Damage 10, Fire, Range 10/25/40, Ammo 1 (two reloads), Small.
  Outstanding
  .38 Revolver: Tech 20, Damage 12, Range 10/25/40, Ammo 6, Small.
  Petrol Bomb: Tech 20, Damage 14, Range 10/20/30, Medium Blast, Fire.
  
  LEENA’S 
  TRANSFORMATION
  Colleen Bridges’s transformation into Leena is 
  a little different from the other Storm Knights. 
  Instead of the power of Core Earth sweeping 
  into her, she instead connects to the Living 
  Land. She changes into a primitive human. In 
  this case, her clothing, skills, and attitude all 
  change. 
  Leena still remembers her previous life, but 
  much of it now seems like a strange dream. 
  For example, she knows what cars do, and has 
  memories of driving one herself, but all the 
  particulars of how she did that are hazy now. If 
  she thinks about the contradictory parts of her 
  life for too long she gets a splitting headache. 
  Leena may still speak normal English if 
  she wishes, but often chooses terse simple 
  statements. Life is simpler now, and her speech 
  and attitude convey that. Most primitive 
  humans behave the same. They aren’t less 
  intelligent, terse speech just serves them better 
  in their new lives.
  She may wish to return to her old life, or she 
  could choose to embrace the freedom of her new 
  existence. Whatever her change in perspective, 
  Wade (if he’s in play) is still her son, her blood, 
  and she protects him with unmatched ferocity.
  Leena also understands that regardless of her 
  own choice, Ords don’t get to choose at all. 
  Even if Leena embraces Lanala and the Living 
  Land, she fights on behalf of those who want 
  to go back to their old lives among the “dead 
  things.“
  Some can’t cope with transformation at all, 
  and go completely mad. In the Living Land 
  such people usually become vicious marauders 
  or thoughtless brutes. These lost souls are 
  ruled by their primal instincts, and obey the 
  strongest leader without question. Although 
  Leena hasn’t succumbed to such madness, she 
  understands it.
  17
  When Attack is Approved, note the Living 
  Land’s Law of Savagery. All-Out Attacks 
  deal an extra bonus die (+1BD) of damage. 
  This applies to the edeinos and lakten as 
  well! Remember, using the All-Out Attack 
  option also makes the hero Very Vulnerable.
  Since weapons with a Tech Axiom above 6 
  are involved, this fight may feature the Storm 
  Knights’ first disconnection. When doing 
  something contradictory (such as using a 
  gun in the primitive Living Land) a 1 on the 
  d20 severs the Storm Knight’s connection to 
  his reality�
  Disconnection takes away the Storm Knight’s 
  ability to use Possibilities� That means the 
  hero can’t spend one to add a die to tests� It 
  also means he can’t Soak damage, leaving 
  him extremely vulnerable�
  At the beginning of each turn a disconnected 
  Storm Knight rolls a reality test to reconnect� 
  The test doesn’t require an action, it simply 
  happens� Currently the group is in a 
  Dominant Zone, which makes the test Hard 
  (DN 14).
  If the villains suffer a Setback on the Conflict Line, 
  one of the riders falls from his lakten and the beast 
  flies away. If the heroes suffer a Setback, another 
  lakten and rider appear to join the fray!
  Once the last edeinos is defeated, any remaining 
  lakten break off and fly away. Captured edeinos 
  don’t speak English, so interrogation is useless. At 
  the first opportunity a captured lizard man either 
  jumps overboard or attempts a new attack if he 
  feels the odds are in his favor.
  After the battle ends, have the players pick 
  up any Destiny cards from their Action Pools 
  and place them back in their hands� At the 
  beginning of a new scene (which is about to 
  happen) each player may discard a card, and 
  then draw back up to a hand of four� 
  Each character also recovers all Shock� That 
  isn’t always true, especially if there isn’t any 
  time to rest between fights, but in this case 
  there’s just enough time for the heroes to 
  catch their breath�
  
  18
  SCENE THREE:  
  DEATH FROM BELOW
  Dramatic Scene� After the lakten attack ends, 
  but before the Storm Knights have a chance to 
  implement any plan to get to dry land, they spot an 
  orange-hulled Coast Guard boat paddling toward 
  them from the Manhattan shore. There are six 
  crewmen aboard, rowing the smaller ship toward 
  the ferry. As the craft gets close the captain hails 
  them with a loud shout. “Just hang on, we’re here 
  to get you home!“ 
  On cue, the mighty jaws of a mosasaur rise out of 
  the water and snap shut on the patrol boat, splitting 
  it in half. The screams of the crew are quickly 
  silenced, and the great beast’s eye turns toward 
  the ferry. One of the remaining survivors aboard 
  screams and the massive beast swings around to 
  charge.
  • Mosasaurus (1): See page 36.
  Dealing with this monster won’t be easy. The 
  weapons the heroes have scrounged aren’t 
  powerful enough to threaten the beast without 
  spectacular rolls or careful cooperation. The Facing 
  a Monster sidebar offers some tactical advice to 
  help the heroes overcome this challenge. If the 
  heroes just try to hide inside the ship, the hungry 
  dinosaur rips open the hull and sinks the ferry.
  This is a Dramatic Scene, which makes things 
  even tougher on the heroes. The Conflict 
  Line usually benefits the villains more than 
  the heroes� 
  A Setback during this battle might have the 
  creature thrash against the ferry, which sends a 
  hero (or a panicked innocent) plunging into the 
  water. The mosasaurus usually attacks whoever 
  did the most damage or got the best interaction 
  against it first. If there are people in the water it 
  prioritizes them, and uses Multi-Target to try bite 
  each of them!
  Mosasaur attack!
  
  FACING A MONSTER
  The Storm Knights have yet to face a threat 
  as powerful as the mosasaur, and it requires 
  some new tactics and coordination to beat. This 
  battle should highlight the Action Pool, and 
  how playing and managing those cards builds 
  tension and allows the heroes to overcome 
  staggering odds—eventually!
  Remind players to use interactions to Stymie 
  the beast, or make it Vulnerable. A “Player’s 
  Call“ isn’t likely to drive the mosasaur away, 
  but at least eliminates its next action. If the 
  beast has suffered multiple Wounds a “Player’s 
  Call“ might force it to disengage and look for 
  an easier meal somewhere else—GM’s call.
  Each round, the heroes gain access to more 
  cards as they build toward the final blow. 
  Players can exchange cards from one Action 
  Pool to another at any time. A quickly traded 
  Opponent Fails card may save a life, or a Coup 
  De Grace swapped at a crucial moment could 
  end the fight.
  Heroes choose the order they act on their own 
  turn. Players who plan to use interactions or 
  play Supporter cards should act first, setting up 
  the later Storm Knights for better success.
  This is also a good time to introduce the 
  concept of playing for the Critical Moment. 
  Once per act, a player may play all the cards 
  from their hand as if they were in their pool. 
  This can make or break a tough battle. Note 
  that once a player does this all his cards must 
  either be played or discarded, so make it count!
  19
  The beast is always alongside (or atop) the ferry, 
  smashing into it and snapping across the deck with 
  its massive jaws. The creature stays on the surface 
  to attack, so no Concealment penalties apply.
  A particularly brave Storm Knight might leap into 
  the water and swim to the wreckage of the Coast 
  Guard vessel to recover more powerful weapons. 
  The crew were visibly armed with M4 rifles. Some 
  tried to fire on the mosasaur when it attacked, but 
  the rifles didn’t seem to work for them.
  Swimmers attempt a find test. A Standard success 
  finds one M4 rifle in the wreckage, a Good Success 
  locates two, and an Outstanding Success recovers 
  a third. A total of three rifles remain amidst the 
  wreckage. 
  M4s deal 13 damage and are capable of 
  Short Burst attacks. The magazine holds 30 
  rounds� The magazines are all full since the 
  unfortunate sailors were disconnected and 
  couldn’t fire. 
  Using a Short Burst grants a +2 bonus to 
  hit, and uses up 3 shots. On a 1 or 2 the rifle 
  Malfunctions and is useless until the hero 
  uses a full turn to clear the jam, let the rifle 
  cool, or fix whatever problem occurred.
  Once the heroes defeat this fearsome threat they 
  gain a well-earned respite, and have time to apply 
  first aid and recover any Shock as the ferry drifts 
  downriver with the current.
  ALL ASHORE
  There’s still trouble around—the distant sound of 
  occasional gunshots and the steady decay of the 
  ferry—but nothing that requires attention before 
  the scene ends. With the creature defeated, the 
  Storm Knights are likely eager to regain control of 
  the ferry or swim for shore.
  The Manhattan shoreline is reachable, and no more 
  monsters attack if the group attempts to swim for it. 
  The ship’s engine is beyond repair, but the rudder 
  can be manually manipulated to take advantage of 
  the current. Sails or oars eventually get the craft to 
  shore as well. If the Storm Knights do nothing at all 
  the ship’s hull breaches and the ferry sinks, forcing 
  everyone to swim for shore anyway.
  OuT Of THe frying pan
  The act ends when the group has managed to get to 
  shore. Depending on the timing, the end of an act 
  marks a good place to wrap up a game session. If 
  it’s not time to stop, everyone refreshes Possibilities 
  and draws a new Cosm card and hand of Destiny 
  cards. Each hero also earns (and may spend) five 
  XPs.
  
  ACT TWO: 
  MANHATTAN
  20
  O
  nce ashore, the characters discover New 
  York is overrun with edeinos. Lower 
  Manhattan Hospital is the most likely 
  checkpoint for any survivors. As the group journeys 
  across the city they discover the remnants of a lost 
  world previously conquered by Baruk Kaah. After 
  learning vital information about the Possibility 
  Wars, the Storm Knights reach the hospital, only to 
  find it in the grip of a mad Stormer.
  This is the start of a new act� Storm Knights 
  refresh their Possibilities back up to three—
  or four for Wade, who has the Prodigy Perk� 
  Deal each player a new hand of Destiny cards 
  and a new Living Land Cosm card� 
  If the first act went quickly enough this may 
  be the same game session as Act One� Ending 
  one game session and starting another 
  should be an act change, so the GM has some 
  discretion here� If it’s close to the end of 
  the session but everyone wants to continue, 
  Scene One can be played as though it were 
  part of Act One�
  SCENE ONE:  
  CONCRETE JUNGLE
  Standard Scene� The buildings on Manhattan 
  island are overgrown but intact, although most of 
  the windows are cracked or shattered. Plants both 
  strange and familiar have grown up throughout 
  the city, forcing their way through the cracking 
  pavement. The streets are empty except for rubble 
  and abandoned, rusting cars. 
  There are noises several blocks away in most 
  directions—screams, roars, and occasional brief 
  gunshots. The Storm Knights may have reached 
  dry land, but they are far from safe. 
  There are no humans in sight when the heroes 
  reach dry land. Most people are either huddled 
  inside buildings or have fled toward the bridges. 
  Those who ran for the Brooklyn or Manhattan 
  bridges met Baruk Kaah’s forces and a cruel fate. 
  There are no bodies here, but the smell of death 
  permeates the air.
  
  21
  The heroes may need a moment to confer about 
  where to go. The characters still with them all have 
  their own short-term objectives now:
  • Lauren wants to head for the financial 
  building where she works. She’s worried that 
  it’s been too long since she’s checked in with 
  her boss Brandt. An Easy (DN 8) persuasion or 
  intimidation test gets her to drop the idea.
  • Grady (if he’s still alive) wants to head 
  straight for New Jersey via the Holland Tunnel. 
  If he can’t convince the others to come, he and 
  his daughter stay with the heroes rather than 
  risking the trip on their own.
  • Captain Stanton is still injured, and should be 
  taken to a hospital. Wounded Storm Knights 
  may have the same desire. The nearest is New 
  York Presbyterian/Lower Manhattan Hospital. 
  Dr. Dimasalang doesn’t work there, but she 
  knows it well, and also knows it was used as a 
  disaster shelter and rally point during the 9/11 
  attacks.
  • Cam and Fin just want to get away now that 
  they’re on dry land. So long as they’re watched 
  they remain cooperative, but as soon as any 
  kind of conflict breaks out, they flee.
  • Isabel may feel duty-bound to head toward 
  her precinct back in Queens. Remind her 
  player that the group, especially the civilians, 
  need her. If she or the whole party chooses to 
  head back toward the Manhattan or Brooklyn 
  bridges, the horrible noises coming from those 
  directions grow increasingly louder. The rest of 
  Scene One and Scene Two play out the same. If 
  they don’t change direction the heroes run into 
  the edeinos forces described in Act Three.
  • If the heroes decide to split up, have the 
  gotaks below arrive on the scene immediately 
  to reinforce how dangerous the city is for those 
  traveling alone!
  BRING OUT YOUR DEAD
  The Storm Knights encounter a group of ghoulish 
  edeinos gotaks dragging human corpses down 
  the street. The large lizard men drag the bodies by 
  the ankles. The corpses’ chests are ripped open. 
  The morbid procession is moving south, possibly 
  toward Battery Park.
  Have the group attempt a stealth test against the 
  gotaks’ find (DN 8). If any hero fails the gotaks 
  turn to attack. If all the heroes succeed the gotaks 
  pass by, leaving a trail of blood behind them until 
  Amber cries out, “Dinosaurs!“ In this circumstance 
  the heroes at least gain Surprise.
  If the heroes attack with Surprise, each plays 
  a card into their Action Pool before the first 
  round starts. If the heroes don’t go first on 
  SCAVENGING ON MANHATTAN ISLAND
  Find
  Usable Items
  Fail
  Makeshift Club: Damage Strength +2, become Vulnerable after a miss.
  Food and Water: Preserved items in plastic that haven’t begun to rot yet.
  Electronics: Tech 22, flashlights or mobile phones (useless for disconnected Ords).
  Standard
  Hrockt-shoot Spear: Damage Strength +2, Range 10/20/40 if thrown.
  .38 Revolver: Tech 20, Damage 12, Range 10/25/40, Ammo 6, Double Tap, Small.
  First Aid Kit: First aid tests become Favored.
  Good
  9mm Pistol: Tech 23, Damage 13, Range 10/25/40, Ammo 15, Short Burst.
  Riot Shield: +2 bonus to defenses, Minimum Strength 6.
  Primitive Bow: Tech 6, Damage 10, Range 10/25/40, Minimum Strength 7.
  Outstanding
  M16: Tech 22, Damage 13, Range 40/250/400, Ammo 30, Long Burst.
  Police Horse: Move 15, Toughness 13. Befriend it with beast riding.
  Kevlar Vest: Armor +4, Torso, Max Dex 10.
  
  PROFESSOR DARNELL 
  MOORE
  22
  the Drama card’s Conflict Line, the villains’ 
  turn gets skipped�
  If the heroes defeat the gotaks and have a chance 
  to examine the corpses close up, a Standard (DN 
  10) evidence analysis test discovers a strange seed 
  embedded in each cadaver’s chest cavity. The 
  unpleasant thing seems to squirm in the Storm 
  Knight’s hand.
  • Edeinos Gotaks (1 per hero): See page 36.
  It’s worth noting that this battle is not the 
  end of the scene� Cards from the Action 
  Pool return to each player’s hand, but 
  hands aren’t refilled until the next scene 
  begins� If a hero is running low on cards, 
  recommend attempting some Approved 
  Actions to get more�
  SCAVENGING
  The heroes may wish to do some 
  scavenging for supplies before 
  they move on. The Living Land’s 
  Law of Life is working overtime 
  in the wake of the axiom wash. 
  Nonliving things are decaying 
  at an absurd rate for Core 
  Earth. Cars, bicycles, boats, and 
  other means of transportation 
  have already corroded beyond 
  usefulness. 
  Characters who choose to scavenge 
  attempt a find test. Each picks one item 
  from the table based on the success level. 
  Specific other items may be substituted if 
  the GM approves.
  A Mishap or a second test to scavenge 
  draws the attention of a roving gang of 
  primitive humans. The brutes are out 
  looking for blood, driven wild by their 
  transformation and the Law of Savagery.
  • Primitive Humans (2 per hero): See 
  page 37.
  CHECKPOINT
  Down a side street the heroes see a group of looters 
  grabbing television sets and other useless devices 
  from a store. The looters wear cloth masks over 
  their faces, and have no agenda other than taking 
  advantage of the power outage affecting the entire 
  city. If approached or challenged they flee.
  On the street ahead, a ragtag mixture of humans 
  and primitive humans in tattered, decaying police 
  uniforms huddles behind a makeshift barricade 
  in the middle of the intersection. They are armed 
  mostly with improvised spears and batons.
  They are directly along the Storm Knight’s 
  route, and call out to the heroes from a 
  distance as soon as they come into view. 
  Rapidly decaying bodies (mostly humans) 
  litter the area around the barricade, which 
  serves as a warning that something has 
  gone terribly wrong.
  Police Captain Leslie Boyle and 
  her 
  crew 
  have 
  disconnected. 
  They’ve become unhinged thanks 
  to the lower Social Axiom (which 
  doesn’t support concepts like 
  police) and the influence of the 
  Law of Savagery. 
  They haven’t completely lost 
  their minds, but they are all 
  affected and follow Boyle’s brutal 
  orders out of loyalty. At least she 
  has a plan, even if her plan is 
  insane. 
  Boyle declares that the dead bodies 
  around her were all looters, and 
  then she demands that the Storm 
  Knights swear fealty to her tribe. 
  “You’re either with us or against us!“ 
  she hisses.
  She orders her people to attack the 
  heroes if they don’t agree to join her. 
  The team may fight, or try a Very Hard 
  (DN 16) persuasion or intimidation test 
  to force the captain to back down. 
  Even if the attempt fails, half her 
  people stand down and refuse to 
  attack.
  
  23
  If the team tries to play along, she orders them 
  to defend the middle of the street at all costs. She 
  commands the deaths of any civilians who come 
  to the barricade looking for help until the heroes 
  rebel or more edeinos come (the forces described 
  in Act Three).
  • Captain Leslie Boyle: See below.
  • Primitive Humans (2 per hero): See page 37.
  Captain Boyle and her men aren’t evil, 
  but they’ve been deeply affected by the 
  Living Land� Her group follows her lead, so 
  stopping her with intimidation or persuasion 
  effectively defeats her group as well. Once 
  combat starts, a Player’s Call on intimidation 
  may still force her to concede and cooperate�
  CAPTAIN LESLIE BOYLE
  Stress, the low Social Axiom, and the Law of 
  Savagery have combined to overwhelm this 
  decorated officer. She has disconnected and can 
  no longer cause Contradictions, and in the Living 
  Land that includes acknowledging social structures 
  beyond small groups or tribes.
  In her case, she’s trying to reconcile her memories 
  of the law with her current reality. She now refers 
  to her group as the “Law Tribe.“ Almost everyone 
  else falls into a nebulous category of enemies she’s 
  calling the “Looter Tribe.“
  Instinct tells her that she must lead through 
  strength, so she’s quick to shout down or attack 
  any threat to her authority. Leslie and her cohorts 
  all wear blue armbands made of the strips of cloth 
  from police uniforms. Boyle is trying to do her duty, 
  as she understands it: defending her barricade 
  against any enemies of her tribe.
  Quote: “If you’re not Law Tribe, you must be 
  Looter Tribe!“
  Attributes: Charisma 7, Dexterity 8, Mind 8, Spirit 
  9, Strength 8
  Skills: Dodge 10, evidence analysis 9, find 9, fire 
  combat 9, intimidation 11, maneuver 9, melee 
  weapons 10, taunt 9, unarmed combat 9
  Move: 8; Tough: 8; Shock: 9; Wounds: 2
  Equipment: Spear (Strength +2 damage).
  Perks: Vengeful.
  Possibilities: None.
  Special Abilities: 
  • Gloater: When intimidation or taunt are 
  Approved Actions the captain may use that 
  action against all the Storm Knights without a 
  Multi-Target penalty. If successful she forces a 
  target to discard a random Destiny card.
  Taking THe BarriCaDe
  Boyle and her group have disconnected and can’t 
  use guns, kevlar vests, or police shields, even 
  though all these are present within the barricade. 
  If the heroes talk their way into the tribe (or defeat 
  them) they gain access to all these items.
  In total the tribe has three Kevlar Vests, two 
  working 9mm pistols, 30 rounds of ammunition, 
  and two riot shields. The statistics for these items 
  can be found on the Scavenging on Manhattan 
  Island table on page 21.
  If Boyle is KO’ed she becomes submissive to the 
  group when she wakes up. She won’t try to stop 
  them from taking any equipment and she follows 
  any orders she’s given. If allowed, she’ll stay at 
  her barricade and continue defending it against 
  invaders and looters.
  The former officers describe the situation at 
  the precinct station as even worse than here. All 
  communication is out, emergency services are 
  non-existent, and everyone seems to be going 
  mad. No official rally point was set by emergency 
  services, but Lower Manhattan Hospital is where 
  the National Guard and any relief crews have 
  converged in the past.
  The Storm Knights may compel survivors from 
  Boyle’s group to come along, or leave them to their 
  own devices. They follow orders submissively, but 
  flee if faced with gunfire or strange technology. 
  Left alone they return to doing something that 
  makes sense to them: defending the barricade.
  This marks the end of the scene, so now 
  players may draw back up to their full hand 
  of Destiny cards� 
  
  UKHAAN
  Magic
  Social
  Spirit
  Tech
  8
  27
  5
  27
  Ukhaan is a fragment of a cosm that Baruk 
  Kaah invaded and drained of all Possibilities. 
  Thanks to the Law of Wonders a remnant of 
  that world reappears in Manhattan. The tower 
  isn’t a permanent feature, it may disappear or 
  shift to a new location at any time.
  This Mixed Zone has a World Law of its own 
  to contend with:
  • Possibility Drain: When a Storm Knight 
  rolls a Mishap she also loses one Possibility. 
  If the she’s out of Possibilities she loses two 
  Shock instead. The same effect occurs on a 
  Surge.
  Stolen Possibilities pulse through the crystal 
  webbing that laces the entire structure. The 
  flow goes downward toward a basement that’s 
  inaccessible thanks to a thick wall of crystal.
  24
  SCENE TWO:  
  THE LOST WORLD
  Standard Scene� When the heroes continue on 
  and turn the next corner, the bizarre vegetation 
  overgrowing the city suddenly parts. Blue and red 
  crystals jut out of the pavement instead.
  The block is dominated by a steel-gray metal 
  tower, untouched by vegetation or decay. It 
  stretches up over the other Manhattan skyscrapers, 
  and is topped by something akin to a minaret with 
  a smooth crystal projecting from one side. 
  The Storm Knights feel the same wave of dizziness 
  that hit them when the Living Land’s reality first 
  washed over them.
  This is a Mixed zone, so the axioms of both 
  Ukhaan (see the sidebar below) and the 
  Living Land are in effect. The World Laws of 
  both apply, and axioms use whichever value 
  is higher� For this small realm the Cosm 
  cards remain the Living Lands, and if played 
  represent intrusions from the outside� 
  MESSAGE IN A BOTTLE
  The sounds of jungle, war, and danger fade to 
  nothing, replaced by an eerie quiet broken only by 
  a distant voice. The voice seems to emanate from 
  the steel tower. It speaks English, or at least that’s 
  the language the Storm Knights hear.
  We are lost, crushed by the savage world of Baruk 
  Kaah. Baruk Kaah is a High Lord, a being who invades 
  other realities. He sucks the Possibility Energy from his 
  victims and their lands. We do not know what end these 
  invasions serve. All we gleaned was a single word: Torg.
  This realm is the last remnant of Ukhaan, a world of 
  great scientific advancement, reason, and peace. We were 
  invaded by Takta Ker, the Living Land. This outpost is 
  where we made our last stand.
  We failed. We used what we learned of Possibility 
  Energy to transmit our knowledge, our art, the very 
  essence of our people away from the Living Land. So 
  little was saved. Hopefully someday, after the storm, 
  explorers will hear this message and find our remains. 
  If a Reality Raider hears these words, beware: all our 
  power courses through our last guardian. While the 
  storms still rage it will destroy any intruder. If instead 
  you battle against the High Lords, remember Ukhaan, 
  for her daughters and sons can do so no longer.
  We are lost…
  …and the message repeats in a hollow loop.
  EXPLORING UKHAAN
  The floor of the tower is covered in patches of red 
  and blue crystal, softly pulsing. If there’s a way 
  down, it’s covered by the impenetrable structure. 
  The center of the tower is open, stretching upward 
  toward a ceiling countless floors up. Light glows 
  from above, flashing sporadically like some kind 
  of show is playing. A ramp spirals upward along 
  the interior. Every few floors, bridges connect the 
  central ramp to the open entrances of large rooms 
  that ring the ascent.
  The tower is tall, but the ramp moves like an 
  escalator, quickening travel. If the Storm Knights 
  
  25
  ascend, they find floor after floor of technological 
  detritus, mostly broken machines of inscrutable 
  purpose.
  Spaced along the climb are thin metal plates, 
  embossed in alien script. When a Storm Knight 
  touches a plate the impressions change to English, 
  and it becomes clear the plates record findings 
  about the Reality Raiders.
  Give the players Handouts LL-A, LL-B, and LL-C 
  (found on pages 38 and 39) as they climb 
  toward the top. Each character may attempt a find 
  test to scavenge other items of interest. Check the 
  result against the Scavenging in Ukhaan table on 
  page 25. 
  Note that all the devices found here have 
  a Technological Axiom of 27, well above 
  any of the heroes’ personal axioms� If they 
  use a device here in Ukhaan it’s only a One 
  Case Contradiction� In the Living Land or 
  Core Earth it’s a Four Case Contradiction, 
  so they disconnect on a roll of 1–4. Note 
  that if a Storm Knight transforms while 
  attempting to reconnect the device changes 
  too, transforming into an appropriate lower-
  tech equivalent�
  A VIEW FROM THE TOP
  The top floor reaches above the other surrounding 
  skyscrapers. It contains a polished gemstone the 
  size of a Core Earth television screen that shows 
  images of the outside world, as if through a 
  telescope lens. The image slowly pans around the 
  Manhattan skyline.
  With a little fiddling, the Storm Knights can figure 
  out how the nearby controls work to aim the lens. 
  Scanning the outside reveals the following:
  • In Queens they see the maelstrom bridge. The 
  structure is a dark tangle of vines and branches, 
  reaching from the ground up into the sky and 
  disappearing into a swirling storm. Mist flows 
  down the bridge and hordes of edeinos and 
  dinosaurs clamber down it. 
  • On the Manhattan side of the Brooklyn 
  Bridge, near where the heroes saw the looters, 
  a tall, muscular edeinos with red markings on 
  her scales rips apart several fleeing humans. 
  This is Thleekik (page 35), and she’ll return to 
  harass the group in Act Three. Any characters 
  who were separated from the Storm Knights 
  are seen in the area and meet a grim fate at the 
  hands of this warrior.
  • Battery Park and Grand Central Park swarm 
  with edeinos digging graves and planting 
  human corpses into them. Gotaks chant over 
  the bodies, and press small seeds into the chest 
  cavity of each corpse.
  • Lower Manhattan Hospital appears intact, 
  and even has a tank parked outside. If any of 
  the heroes intended to search for a particular 
  loved one, by coincidence that person is spotted 
  heading inside the hospital.
  SCAVENGING IN UKHAAN
  Find
  Usable Items
  Fail
  Cleaning Kit: Tech 27, refreshing and sanitary!
  Ration Bars: Tech 27, 10 meals total. The bars are nutritious but unpleasant.
  Standard
  Universal Translator: Tech 27, transcribes and translates spoken words.
  Lighting Drone: Tech 27, a silent, hovering robot that provides illumination.
  Good
  Mediglove: Tech 27, restore 1 Shock to someone touched as a simple action.
  Powerglove: Tech 27, Damage Strength +4, uses unarmed combat.
  Outstanding
  Hoverboard: Tech 27, Movement 15, Toughness 12.
  Memory Breastplate: Tech 27, form-fitting metal provides Armor +4, Torso.
  
  The Law of Wonders brings many strange sights to the Living Land.
  26
  Using the scope earns the area map (Handout LL-D 
  on page 38). Any other destination the Storm 
  Knights wish to view is destroyed, surrounded by 
  edeinos forces, or hidden by thick mists or storms. 
  Outside the New York area little is visible beyond 
  a vast expanse of thick jungle and ruins—with one 
  important exception. To the southwest the team 
  spots Philadelphia, its electric lights on and the 
  buildings still intact. The encroaching wilderness 
  forms a ring around it.
  It should be clear from the handouts that this is a 
  hardpoint, and the only real refuge from the Living 
  Land the Storm Knights have seen. To reach it the 
  group must cross over into New Jersey. Holland 
  Tunnel looks clear for the moment, but the bridges 
  across are already being harassed by lakten. Lower 
  Manhattan Hospital is directly on the route to 
  Holland Tunnel as well.
  Time TO gO
  Once the heroes have learned what they need, the 
  crystal along the walls flares and suddenly grows 
  a few inches. The crystal begins spreading steadily, 
  and within an hour threatens to close off the exit. If 
  the heroes choose to stay they are trapped inside.
  After the group leaves, the mysterious tower 
  vanishes and a dilapidated skyscraper now stands 
  in its place.
  All the information the heroes have gathered 
  should lead them toward either Lower Manhattan 
  Hospital to find people to aid, or Holland Tunnel to 
  escape the city. The hospital is conveniently located 
  along the route toward the tunnel. 
  At the end of the scene players have the 
  option of discarding one Destiny card and 
  then drawing back up to a full hand�
  
  Hospital Map
  27
  SCENE THREE:  
  LORD OF THE WARD
  Dramatic Scene� One way or another, the Storm 
  Knights should be close to Lower Manhattan 
  Hospital. The group hears gunfire coming from 
  that direction—possibly people fighting back 
  against the edeinos.
  When the heroes arrive on the scene there are 
  no edeinos around, but there are corpses. Several 
  National Guardsmen lay dead near a tank in the 
  parking lot. The tank appears rusted and useless. 
  The dead men have been stripped of their armor 
  and weapons.
  A successful evidence analysis test determines that 
  the men suffered gunshot wounds, and a Good 
  success proves the shots came from behind. This 
  carnage isn’t the work of the invaders.
  As the group investigates the parking lot a small 
  contingent (one per hero) of humans in tattered 
  clothing pushes open the automatic door of the 
  hospital and approaches. They carry a mixture 
  of spears and clubs improvised out of anything 
  wooden and heavy. “You must attend a meeting 
  with the Thunderlord!“ they demand. 
  What happens next depends on how the heroes 
  react. If a fight starts, Thunderlord and the rest 
  of his men emerge from the hospital and attack 
  during the next round.
  Any attempt at negotiation makes the primitive 
  humans uncomfortable. They try to defer any 
  decisions to the Thunderlord, and repeat the 
  demand to attend a meeting. If the heroes persist 
  the brutes fall back on something they understand: 
  violence.
  If the group cooperates, the primitive humans lead 
  them inside to the lobby. It’s possible that one or 
  more of the group may go with the Thunderlord’s 
  men while others remain outside or attempt to slip 
  inside quietly. If trouble breaks out it only takes one 
  round for characters outside to sprint in. Sneaky 
  characters test stealth against the Thunderlord’s 
  find (DN 9) to enter through a side door which 
  brings them into the exam cubicles.
  
  28
  INSIDE THE LOBBY
  Inside the hospital lobby, tables and benches 
  form a makeshift court. Behind the help counter 
  a sofa chair sits atop a table, forming an elevated 
  makeshift “throne.“ The Thunderlord sits atop this 
  throne, warily regarding the approaching heroes. 
  If Lauren came along she immediately recognizes 
  the so-called “Thunderlord“ as her boss Alexander 
  Brandt. 
  Brandt is a Stormer using his newfound power 
  for selfish gain. He now rules the hospital like a 
  warlord, and has used his “magical powers“ to awe 
  the savage, transformed humans into obeying him.
  Those who resisted his sudden coup were killed 
  or fled from the hospital. A few wounded survivors 
  and some terrorized doctors and nurses huddle in 
  the exam cubicles.
  Brandt believes his powers make him a god. He 
  brandishes several M-16s and his looted Kevlar 
  vest as proof of his superiority. “These work fine 
  for me!“
  If Lauren is present, Brandt claims that she belongs 
  to him and he demands that she be turned over 
  immediately. If that doesn’t get a violent response 
  from the heroes, then an enraged Lauren takes 
  matters into her own hands as best she can.
  Whether Lauren is there or not, Brandt demands 
  all the Storm Knights’ weapons and supplies. If 
  the Storm Knights comply, he and his forces attack 
  anyway as soon as the heroes are disarmed. 
  Attempts to use intimidation or persuasion against 
  Brandt or his followers are usually answered with 
  automatic gunfire.
  • Brandt the Thunderlord: See below.
  • Primitive Humans (2 per hero): See page 37.
  BRANDT THE THUNDERLORD
  Brandt is a tall, powerfully built man with great 
  hair and a careful manicure. His clothes still look 
  pressed and undamaged. He speaks like he’s 
  giving a motivational business seminar while he 
  enslaves and kills the innocents around him. 
  Each of the brutes who serve him wear a ragged 
  tie at his insistence. He has nothing but disdain for 
  the “mindless fools“ who form his “workforce.“
  Brandt wears horn-rimmed glasses that he 
  considers quite stylish, but the M-16s slung over 
  his shoulders and carried in each hand make more 
  of an immediate impression.
  Brandt is mad with power. He has no real plan 
  beyond being “the boss“ of everything he surveys.
  Quote: “The best practice here is doing what the 
  Thunderlord commands. Otherwise I’ll have to 
  downsize your group with some hot lead!“
  Attributes: Charisma 8, Dexterity 8, Mind 7, Spirit 
  10, Strength 9
  Skills: Dodge 10, find 9, fire combat 10, intimidation 
  12, land vehicles 9, maneuver 9, reality 12, taunt 
  11, trick 10, unarmed combat 9
  Move: 8; Tough: 13 (4); Shock: 12; Wounds: 3
  Equipment: Kevlar vest (Armor +4), M-16 (Damage 
  13, Long Burst)
  Perks: Endurance, Negation
  Possibilities: 3
  Special Abilities: —
  The Thunderlord is likely the first Stormer 
  the group encounters, and he’s full of 
  surprises� He’s armed to the teeth, carrying 
  five M-16s. He fires only Long Bursts for a 
  +4 bonus and Multi-Targets any heroes that 
  aren’t engaged in melee with his troops� If he 
  gets a Malfunction (a roll of 1–3) he drops the 
  weapon and readies another—he has plenty 
  of guns!
  Firing his guns is a One Case Contradiction, 
  so a roll of 1 disconnects him. If that happens 
  he rants and raves about shoddy government 
  equipment and uses interaction attacks 
  against the heroes until he reconnects (DN 
  14). Note that Brandt is extremely vulnerable 
  while disconnected—not only is he unable 
  to Soak damage, but the ballistic vest he 
  stole doesn’t provide Armor while it’s a 
  Contradiction�
  Brandt’s Negation Perk is his biggest 
  surprise� When a hero rolls poorly and tries 
  to spend a Possibility to add another die to 
  the roll, the Thunderlord simply spends one 
  of his own to stop it� He can’t negate Soaking, 
  only Possibilities spent to improve a test�
  
  The Thunderlord motivates his workforce.
  29
  His Armor, three Wounds, and Possibilities 
  for Soaking combine to make Brandt a tough 
  opponent, especially while he’s backed with 
  his gang of men� Interactions to Stymie him 
  can limit the damage he does, as can seeking 
  cover from the bench seating or walls around 
  the lobby� Moving into melee with Brandt’s 
  men may also help—even he won’t risk 
  shooting his own people, and that would 
  occur on any odd result on the attack roll!
  AFTERMATH
  If Brandt falls, the primitive humans continue to 
  attack out of bloodlust rather than any loyalty to 
  their fallen “god.”
  If the Storm Knights are defeated, any survivors 
  are captured and taken as slaves. They are 
  strapped to hospital beds and given medical care 
  by the remaining hospital staff, and awaken as the 
  edeinos arrive in Act Three. Brandt and his men 
  have fled by that point. 
  Once Brandt is defeated, the hospital staff and 
  refugees he was terrorizing emerge from the exam 
  cubicles and thank the Storm Knights for removing 
  the self-appointed tyrant. If he wasn’t killed in the 
  battle it’s up to the heroes to decide Brandt’s fate.
  If Dr. Dimasalang is in play she gains a +2 bonus 
  on first aid tests while in the hospital, and those 
  tests are Favored. She can scrounge a first aid kit 
  without a test.
  There are plenty of weapons and armor left in 
  Brandt’s stash, so the group can arm up without 
  any more tests. Each player may take an M-16 with 
  an extra magazine of ammunition, a 9mm pistol, 
  and a Kevlar vest. The basic statistics for these items 
  can be found on the Scavenging on Manhattan 
  Island table (page 21).
  The Storm Knights have earned a few hours of 
  rest. The staff and refugees are also eager to hear 
  what the group has learned about the invasion, 
  and what they plan to do next.
  
  ACT THREE: 
  EXODUS
  30
  A
  fter a few hours of rest at Lower Manhattan 
  Hospital, the first edeinos scouts arrive 
  and more lizard men are on the way. The 
  best option is to escape Manhattan, and the nearest 
  route is the Holland Tunnel. The edeinos pursue, 
  culminating in a harrowing escape and a final 
  showdown. Any survivors escape to Philadelphia, 
  a Core Earth hardpoint.
  Refresh each player’s Possibilities and deal 
  new Cosm cards for the act� Only a few 
  hours have passed so any Wounds the heroes 
  suffered are still in effect. Healing happens 
  fast in the Living Land, every 12 hours, but 
  not fast enough to have an effect yet. 
  Now is also a good time to introduce any 
  new 
  characters 
  discovered 
  among 
  the 
  hospital refugees, including any loved ones 
  the Storm Knights intended to search for� If 
  a Storm Knight perished during the previous 
  act, a replacement is either among the people 
  already at the hospital or arrived sometime 
  between the acts�
  The heroes also earned five more XP in each 
  previous act, and now have ten to spend� 
  That’s enough to purchase a new Perk and 
  increase some crucial skills� Give the players 
  some time to spend these points� They may 
  need them!
  SCENE ONE: CONTACT
  Standard Scene� The occupants of the hospital are 
  very curious about what the Storm Knights have 
  learned, and listen carefully to every word. The 
  lower Social Axiom prompts people to look for 
  strong leaders, and the heroes are the strongest 
  around. Former occupations or ranks mean little 
  now—the Storm Knights are in charge whether 
  they like it or not!
  No one at the hospital has heard from the outside 
  world since the invasion started. Depending 
  on what the heroes share, the inhabitants of the 
  hospital become eager to leave the island by the 
  shortest route possible (the Holland Tunnel) and 
  start for Philadelphia in the hope that things are 
  better there. 
  
  Edeinos are strong, savage opponents with a thirst for different sensations—even pain!
  31
  Any patients in critical condition have already 
  perished between Brandt’s coup and the loss of 
  all modern medical machinery. The rest of the 
  refugees aren’t in great shape, but they can travel if 
  motivated. Whether the group is preparing to help 
  everyone escape, hold out at the hospital, or simply 
  leave the other refugees to their fate is up to them.
  THE EDEINOS ARE COMING
  Just before anyone can leave, or near dusk if the 
  heroes planned to stay, lookouts spot a group of 
  edeinos mounted on triceratops headed toward the 
  hospital. They don’t look friendly. The edeinos have 
  come to investigate reports that a large number of 
  humans are holding out within the building, and 
  they won’t leave until they’ve had a look.
  The Storm Knights must drive off these advance 
  troops, otherwise they enter the hospital lobby and 
  begin massacring of every human they find. The 
  group may face the riders outside the hospital or 
  once the lizard men dismount and attempt to enter. 
  Either way the map on page 27 still fits the area.
  One of the edeinos scouts hangs back in either 
  case, and runs away at the first sign of trouble. This 
  cowardly scout rushes back to his leader, Theeklik 
  (page 35) to tell her about the “Stormers“ who 
  dispatched her men. 
  A Setback for the villains could be a triceratops 
  throwing its rider off and fleeing. A Setback for the 
  heroes brings another edeinos scout riding a lakten 
  (page 36), drawn by the sounds of battle. 
  The edeinos don’t try to fight to the bitter end. 
  Once half are defeated, the remainder attempt to 
  flee just as the one cowardly scout did at the very 
  beginning of the battle. Whether any of the scouts 
  escape, the message still needs to get back to 
  Theeklik. Perhaps a lakten rider observes the battle 
  from afar and serves the same function. Whatever 
  the particulars, the heroes must be aware that a 
  large number of edeinos are likely on the way and 
  it’s time to move on before any more arrive.
  • Triceratops (1 per hero): See page 37.
  • Edeinos Beast Rider (1 per Triceratops): See 
  page 36.
  
  Getting out of Manhattan won’t be easy.
  32
  Since this battle takes place around the 
  hospital, creative heroes may attempt to 
  use the tank’s cannon against the edeinos� 
  Despite the condition of the tank, the cannon 
  is loaded with a High Explosive round and 
  capable of firing one shot. The attack uses 
  heavy weapons, and deals 30 damage in a 
  Medium Blast. It can affect three targets by 
  default, likely two triceratops and a rider, 
  plus the rider of the second triceratops since 
  he’s atop one of the targets� The damage is 
  AP 5 against Very Large targets such as the 
  dinosaurs� The tank’s reloading mechanism 
  is degraded beyond repair, so one shot is all 
  the Storm Knights get� 
  Triceratops aren’t very aggressive� If a rider 
  is defeated his mount flees unless its attacked 
  or cornered� A successful beast riding test 
  allows a Storm Knight to mount a riderless 
  Triceratops and control its actions, and even 
  attack its former fellows. 
  EVACUATION
  Defending the hospital is improbable. When the 
  attack finally comes it’s hundreds of edeinos 
  warrors led by Theeklik. The Storm Knights might 
  be able to escape such a calamity, but any civilians 
  in the hospital are doomed.
  An evacuation is more likely, and has a better 
  chance of success. Stretchers are available for 
  carrying people or supplies. All the vehicles in 
  and around the hospital are a total loss. Even if 
  they weren’t too degraded from rust and decay 
  of the Living Land, the streets of Manhattan are 
  littered with trees and scrap metal where cars were 
  abandoned.
  DesTinaTiOns
  Everything the heroes have learned so far should 
  direct them toward the Holland Tunnel. The 
  bridges are all heavily patrolled by lakten riders, 
  and other tunnels have already collapsed thanks to 
  the decaying properties of the Law of Life.
  
  33
  If the group chooses a completely different 
  destination they encounter Theeklik’s forces before 
  they arrive. 
  Any Cosm cards that cause a delay or provoke 
  encounters (Deep Mist or Dino Attack!, for example) 
  draw the attention of a wandering tyrannosaurus 
  rex, just to complicate matters. 
  • Tyrannosaurus Rex (1): See page 37.
  pursuiT
  Theeklik’s forces track the Storm Knights, moving 
  cautiously and doggedly along their trail. So 
  long as the group keeps moving west they avoid 
  Theeklik’s forces. If the Storm Knights turn back 
  east or move too far north they spot hordes of 
  oncoming lizardmen in time to turn back, but the 
  noose is getting tighter.
  SCENE TWO:  
  HOLLAND TUNNEL
  Standard Scene� The group halts outside the 
  darkened entrance to the Holland Tunnel. Thick 
  vines cover the walls and hang down from the 
  tunnel ceiling. Ominous piles of human bones litter 
  the pavement. The underpass itself is quiet, but 
  there are sounds of many large creatures moving 
  close by—Theeklik’s warband drawing ever closer.
  Whether it’s day or night outside, the tunnel itself 
  is pitch black. Actions that require sight suffer 
  a −6 Darkness penalty unless the Storm Knights 
  have a light source. Torches are simple enough 
  to make with a Mind test and materials from the 
  ruined vehicles. Mobile phones don’t get a signal, 
  but applications like the flashlight still work in the 
  hands of a reality-rated character.
  The walls and ceiling of the tunnel show cracks 
  underneath the vegetation, and the sound of 
  trickling of water echoes throughout the tunnel. 
  The water is less than waist deep at its deepest 
  point—for now.
  The real threat comes from the carnivorous plants 
  mixed in with the other growth. They’re easy to 
  spot and avoid outside thanks to the bone piles, 
  but not in the dark confines of the passage.
  THROUGH THE TUNNEL
  The heroes have little choice but to blaze a trail 
  through the tunnel to get everyone to the relative 
  safety on the other side. Doing so is a Dramatic 
  Skill Resolution.
  • Step A: First the heroes must discover a 
  safe path through the dangerous network of 
  hanging vines and sticky roots throughout the 
  tunnel. This is a Challenging (DN 12) scholar or 
  survival test.
  • Step B: A particularly dangerous carnivorous 
  plant blocks the path. Unfortunately it’s 
  also holding part of the passage together, so 
  destroying it collapses the tunnel itself! To get 
  past, the Storm Knights must push a rusted-out 
  car into position to block off the plant. This step 
  requires a Very Hard (DN 16) Strength test.
  • Step C: With the way clear, the group must 
  coax or inspire the most timid refugees to move 
  through the dark underpass. This requires a 
  Hard (DN 14) persuasion test.
  • Step D: Finally, the Storm Knights must 
  collapse the tunnel to prevent Theeklik’s forces 
  from pursuing them. Destroying the large plant 
  from Step B collapses the tunnel and does the 
  trick. Any attack test may be tried so long as the 
  weapon does at least 12 damage, but the test is 
  Very Hard (DN 16). A fire attack decreases the 
  difficulty by four.
  Time pressure
  Normally a Dramatic Skill Resolution must be 
  completed within a set number of rounds. This 
  task doesn’t have a round limit, but as time ticks 
  by Theeklik’s warriors move into the tunnel in ever 
  increasing numbers. For the first three rounds the 
  heroes only have to deal with the Steps. 
  On the Villain’s initiative of the fourth round one 
  edeinos warrior per Storm Knight appears. They 
  had to run to get there so they don’t get to act, 
  but next round they close into melee combat and 
  attack. 
  Each round from then on, another warrior per 
  hero arrives until the Dramatic Skill Resolution is 
  completed or the heroes are defeated.
  • Edeinos Warriors (see above): See page 36.
  
  34
  Dilemmas
  When a Dilemma appears on the Drama card, 
  the heroes’ efforts in the tunnel become even more 
  dangerous—if the test for the current step fails.
  • Complication: All the carnivorous plants 
  become excited, and lash out with their tendrils 
  or fire quills blindly. All future tests for Steps 
  suffer a −1 penalty.
  • Critical Problem: A huge plant in the center 
  of the tunnel puffs up and releases a cloud of 
  deadly spores. Everyone must retreat from the 
  tunnel until the spores settle, which resets the 
  Dramatic Skill Resolution to Step A!
  • Possible Setback: A mass of spiky vines 
  begins to move and rattles menacingly at 
  anyone nearby. Avoiding the strange thing 
  requires backtracking and tracing a new route. 
  Lose one completed Step.
  Note that even though this a Dramatic Skill 
  Resolution, it’s not a Dramatic Scene� Even a 
  Standard Scene may have dramatic moments, 
  and getting through the tunnel alive is hard 
  enough as it is�
  Multiple Steps of the task may be completed 
  in a single round so long as the Drama card 
  supports them� A single hero might even 
  resolve several Steps at once using a Multi-
  Action, so long as the steps are completed in 
  order�
  Some of these Steps are difficult, so the Storm 
  Knights may need to use Combined Actions 
  to complete them, or let valuable time pass as 
  they build their Action Pools�
  If a step isn’t available on the Drama card, 
  remember that heroes may test against the 
  current step anyway to gain a Destiny card!
  Dilemmas force the heroes to test or suffer a 
  new difficulty, but note that success counts 
  as completing the current step�
  Once the edeinos arrive, any hero who isn’t 
  working on a Step should attack or Stymie the 
  intruders to keep them from overwhelming 
  the party. The Storm Knights can’t hold off 
  the oncoming edeinos forever, but they can 
  buy enough time to finish the Dramatic Skill 
  Resolution and escape�
  
  35
  SCENE THREE: 
  SHOWDOWN 
  Dramatic Scene� The Holland Tunnel’s collapse 
  leaves the majority of the edeinos war party 
  trapped on the other side. The Storm Knights have 
  a few moments to catch their breath (and recover 
  Shock) while the shaken refugees regroup. 
  A tall, muscular edeinos leading a small band of 
  fierce warriors emerges from the murky waters 
  of the tunnel. This, at last, is Theeklik. She had a 
  larger group with her when she started from the 
  other side, but these are all who remain.
  Theeklik knows basic English and has a healthy 
  respect for the Storm Knights’ firearms. She and 
  her warriors use the rusted-out cars for Cover (−2) 
  as they approach.
  This is Theeklik’s last chance to stop the Storm 
  Knights from escaping, and she won’t give up. 
  She and her warriors can’t go back the way they 
  came—this is a fight to the finish.
  • Edeinos Warriors (3 per hero): See page 36.
  • Theeklik: See below.
  THEEKLIK
  Theeklik leads her own warband of vicious 
  edeinos. She is a particularly tall warrior with 
  crimson patterns painted onto her scales like blood 
  splashes. She wants to kill her enemies quickly to 
  maintain her credibility as a war leader.
  The patchy red on Theeklik’s scales covers the 
  fact that they’re thicker than normal and a dark, 
  grayish color. Her hands are an even lighter gray, 
  ending in long black talons.
  Theeklik is obsessed with destroying the heroes 
  and any other “Stormers“ she finds.
  Quote: “This death-place is a desert that needs 
  rains of blood so life may grow!“
  Attributes: Charisma 7, Dexterity 10, Mind 6, 
  Spirit 10, Strength 12
  Skills: Beast riding 11, dodge 12, find 7, faith 11, 
  intimidation 12, maneuver 11, melee weapons 11, 
  missile weapons 11, reality 12, stealth 11, survival 
  9, taunt 8, tracking 8, trick 9, unarmed combat 12
  Move: 10; Tough: 14 (2); Shock: 10; Wounds: 3
  Equipment: Hrockt-shoot spear (Damage Strength 
  +2 / 14)
  Perks: Death Claw, Stone Skin, Vengeful, Whip 
  Tail
  Possibilities: 3
  Special Abilities: 
  • Armor: Stone Skin +2.
  • Bite/Claws: Damage Strength +3 (15), AP 2.
  Theeklik knows she and her warriors’ best 
  chance is to close into melee as quickly 
  as possible� The spear she carries is for 
  throwing� In melee combat she prefers to 
  use her claws, and her dangerous Whip Tail 
  makes attacks with those Favored!
  Try to use Theeklik’s Possibilities to boost 
  her attack tests. The extra pressure forces 
  the heroes to Soak� Only Soak if she takes 
  enough Wounds to get KO’ed� Otherwise let 
  her take the damage and take advantage of 
  her Vengeful Perk.
  EPILOGUE
  With no other obstacles, the remaining Storm 
  Knights and any survivors with them reach 
  Philadelphia. 
  Supplies, 
  information, 
  and 
  reinforcements trickle in from U.S. forces outside 
  the Living Land over the following weeks. 
  It’s a bright morning when lookouts report 
  an incoming vertical-takeoff-and-landing craft. 
  Planes of any kind are a rare sight—disconnecting 
  while in the air is deadly! After the craft lands, its 
  pilot approaches the heroes. He is an older man, 
  with short-cropped gray hair, browned skin, and 
  piercing eyes. His beaming smile belies the worry 
  lines across his forehead. 
  “I’m glad I found you. I’m from the Delphi Council, 
  the people fighting the High Lords on behalf of Earth. 
  My name is Quinn Sebastian, and I’m lookin’ for a 
  few good Storm Knights. Let’s talk about how we kick 
  the High Lords off of our planet!“
  
  36
  EDEINOS WARRIOR
  Edeinos are trained in combat from the day they’re 
  born. They grow up with a spear in their hands and 
  are ferocious in their pursuit and capture of prey, 
  which they rip apart with their savage teeth.
  Attributes: Charisma 5, Dexterity 9, Mind 6, Spirit 
  8, Strength 10
  Skills: Beast riding 10, dodge 10, faith 9, find 8, 
  intimidation 10, maneuver 10, melee weapons 
  11, missile weapons 10, stealth 10, survival 8, 
  tracking 8, unarmed combat 11
  Move: 9; Tough: 10; Shock: 10; Wounds: —
  Equipment: Hrockt-shoot spear (Strength +2/12)
  Perks: Whirlwind
  Possibilities: Rare (2)
  Special Abilities:
  • Bite/Claws: Damage Strength +2 (12).
  LAKTEN
  Lakten are leathery-skinned dinosaurs with a five-
  meter wingspan, short stubby bodies, and a beak 
  full of razor-sharp teeth. Lakten are prized mounts 
  for edeinos scouts.
  Attributes: Charisma 5, Dexterity 11, Mind 4, 
  Spirit 7, Strength 12
  Skills: Dodge 13, intimidation 9, find 9, maneuver 
  12, unarmed combat 12
  Move: 11; Tough: 13 (1); Shock: 9; Wounds: 2
  Equipment: —
  Perks: —
  Possibilities: Never
  Special Abilities:
  • Armor: Scaly skin +1.
  • Bite/Claws: Damage Strength +2 (14).
  • Flight: Flies at Move 13.
  • Large: Most adult specimens have a wingspan 
  over five meters. Attacks against them gain a +2 
  bonus.
  MOSASAURUS
  All jaws and 20 meters long, this creature has a 
  muscular barrel-shaped body, fins, and a powerful 
  tail. It differs from Earth’s fossil records with a 
  proportionally larger head.
  Attributes: Charisma 4, Dexterity 10, Mind 5, 
  Spirit 9, Strength 16
  LIVING LAND THREATS
  EDEINOS BEAST RIDER
  Edeinos have an affinity with many of the 
  dangerous creatures of the Living Land. These 
  elite riders nearly become one with the beasts they 
  control.
  Attributes: Charisma 6, Dexterity 9, Mind 6, Spirit 
  8, Strength 10
  Skills: Beast riding 11, dodge 10, faith 9, find 8, 
  intimidation 10, maneuver 10, melee weapons 
  11, missile weapons 10, stealth 10, survival 8, 
  tracking 8, unarmed combat 11
  Move: 9; Tough: 10; Shock: 8; Wounds: —
  Equipment: Hrockt-shoot spear (Damage Strength 
  +2/12)
  Perks: Beast Rider
  Possibilities: Rare (2)
  Special Abilities:
  • Beast Affinity: The rider may divert one 
  Wound from an attack to hit his mount instead 
  of himself.
  • Bite/Claws: Damage Strength +2 (12).
  EDEINOS GOTAK
  Gotaks are edeinos priests of death. They serve 
  Lanala, the goddess of life, and consider death just 
  another part of her divine blessing. Recently some 
  gotaks have become secretive, and answer only to 
  Baruk Kaah.
  Attributes: Charisma 6, Dexterity 9, Mind 6, Spirit 
  11, Strength 10
  Skills: Dodge 10, faith (Keta Kalles) 14, find 8, 
  intimidation 13, maneuver 11, melee weapons 11, 
  missile weapons 11, survival 9, unarmed combat 
  11
  Move: 9; Tough: 12 (2); Shock: 11; Wounds: 1
  Equipment: Hrockt-shoot spear (Damage Strength 
  +2/12), hrockt-root armor (Armor +2, Torso)
  Perks: Miracles (bless, wither)
  Possibilities: Rare (3)
  Special Abilities:
  • Bite/Claws: Damage Strength +2 (12).
  
  37
  Skills: Dodge 12, intimidation 13, find 8, maneuver 
  12, stealth 12, taunt (10), tracking 8, unarmed 
  combat 12
  Move: 10; Tough: 17 (1); Shock: 13; Wounds: 4
  Equipment: —
  Perks: —
  Possibilities: Never
  Special Abilities:
  • Armor: Scaly skin +1.
  • Bite: Damage Strength +3 (19).
  • Dread: While the mosasaurus is present, 
  any Standard Scene immediately becomes a 
  Dramatic Scene.
  • Fins: Move 12 in the water.
  • Very Large: Most adult specimens are up to 
  23 meters long or larger. Attacks against them 
  gain a +4 bonus.
  PRIMITIVE HUMANS
  Almost a third of the population of Manhattan 
  has been transformed to the Living Land’s reality. 
  Some have embraced the Law of Savagery, 
  banding together to hunt and pillage. Others are 
  confused by the lower Social Axiom and drawn 
  toward strong leaders. 
  Attributes: Charisma 6, Dexterity 7, Mind 7, Spirit 
  7, Strength 8
  Skills: Dodge 8, find 8, intimidation 8, maneuver 
  8, melee weapons 9, survival 8, unarmed combat 
  8
  Move: 7; Tough: 8; Shock: 7; Wounds: —
  Equipment: Improvised club (Damage Strength 
  +2/10, become Vulnerable on a miss)
  Perks: —
  Possibilities: Never
  Special Abilities: —
  TRICERATOPS
  Similar to what it was once thought triceratops of 
  ancient Earth must look like, these Living Land 
  creatures have a bony, plated head and three sharp 
  horns. Triceratops are favored mounts for many 
  edeinos tribes. They often decorate their beasts in 
  the same paint and tattoos that warriors wear.
  Attributes: Charisma 4, Dexterity 6, Mind 4, Spirit 
  8, Strength 16
  Skills: Dodge 11, find 8, intimidation 10, maneuver 
  7, stealth 7, unarmed combat 10
  Move: 8; Tough: 19 (3); Shock: 12; Wounds: 3
  Equipment: —
  Perks: —
  Possibilities: Never
  Special Abilities:
  • Armor: Bony crest and thick hide +3.
  • Charge: +2 damage to an attack after the 
  creature moves more than a walk.
  • Horns: Damage Strength +2 (18).
  • Very Large: Triceratops are up to nine meters 
  long and 5,000 kg in weight. Attacks against 
  them gain a +4 bonus.
  TYRANNOSAURUS REX
  One of the most terrifying predators ever to walk 
  the Living Land. This massive reptilian killing 
  machine is fast, 12 meters tall, and has a mouth full 
  of teeth the size of daggers. Core Earthers often call 
  them “rexes“ due to their strong resemblance to 
  how media has portrayed tyrannosaurs.
  Attributes: Charisma 4, Dexterity 9, Mind 4, Spirit 
  10, Strength 17
  Skills: Dodge 10, intimidation 15, find 8, maneuver 
  10, stealth 10, taunt (9), tracking 9, unarmed 
  combat 12
  Move: 11; Tough: 20 (3); Shock: 14; Wounds: 4
  Equipment: —
  Perks: —
  Possibilities: Never
  Special Abilities:
  • Armor: Scaly skin +3.
  • Bite: Damage Strength +3 (20).
  • Dread: When the mighty tyrannosaur is 
  present, any Standard Scene immediately 
  becomes a Dramatic Scene instead.
  • Fear: The predatory teeth and roar of a 
  tyrannosaur trigger instinctive terror. Test 
  Spirit or become Very Stymied.
  • Very Large: Most adult specimens are up to 
  18 meters long. Attacks against them gain a +4 
  bonus.
  
  38
  arCHive ll-a enTry 5995a4
  The invaders unleashed a terrible new weapon, the “gospog.“ Edeinos 
  were observed collecting corpses during the initial attacks. The original 
  supposition was as food, or perhaps as a psychological weapon. The 
  truth was far worse.
  Some form of malignant plant growth was embedded in our dead. The 
  gestation period is approximately 30 cycles. After the gestation period 
  the plant growth animates the corpse itself. The resulting creature 
  is essentially mindless, very aggressive, and does the bidding of the 
  invaders. Dismemberment, fire, and penetrating damage to the center 
  torso are the best methods for disabling gospog.
  Scouts report that gospog fields are planted in neat rows, 100 graves 
  wide by 100 graves deep. After 60 cycles and more implanted corpses 
  a newer breed of gospog appeared, rarer, larger, 
  and more dangerous. The current theory suggests 
  that new bodies produce harvests of increasing 
  power. Cycle 90 should provide definitive 
  proof.
  Captured remains of specimens 
  indicate that the implanted seeds 
  are not native to Takta Ker. Are they 
  spoils of war from some other world 
  the edeinos ravaged? Or an indication 
  that these are just servants of some 
  even more dangerous master?
  Regardless of origin, these gospog 
  are perfectly adapted to our reality, and 
  the invaders often use them to strike at 
  hardpoints the edeinos themselves shun.
  Continued in Entry 5995A5.
  LL-D
  Area
  Map
  
  39
  arCHive ll-B enTry 7325B6
  Not everything here in Ukhaan transformed as the maelstrom bridges 
  fell. Approximately one in three were affected instantly, becoming 
  devolved and bestial. Upon examination it was determined that 
  they were the same individuals, but their thought processes had 
  been affected. Intelligence levels measured the same, but cultural 
  touchstones no longer made sense to them. Memories were affected 
  in various ways, and some subjects suffered psychotic breaks.
  The surrounding land transformed at a higher ratio than people, 
  indicating sentience or willpower has some effect on the transposing 
  realities. Within cycles, something changed in areas near the maelstrom 
  bridges, accelerating the transformation. Farther away, people still 
  gradually convert to the invading reality, but at a slower pace.
  Rare individuals never transform, and gain the ability to sense and 
  manipulate the reality in flux around them. The invaders fear these 
  warriors, and call them “Stormers,“ likely a reference to the storms that 
  erupt when two realities collide.
  Possibly related, there are parts of the world that are extremely stable 
  and resilient against encroaching alternate realities. These hardpoints 
  form a natural barrier that protects Ukhaan’s reality and everyone 
  inside. Hardpoints are created by concentrations of monuments and 
  artifacts tied to Ukhaan’s history.
  At first it was thought that such monuments could be moved, and the 
  stabilizing effect would go with them. That proved untrue when the 
  Indigan Crystal was moved to Xykolo. As soon as it was displaced the 
  crystal transformed, and the hardpoint zone around it collapsed.
  Related Entries: 7741B1, 7801B1.
  arCHive ll-C enTry 1002C4
  Stelae aren’t ceremonial, as previously thought. They mark the true 
  boundaries of the encroaching reality. The space between three stelae 
  becomes a zone and transforms. As the invaders gain ground, they 
  plant new stelae and more of Ukhaan is lost.
  There is a definite geometric form to stelae placement. Three form 
  the boundaries of a zone, but any single stelae may only connect to six 
  others. That means there’s an optimal pattern for placing stelae, and 
  enemy attacks and movements could have been predicted with much 
  greater accuracy had the mechanics been understood earlier.
  In the battle of Uktun the last of our Storm Knights managed to 
  displace the Xykolo stelae. It was a costly undertaking which revealed 
  several key pieces of information.
  As hoped, the removal of the stelae caused the invading reality to 
  collapse and return to Ukhaan. Unexpectedly, however, everyone 
  who had transformed was obliterated by the disruption. No theories 
  explain why, but it seems certain 
  that Ukhaan is doomed. Too much 
  of the world has been irrevocably 
  changed.
  Additionally, the attack against 
  the stelae provoked an immediate 
  response 
  from 
  the 
  invaders, 
  including 
  the 
  instantaneous 
  arrival of strange reinforcements. 
  The troubling indication is that 
  the stelae are either sentient or 
  connected to some greater evil 
  connected to the entire network.
  We are lost.
  No further Entries.
  
  40
  DRAMATIS PERSONAE: AYSLE
  CONSTABLE ADDISON CORDREY
  Addison recently joined the police force and quite enjoys the job. She is bright, cheerful, cool under 
  pressure, and always ready to lend a helping hand. She was happy to be assigned to Trafalgar Square. 
  The people are usually friendly and it’s a relatively quiet beat.
  Quote: “Please remain calm, I’m sure emergency services have been notified and are on their way.“
  Cosm: [Aysle]
  Attributes: Charisma 8, Dexterity 8, Mind 8, Spirit 8, Strength 8
  Skills: Dodge 1, evidence analysis 1, find 1, fire combat 1, intimidation 3, land vehicles 1, maneuver 2, 
  melee weapons 2, [reality 2], streetwise 1, unarmed combat 1
  Move: 10; Tough: 11 (3); Shock: 8; Wounds: 3
  Equipment: Baton (Damage Str +2/10)/[mace (Damage Str +2/10, Stagger)], stab vest (Armor +3, Torso)/
  [elven chain (Armor +3, Torso)]
  Perks: Bodyguard, [Natural Leader]
  JAMIE THACKER
  Jamie teaches a class of 12-year-olds. Trafalgar Square National Gallery is hosting an exhibit on modern 
  fantasy art. Jamie scheduled a field trip and enlisted the aid of a teacher’s assistant, Jan. Jamie likes to 
  joke that she’s a good teacher because she was a bad student, but she’s put her misspent youth behind 
  her.
  Quote: “Keep an eye on the kids until I get this sorted out.“
  Cosm: [Aysle]
  Attributes: Charisma 7, Dexterity 10, Mind 8, Spirit 8, Strength 7
  Skills: Dodge 3, find 1, [lockpicking 1], maneuver 2, melee weapons 1, [missile weapons 2], persuasion 
  1, [reality 2], stealth 2, streetwise 1
  Move: 11; Tough: 7 (0) / [8 (1)]; Shock: 7; Wounds: 3
  Equipment: Permission forms, mobile phone, [leather jerkin (Armor +1, Torso)]
  Perks: [Shadow Step], [Whirlwind]
  CHRIS LARKIN
  Chris and Pat met skydiving and soon fell in love. The two American newlyweds are on their honeymoon 
  in London. Chris is a firefighter back home. He’s in incredible shape from carrying hoses, equipment, 
  and injured people. He thrives on danger and helping others—traits he shares with Pat.
  Quote: “I run into burning buildings for a living.“
  Cosm: [Aysle]
  Attributes: Charisma 7, Dexterity 8, Mind 7, Spirit 7, Strength 11
  Skills: Dodge 1, find 2, first aid 1, intimidation 1, lockpicking 1, melee weapons 3, missile weapons 1, 
  persuasion 1, [reality 2], survival 1, taunt 1, unarmed combat 1
  Move: 7; Tough: 11 (0) / [13 (2)]; Shock: 9; Wounds: 3
  Equipment: Camera, mobile phone, [chainmail (Armor +2, Max Dex 8)]
  Perks: Endurance, [Relentless]
  
  41
  PAT LARKIN
  Chris and Pat met skydiving and soon fell in love. The two American newlyweds are on their honeymoon 
  in London. Pat is an emergency medical responder and rescue worker. She’s drawn to dangerous 
  situations and helping people in great need—which is also what drew her to Chris.
  Quote: “Stay calm and tell me where it hurts the most.“
  Cosm: [Aysle]
  Attributes: Charisma 7, Dexterity 8, Mind 8, Spirit 10, Strength 7
  Skills: Dodge 2, [faith 2], find 1, first aid 2, land vehicles 1, medicine 1, melee weapons 1, missile 
  weapons 1, persuasion 1, [reality 2], taunt 1, unarmed combat 1
  Move: 8; Tough: 7 / [8 (1)]; Shock: 10; Wounds: 3
  Equipment: Camera, mobile phone, [leather armor (Armor +1)]
  Perks: [Miracles (bless, soothe, ward emeny)], [Radiant]
  BEL PATEL
  Bel is descended from Indian emigrants and is a native of London. An engineer by trade, he has 
  encyclopedic knowledge of popular and gaming culture. Bel is looking forward to an afternoon at the 
  National Gallery’s latest exhibit on postmodern fantasy art.
  Quote: “This isn’t a game. If it were that spell would be too high level for a mob like that to cast.“
  Cosm: [Aysle]
  Attributes: Charisma 6, Dexterity 8, Mind 9, Spirit 11, Strength 6
  Skills: computers 1, [alteration 3], [conjuration 3], dodge 1, evidence analysis 1, [reality 1], scholar 2, 
  science 1, trick 2, unarmed combat 1
  Move: 8; Tough: 6; Shock: 9; Wounds: 3
  Equipment: Gamebook/[spellbook], mobile phone, [wizard robes]
  Perks: [Spellcaster (diminish, fireball, shield)], [Situational Awareness]
  SEAN MOLLOY
  A veteran of the first Persian Gulf War, Molloy is gruff, no-nonsense, and has a penchant for getting 
  things done. He began driving one of the quintessential double-decker tour buses around the city after 
  he was discharged.
  Quote: “Woofing Nora. This looks like a job for faithful old Lucy.“
  Cosm: Core Earth
  Attributes: Charisma 5, Dexterity 9, Mind 7, Spirit 9, Strength 10
  Skills: Dodge 1, find 1, fire combat 3, heavy weapons 1, intimidation 2, land vehicles 2, melee weapons 
  1, missile weapons 1, [reality 1], survival 1, trick 1, unarmed combat 1
  Move: 9; Tough: 10 (0); Shock: 9; Wounds: 3
  Equipment: 9mm pistol (“Lucy“, Damage 13, Range 10/25/40, Ammo 17), mobile phone
  Perks: Sniper, Trademark Weapon (“Lucy“)
  
  ACT ONE:
  AYSLE
  BY HENRY LOPEZ
  42
  T
  ourists and visitors to Trafalgar Square find 
  themselves caught in the crossfire as strange 
  creatures emerge from underground and 
  terrifying dragons fly overhead. In the chaos, a few 
  special people transform into extraordinary heroes 
  able to fight back against the invaders.
  Statues come to life. Ominous, robed figures direct 
  savage creatures to capture specific individuals 
  and drag them down to the subway tunnels below. 
  The battle culminates with the arrival of a mighty 
  dragon—wounded but still very dangerous!
  The heroes join the refugees holding out inside 
  the National Gallery, and there discover one of 
  the children has been abducted and carried into 
  strange new tunnels. The Storm Knights delve after 
  her and discover wonders, horrors, and potential 
  allies in the realm below. 
  SCENE ONE: DRAGONS 
  OVER LONDON
  Standard Scene� Each of the characters is in 
  Trafalgar Square, either on foot or via the double-
  decker bus Sean Molloy drives. Jamie Thacker’s 
  class of schoolchildren also ride the bus, along with 
  her assistant Jan Taylor.
  The morning is cloudy and threatening to turn 
  stormy. The crowds at the square are sparse so far 
  today. The National Gallery opens within the hour.
  The only indication that the Possibility Raiders 
  are arriving across the globe is a worsening 
  communications blackout. The media in London 
  blame the outages on server crashes, rerouted 
  traffic, and an insidious new virus affecting Europe. 
  Sensational news outlets are spreading stories of a 
  massive natural disaster striking India and North 
  America. 
  The Larkins’ calls back home to the United States 
  don’t connect and local phone service is growing 
  spotty, so characters with mobile phones may 
  already be ill at ease.
  Establish where everyone is on the map of 
  Trafalgar Square. All the characters should be on 
  or near Sean’s double-decker bus. Give the players 
  a moment to introduce their characters, and then 
  describe the other occupants of the bus.
  
  All manner of creatures now lurk in the tunnels below London.
  43
  jan TaylOr
  Jan is short, fussy, and serious to a fault. She 
  volunteers to help at Jamie Thacker’s school 
  because she loves kids and wants to be a teacher 
  herself someday. 
  Jan’s haircut is truly unfortunate. She had it done 
  yesterday hoping to look especially nice for the 
  trip, but it didn’t turn out well and she’s extremely 
  self-conscious about it.
  Quote: 
  “Twenty-eight, 
  twenty-nine…thirty. 
  That’s everyone.“
  amelia WalsH
  She’s 10, and the most friendly and outgoing of the 
  schoolchildren. The other kids naturally defer to 
  her and follow her lead.
  Amelia has intense blue eyes and an unwavering 
  gaze, especially for her age.
  Quote: “I hope we’ll have some free time to 
  explore the museum on our own!“
  THE GROUND SHAKES
  After setting the scene, shake or slap the table 
  dramatically then read or paraphrase the following: 
  Your head spins as you pick yourself up from 
  the ground. Distant air raid sirens and thunder 
  compete with the cacophony of a hundred car alarms 
  incessantly beeping. The car alarms go silent, but the 
  rumble grows even louder.
  A huge chasm splits open across the street, sending 
  cars and parts of buildings tumbling down into the 
  dark pit. 
  All around you, people are getting back up. Some 
  look down at the chasm in shock. A few others gape 
  at something in the sky overhead. The ringing in your 
  ears starts to clear, only to be replaced by the cries of 
  the people nearby. 
  Aysle’s axioms and World Laws are now in effect. 
  Don’t deal Cosm cards to the players yet. They 
  become more appropriate once the heroes delve 
  underground.
  
  44
  OVER THE EDGE
  The fissure that opened in the street threatens 
  Sean’s bus. The characters are either nearby or 
  already aboard. The bus teeters on the edge. Its 
  wheels are useless so it can’t be driven to safety. 
  The only option is to get everyone out before it 
  plummets into the abyss.
  There are different approaches to evacuating the 
  passengers. A Challenging (DN 12) Strength test 
  stabilizes the bus, allowing extra time for people 
  to escape. An Easy (DN 8) persuasion test motivates 
  Jan and the children to leave without panicked 
  trampling. A Standard Dexterity or Strength grabs 
  and pulls passengers to safety before it’s too late. 
  Any attempt to help triggers a “Moment of Crisis.“ 
  Amelia also distinguishes herself during the 
  operation. She’s especially calm, and lets the other 
  children flee in front of her. She’s the last child out. 
  Any grab for a passenger is likely to rescue Amelia 
  at the last moment. 
  
  45
  A STATUE ATTACKS
  During the chaos, a strange transformation takes 
  place around the square. Chasms open across 
  many of the streets and buildings tumble down, 
  blocking exits. The the only two clear routes are 
  toward the Charing Cross station or the National 
  Gallery building.
  The museum remains intact, but other structures 
  within venerable Trafalgar Square seem to change 
  before the heroes’ eyes. Streetlights morph into oil 
  lamps and the stone changes from polished white 
  marble to a darker and coarser limestone. 
  A bolt of lightning strikes down from the growing 
  storms overhead. It hits one of the newer statues 
  in the square, a large metal lion sculpted to look as 
  though it were made of clockwork. After the bolt 
  hits, the gears begin to whir and the lion begins to 
  move! 
  A stunned onlooker falls to the ground near the 
  statue. It turns and prepares to pounce!
  If the heroes don’t intervene, the creature crushes 
  the hapless civilian with its leap and then plays 
  with the broken body in its jaws. If the heroes make 
  any attempt to stop or distract it, the clockwork 
  lion turns its full attention to them. 
  • Clockwork Lion: See below.
  CLOCKWORK LION
  This sculpture comes to life and menaces the people 
  in the area. The statue behaves like a real lion, even 
  though it’s a construct. It flinches from gunfire 
  and can be startled by aggressive movements. 
  Interactions may stall it, but eventually it swats 
  back at the heroes with its massive paws. It’s 
  larger than a normal lion and composed of hollow, 
  burnished bronze. 
  Attributes: Charisma 6, Dexterity 8, Mind 5, Spirit 
  10, Strength 14
  Skills: Dodge 10, find 7, intimidation 14, maneuver 
  10, taunt (10), unarmed combat 10
  Move: 8; Tough: 18 (4); Shock: 12; Wounds: 2
  Special Abilities:
  • Armor: Metal plates +4. 
  • Bite/Claws: Damage Strength +2 (16).
  • Large: The statue is over two meters tall at the 
  shoulders. Attacks against it gain a +2 bonus.
  TROUBLE IN THE SQUARE
  Once the lion is dealt with, several other problems 
  erupt simultaneously.
  sTampeDing CrOWD
  Some of the crowd are trying to take pictures of the 
  changes, but most panic and stampede toward the 
  Charing Cross Underground Station.
  TRANSFORMATIONS
  When a Storm Knight transforms to another 
  cosm, Perks and equipment change to match. 
  He remembers his old life, although portions 
  that relate to higher axioms are fuzzy and 
  muddled. Formerly alien concepts become 
  clear instead. Bel, for example, may use magic 
  as if he had been an expert for years.
  It isn’t just the character’s mind that changes. 
  Items and clothing transform to equivalents 
  for the new reality. Mobile phones become 
  parchment or torches. Casual street clothing 
  converts into the latest Ayslish fashion, or even 
  armor if the hero is lucky!
  Addison Cordrey is most affected. Her 
  standard bobby equipment transforms into 
  fantastic equivalents. Her speedcuffs become a 
  pair of iron manacles. Her protective stab vest 
  becomes elven chainmail and offers the same 
  protection. Her modern baton changes into a 
  mace, which still deals Strength +2 damage, but 
  it now has the Stagger property (if she deals 
  damage to a target, it becomes Stymied).
  Bel Patel’s clothes become wizard’s robes, 
  which is all the prompting he needs to try out 
  his new magical abilities. The others’ clothing 
  upgrades to armor befitting their roles.
  Sean Molloy’s items don’t transform at all 
  since he connects to Core Earth instead of 
  Aysle. If he transforms later thanks to a Mishap 
  reconnecting, Lucy changess into a light 
  crossbow (Damage 12, Range 10/25/40, Ammo 
  1) and he swaps his fire combat adds with his 
  missile weapons add.
  
  46
  As people push forward, an elderly woman is 
  knocked to the ground and is in danger of being 
  trampled. Characters trying to help her need to 
  push against the crowd with a Standard Strength 
  test. If the test fails the hero still manages to 
  protect the woman, but gets shoved for two 
  Shock.
  TransfOrming peOple 
  Some of the people around the square physically 
  change. Clothing transforms into medieval garb 
  and flowing cloaks. Mobile phones become 
  parchment scrolls.
  A mental change accompanies the physical one. 
  Those affected now have a lower Social and Tech 
  Axiom, so various aspects of the modern world just 
  don’t make sense to them anymore.
  Calls to the emergency numbers, such as 112 or 
  999, cannot be completed. Phones either fail to 
  operate or there’s simply no signal. The characters 
  might try to make the victims as comfortable as 
  possible with an Easy (DN 8) first aid test. A Good 
  success or better reveals that the afflicted person 
  suffers from shock and also short-term memory 
  loss—perhaps from a severe concussion.
  CHARING CROSS ATTACK
  Two jets shriek overhead, and a huge shape with 
  massive, bat-like wings swoops past after them. 
  The creature’s loud roar sets off a new wave of 
  panic among the crowds trying to flee the square. 
  The throng pressing into Charing Cross station 
  halts as a thick cloud of dust erupts from the stairs 
  leading downward.
  Screams of panic ring out as bestial creatures 
  swarm from the Charing Cross entrance, slashing 
  at the crowd and laughing gleefully. Amid the 
  bedlam, horrified voices yell out: “Run! They’re 
  coming up from the Underground! Run!“
  The vicious humanoids, known as “lurks“ in 
  Aysle, wear fetid armor and carry wicked-looking 
  weapons, including spiked clubs and bows with 
  barbed arrows. They delight in taking the time to 
  torture the weak and helpless, and they mercilessly 
  cut down anyone who stands against them. After 
  they cut down a foe the creatures savagely riffle 
  through his clothes and discard wallets or anything 
  else that doesn’t look like gold or a weapon.
  Among the creatures stand other beings, tall 
  humanoids with pasty white skin and sharp 
  features. They wear ornate robes, unlike the shabby 
  armor of the savage warriors around them. They 
  point at a few of the struggling humans, making 
  utterances like, “Take that one below for the ritual,“ 
  and, “That one will suit Lord Antenoch’s purpose!“
  The heroes see one of these pale priests point 
  across the square, where Amelia leads the students 
  toward the National Gallery. “And that one!“ 
  The lurks swarm forward toward the fleeing 
  civilians at the priest’s bidding. One priest joins 
  the attack on the surface, while the others turn 
  back underground. More lurks carry the slumped 
  bodies of people deeper into the tunnels. If the 
  heroes engage, the lurks focus on them and leave 
  AMMUNITION
  Sean’s pistol, Lucy, is illegal, but he’s a rough 
  man who doesn’t take chances and ignores 
  the rules when it suits him. Lucy is special to 
  him—she’s saved his life more than once!
  When Sean transcends he connects to Core 
  Earth, which makes him something of an 
  action hero. That connection also leaves him 
  vulnerable to disconnection, since the Tech 
  Axiom of his beloved pistol is higher than 
  Aysle allows.
  It also leaves the question of ammunition for 
  his trademark weapon. In a normal game Storm 
  Knights have the opportunity to prepare for the 
  mission and bring plenty of extra ammunition. 
  Sean, on the other hand, wasn’t expecting to go 
  into combat today. 
  He has only one magazine of ammunition 
  for Lucy. It’s loaded with all 17 shots, because 
  Sean’s just that kind of guy. He may find spare 
  magazines of 9mm ammo on the body of the 
  pilot who crashes in Scene Two—if he looks.
  Once underground, no more bullets are 
  forthcoming. Sean must conserve what he has, 
  or risk running out at a crucial moment.
  
  A mighty dragon enjoys the fiery rubble of a building it has destroyed.
  47
  the other innocents alone. If the heroes attempt 
  to flee, the creatures pursue and the doors of the 
  National Gallery are locked at the moment.
  If the Storm Knights are nearing defeat or attempt 
  to leave the area completely, proceed directly to 
  Scene Two to keep them in the square.
  • Lurks (3 per hero): See page 60.
  • Priests of Corba’al (1): See page 60.
  Half the lurks should charge forward and 
  attempt to engage in melee. The rest spread 
  out along the edge of the battle and take pot 
  shots at unengaged heroes when they can� 
  Some of the heroes start unarmed, so they’ll 
  want to take weapons from fallen lurks to 
  get the most out of their skills�
  Using a map really makes a difference here. 
  If no map is in use, have the lurks run to get 
  into melee range, and assume the short bows 
  are at medium range�
  SCENE TWO:  
  DRAGON DOWN
  Dramatic Scene� When the last lurk falls, or if any 
  Storm Knight moves to exit the square through 
  the National Gallery or Charing Cross, two shapes 
  crash down from the sky above.
  One is an F-35 fighter. The RAF plane crashes into 
  the Charing Cross entrance, sealing it in a terrible 
  explosion. The other is a huge, red dragon, just 
  like those seen in big-budget fantasy movies. The 
  dragon is visibly wounded, likely from a battle with 
  the two F-35s. The other fighter’s fate is unknown. 
  One of the dragon’s wings is broken, and fiery 
  liquid drips from its mouth instead of blood.
  It turns its serpentine eyes toward the Storm 
  Knights. The eyes burn with rage. “Who else dares 
  stand against Bezladrakus, the Living Inferno?!“ it 
  snarls.
  
  SEAN MOLLOY
  48
  Bezladrakus is enraged, and the Storm Knights 
  make a good target for his ire. He’s wounded, out 
  of Possibilities, and unable to fly, but he’s a dragon 
  and fights to the death anyway. If the heroes 
  attempt to flee he breathes fire to cut them off. 
  There’s no running from destiny.
  • Bezladrakus, the Living Inferno: See below. 
  This dragon has already suffered 10 Shock 
  and three Wounds, and he has used all of his 
  Possibilities battling a squadron of F-35s.
  BEZLADRAKUS
  This gigantic, scaled dragon claims he is 
  fire incarnate, “The Living Inferno!“ He has 
  glistening red scales, massive talons, and a 
  serpentine head. Even wounded, the mighty 
  dragon scoffs at what he considers insignificant 
  humans, and misses no opportunity 
  to tell them just how powerless and 
  delicious they are.
  Bezladrakus has a large mane of 
  yellow hair around his scaly face 
  and at the tip of his long tail.
  Quote: “I am fire and death! You 
  are nothing before me but ashes 
  floating in the wind!“
  Attributes: Charisma 10, Dexterity 
  8, Mind 10, Spirit 12, Strength 16
  Skills: Conjuration 14, dodge 
  10, intimidation 15, find 12, 
  maneuver 10, missile weapons 
  12, taunt 13, unarmed combat 14.
  Move: 8; Tough: 21 (4); Shock: 16 
  (already suffered 10); Wounds: 5 
  (already suffered 3)
  Equipment: —
  Perks: Whirlwind
  Possibilities: 5 (now 0)
  Special Abilities:
  • Armor: Scaly skin +4
  • Bite/Claws: Damage Strength +2 (19).
  • Dread: While a fearsome dragon is 
  present, any Standard Scene counts as 
  a Dramatic Scene instead.
  • Fire Breath: Damage 16, Medium 
  Blast, Range 20/40/60. This uses missile 
  weapons for the attack.
  • Flight: Normally Move 12 in the air, but 
  Bezladrakus is wounded and may no longer 
  fly.
  • Gloater: When taunt or intimidation are 
  Approved Actions, Bezladrakus may affect the 
  entire party without a Multi-Target penalty, 
  and any affected hero loses one random Destiny 
  card from her hand.
  • Very Large: Bezladrakus is 20 meters long, 
  and attacks against him gain a +4 bonus.
  If this weren’t already a Dramatic Scene 
  the presence of a dragon would make it 
  so� There was no time to recover between 
  scenes, so the heroes might start off in bad 
  shape�
  This is a new scene, so all cards in the 
  Action Pool go back into the player’s hand� 
  Players may discard one Destiny 
  card, and then draw back up to 
  four�
  This can be a very challenging 
  battle, 
  especially 
  if 
  combat 
  against 
  the 
  clockwork 
  lion 
  or lurks didn’t go well� Even 
  wounded, the dragon is a 
  deadly 
  opponent� 
  Award 
  Possibilities generously—the 
  Storm Knights need them, and 
  still don’t have Cosm cards to 
  fall back on�
  If the heroes are nearing defeat 
  bring back the other F-35 just 
  long enough to obliterate any 
  remaining lurks and cause 
  another Wound to Bezladrakus� 
  Use the dragon’s attack to destroy 
  the fighter.
  Don’t forget the dragon suffers a 
  −3 penalty on every test thanks 
  to its Wounds� When it takes 
  a fourth Wound the penalty 
  remains –3, the maximum.
  Michael Schwartz (Order #14654651)
  
  49
  Remind the players of the tips for bringing 
  down tough bosses found in the Facing a 
  Monster sidebar on page 19.
  If the dragon is KO’ed by Shock rather than 
  defeated with Wounds, its fires go out and 
  the creature slowly petrifies into stone as it 
  cools�
  If the heroes manage to defeat Bezladrakus 
  without help from the other jet, make sure 
  the survivors from the square and even a few 
  villains witness it and remark upon it later� 
  Whereever they go, the Storm Knights are 
  met with awe and cries of, “Dragonslayer!“
  SCENE THREE:  
  UNDER THE GALLERY
  Standard Scene� The heroes have time to scavenge 
  Trafalgar Square for weapons and armor if they 
  desire. Maces (Strength +2 damage, a hit Stymies 
  an opponent), short bows (Damage 11, Minimum 
  Strength 6, Range 10/25/40), and arrows are all in 
  abundant supply. Anyone looking for better armor 
  can put on the leather worn by lurks. It’s foul 
  smelling and unpleasant, but provides Armor +1, 
  with Maximum Dexterity 10.
  There’s no reason Bel Patel couldn’t wear 
  armor� If he refuses to wear armor because 
  it might theoretically diminish his ability to 
  cast spells, award his player a Possibility for 
  getting into the spirit of things!
  Meanwhile, 
  the 
  other 
  survivors 
  have 
  all 
  congregated within the National Gallery. There’s 
  no power, but the building itself seems intact 
  and stable. Refugees huddle inside, away from 
  the doors. They all look to the Storm Knights 
  for leadership, and batter them with questions 
  about what’s going on and how they did all those 
  amazing things outside.
  Jan, Jamie’s assistant, takes a headcount of the 
  students and finds one missing: Amelia. According 
  to the other children she went to look at the exhibits 
  while the adults were busy yelling or making plans.
  A quick search reveals that things are out of place, 
  partially from the earthquake that shook the area, 
  but also some of the exhibits have been ransacked. 
  An Easy (DN 8) find test determines that several of 
  the movie props on display as part of the “Fantasy 
  Art“ exhibit are missing, along with some museum 
  pieces made of precious metals. There are no 
  apparent signs of Amelia.
  Suddenly, a muffled shriek echoes through the 
  gallery, coming from somewhere downstairs. 
  “She cut me!“ a shrill voice screeches. By the time 
  anyone can get there, the room the sounds came 
  from is empty. The entire floor of the room is gone, 
  collapsed down into a dark and winding tunnel. 
  There’s blood on the precipice, but a Standard 
  evidence analysis test determines it’s lurk blood, not 
  human blood.
  The eerie tunnel beckons. If the Storm Knights 
  hesitate, Amelia’s distant scream echoes up 
  through the shaft.
  TRAPS AND TREASURE
  The tunnels are a great place for Storm Knights 
  to play Cosm cards and gain Possibilities or 
  items. Traps encountered in the tunnels are 
  most often deadfalls set up by wily lurks or 
  fiery runes placed by the priests of Corba’al. 
  The most likely enchanted items are movie 
  props stolen from the museum, imbued with 
  actual magical energy by the axiom wash and 
  found in the possession of lurks, or dropped in 
  a secret crevice for later recovery.
  Sword of the King: A longsword (Strength +3 
  damage) that sends bright sparks flying upon 
  any hit, making the target Very Vulnerable 
  afterward.
  Ring of the Dark Master: A golden, rune-
  inscribed ring that grants invisibility, just as the 
  spell. Each use requires a Spirit test to activate. 
  If the test fails the hero gains the Shadow Step 
  Darkness Perk for free. A second failure grants 
  the Frightening Aspect Darkness Perk. A third 
  failure grants Smiling Deceiver, but after a 
  fourth the hero turns completely to Darkness 
  and is controlled by the GM.
  
  The vermin in Aysle are large and cunning. Some are even intelligent!
  50
  Anyone who hasn’t had a Moment of Crisis 
  certainly experiences one if they brave the 
  dangerous tunnels underneath the Gallery� 
  Deal each player one Aysle Cosm card once 
  they enter the tunnel and begin exploring 
  underground�
  There’s no power, so the delvers need to provide 
  their own light once underground. Transformed or 
  makeshift torches are easy to come by. 
  The initial passage winds its way under Trafalgar 
  Square. Water drips into one section, perhaps from 
  the fountain above. Finally, the tunnel opens into 
  the Charington Cross underground station. 
  The group sees mauled bodies strewn across the 
  turnstiles. An Easy (DN 8) tracking test reveals 
  signs of people being dragged away.
  The lurks leave a trail of blood and bodies that 
  can’t be missed. Their path leads deeper into the 
  tube system and into a new, more natural-looking 
  tunnel that opened up along the side wall.
  A GLIMMER OF HOPE 
  Not everything in this new realm is deadly and 
  brutish. In one tunnel characters see a bright 
  golden glow from behind a rocky outcropping. If 
  they investigate, they find a large, pulsating globe 
  of light—its shape in constant flux. It emits a warm 
  glow and mild static field that raises the character’s 
  hair gently. 
  The sphere seems like a living thing, a creature 
  equal parts light and emotion. Once the group 
  approaches it separates into a thousand tiny 
  globules, like a dandelion caught in a strong wind. 
  The minuscule lights drift over the Storm Knight 
  who has taken the most Wounds—if any. That hero 
  feels a tingling sensation as cuts close, bruises fade, 
  and the character immediately heals one Wound.
  Afterward the sphere reforms, dimmer than it was 
  before, and glides back toward a rock outcropping. 
  The light fills a slender, hollow tube tucked behind 
  the stones. The result is a glowing wand.
  The Storm Knights may take the wand along. It 
  acts as a light source, and also as a source of magical 
  healing. Each scene, the light recharges and grows 
  brighter once more. When pointed at a wounded 
  character the sphere emerges and heals another 
  Wound. It’s up to the heroes to name and care for 
  this wondrous device.
  THE WEBBED TUNNEL
  As the characters descend into the Underground’s 
  depths, the cavern walls give way to rough-hewn 
  stone corridors with bizarre markings crudely 
  etched into the walls. Some corridors feature 
  blazing torches, or piles of unidentifiable material 
  set aflame to provide dim light. 
  Webbing coats the walls as the hallway opens up 
  into a much larger space. The large room is more 
  like a natural cavern than the halls that preceeded 
  
  51
  it, and strange stalactites covered in webbing hang 
  down over the Storm Knight’s heads. Probing into 
  the webbing reveals that these aren’t a stalactites at 
  all, but the dessicated bodies of lurks wrapped in 
  webbing.
  A tittering voice rings out from the dark, distant 
  reaches of the room:
  “Hee hee! More warm guests, sisters!“
  Large arachnid shapes move in the darkness, and 
  light reflects back from hundreds of tiny black eyes. 
  Lilting voices make excited noises that sound like 
  “nibikrid“ and skittering legs echo in the darkness.
  The chamber has multiple exits. Finding the 
  correct one and escaping before the foul spider-
  things overwhelm the group is a Dramatic Skill 
  Resolution with the following steps:
  • Step A: Find the correct door. A Standard find 
  test spots signs of disturbed webbing or blood 
  where lurks battled the spiders.
  • Step B: Clear the webbing from the door. A 
  fresh, thick layer of webbing blocks the door. 
  A Hard (DN 14) Strength test brushes all the 
  webbing aside.
  • Step C: Unlock the door. Unfortunately the 
  door is also locked, as the heroes discover once 
  the handle is uncovered. A Standard lockpicking 
  test or a Very Hard (DN 16) Strength test opens 
  it.
  • Step D: Brace the door to keep the spiders out. 
  A Very Hard (DN 16) Strength test pushes any 
  spiders in the hallway out and keeps the door 
  slammed tight against them until they give up 
  and leave.
  The group has five rounds to complete the task 
  before an overwhelming number of spiders appear. 
  Dilemmas represent the spiders weaving deeper 
  webbing or even the discovery that the heroes 
  picked the wrong door. 
  Several of the larger, talking spiders—called 
  nibikrids—scuttle toward the heroes as the 
  encounter begins. Each round more appear to join 
  the fray. Smaller spiders flit through the webs and 
  crawl across the character’s hands and legs as they 
  fight. 
  Nibikrids are chatty creatures. They don’t know 
  why so many lurks are carrying people through 
  their domain, but they’re happy about the feast. 
  They become enraged once any of their “sisters“ 
  are slain, and crow with sadistic glee whenever 
  they deal damage to the Storm Knights.
  If the task fails, the heroes are forced to flee down 
  the wrong passage, and it takes much longer to 
  find the lurks’ trail again. The time this takes grants 
  Antenoch (the main villain of Act Two) three extra 
  Possibilities thanks to the extra rituals he’s able to 
  complete.
  • Nibikrids (1 per hero): See page 60. Two 
  nibikrids arrive each round.
  Some of the tests for this task are very difficult, 
  and may require Destiny cards, Possibilities, 
  or combined actions to resolve� A few Storm 
  Knights must battle the nibikrids, or weight 
  of numbers soon allows them to Stymie the 
  heroes or deal deadly venom attacks.
  If the Drama Deck is unkind, remember any 
  player may attempt a Last Ditch Effort, rolling 
  for all the remaining steps with the Multi-
  Action penalty, but if the attempt fails the 
  task resets to Step A� It’s risky, but on Round 
  Five if the Drama cards aren’t favorable it’s 
  the only way�
  THE WAY DOWN
  Eventually the slowly descending tunnel gives way 
  to a wide, dark chasm. Several crude grappling 
  hooks are wedged into the tunnel’s floor, and a 
  coarse rope trails down into the darkness below. 
  If the heroes balk, a few echoing cries from Amelia 
  assure them they’re on the right track.
  Characters who don’t trust the rope may scale 
  down unassisted with a Challenging (DN 12) 
  Strength test. The rope is safe, and makes the test 
  Standard (DN 10). If the test fails the Storm Knight 
  tumbles down to a ledge far below. The fall deals 15 
  damage plus a bonus die. There are outcroppings 
  to grab on the way down, so a successful Dexterity 
  test reduces the falling damage by five points.
  Once the Storm Knights descend, the act ends.
  
  ACT TWO: 
  UNDER LONDON
  52
  T
  he heroes follow a trail left by kidnappers 
  into the dark spaces underground that 
  connect Aysle to Core Earth. Along the way 
  they have the option to rescue a dwarf and learn 
  more about the strange world around them.
  The dangerous trail leads to the temple of Corba’al, 
  where an evil sorcerer and his minions enact a 
  ritual to drain the Possibilities from captives taken 
  from the surface. The Storm Knights must disrupt 
  the ritual and put a stop to the sorcerer’s schemes 
  once and for all.
  Refresh each player’s Possibilities and deal 
  new Cosm cards for the act�
  SCENE ONE: TORMENT 
  OF THE DWARF
  Standard Scene� The climb down leads to a ledge 
  about two meters wide. The ledge forms a path that 
  continues out of sight to the left and right. Only the 
  end of the hanging rope offers any indication of the 
  tunnel entrance high above.
  A Standard find test reveals signs of foot traffic (lots 
  of it) going both directions, but no indication which 
  direction the lurks with Amelia went. Regardless 
  of the result, the heroes hear sounds from the left—
  cursing interspersed with cruel laughter.
  If the Storm Knights ignore the noises and 
  press on toward the right, skip directly to 
  Scene Two�
  If they approach quietly and cautiously, have 
  each hero make an Easy (DN 8) stealth test� 
  A success allows them to approach the lurks 
  unseen and attack with Surprise.
  If the group just rushes forward they see 
  only the dwarf described below� The lurks in 
  the area are hiding in an attempt to ambush 
  the newcomers� 
  Toward the left, the ledge leads past a corridor cut 
  from the rock wall, similar to the one the heroes 
  emerged from above. The walls, floor, and ceiling 
  are all large, interlocking stone blocks. 
  Down the long hallway, just after a junction, 
  a squat, heavily armored figure stands trapped 
  inside a doorway. A huge stone block presses down 
  
  The halls of the Land Between are unstable and always shifting.
  The heroes enter from along the ledge.
  53
  on the dwarf, partially closing off the entrance. The 
  figure shoulders the stone block and strains to keep 
  it from falling all the way shut.
  Under the dwarf’s feet lies a unconscious and 
  bleeding man who would surely be crushed if the 
  dwarf let go of the stone. His slender frame is draped 
  in green leather armor, and sharp-eyed heroes spy 
  pointed ears protruding from underneath his long 
  amber hair. 
  If the party approached quietly, the armored dwarf 
  is surrounded by mocking lurks. The creatures 
  taunt and prod the dwarf with spears, and then 
  dance back out of range when the frustrated figure 
  fires a burst of flame at them from an armored 
  gauntlet.
  If the heroes made too much noise or didn’t try to 
  sneak at all, the lurks are hiding in a corridor near 
  the doorway. They hope to ambush the oncoming 
  strangers as they rush to help the dwarf, but the 
  dwarf signals the group before that can happen.
  The dwarf curses loudly at the motionless elf on 
  the floor. “Get up, you stupid elf! I can’t hold this up 
  forever! Another mess caused by you elves. Why is 
  
  TWOREK
  54
  everything always your fault?!“ The dwarf’s voice 
  is tinny and distorted by her helmet.
  The lurks are led by a canny chief named Rakaya. 
  He’s a Stormer, and may surprise heroes who have 
  become used to dispatching hordes of lurks with 
  little trouble. 
  • Lurks (2 per hero): See page 60.
  • Rakaya: See page 61.
  If the heroes manage to ambush the lurks, 
  they each get to play a card into their Action 
  Pool before the first round of combat. The 
  villains don’t get to act until after the heroes 
  do, so if the Drama card’s initiative order is 
  Villains first, they are skipped. 
  Once battle begins the dwarf keeps holding 
  the stone barrier until someone pulls the elf 
  out from underneath the doorway� A Hard 
  (DN 14) Strength test helps get her out from 
  under the slab without being crushed too� 
  Once freed the dwarf defeats a lurk 
  each round� Don’t roll tests—
  her revenge is swift and 
  certain�
  Rakaya attempts to flee 
  once things turn against 
  him� He runs out onto 
  the ledge and turns to 
  the 
  right, 
  and 
  keeps 
  going until he reaches 
  the Temple of Corba’al 
  described in Scene Two� If 
  he escapes he participates 
  in the battle during Scene 
  Three�
  If the heroes choose not to 
  help the dwarf, eventually 
  she cries out in frustration 
  and rolls back inside the 
  hallway� The stone barrier 
  falls and crushes the elf�
  The ledge outside eventually 
  stops at a dead end, leaving the 
  Storm Knights nowhere else to 
  go but back and to the right� 
  THE DWARF’S TALE
  Once the strangers are rescued, the dwarf is quick 
  to introduce herself. “Thank you! I am Tworek, and 
  this useless elf is Nurin.“ 
  Her words are rough, and she kneels over the elf 
  to slap him awake. She appreciates any help the 
  heroes provide, although she doesn’t show it. She 
  suggests a short rest (enough to recover all Shock) 
  while Nurin revives.
  TWOrek
  The dwarf is a Dragon Warrior. She’s one of the 
  last elite soldiers of her dying people. She has 
  turned herself into a weapon of vengeance, and is 
  completely focused on her mission.
  Tworek is genuinely curious about the strangers’ 
  realm, and hopes they’ll become allies in her 
  struggle against Uthorion.
  Her armor is stylized to evoke dragons. It looks 
  more advanced than medieval plate mail.
  Quote: “You hit pretty hard. I respect 
  that.“ 
  nurin
  Nurin is a tall, lanky elf. 
  He’s a scout helping Tworek 
  track lurks, but he’s sorely 
  outside his element in these 
  stone tunnels.
  Nurin has three Wounds and 
  suffered a permanent injury 
  when he was defeated. Even 
  if he’s healed he remains 
  cautious and withdrawn. 
  Both he and Tworek suggest 
  that the group leave him 
  behind to make his own way 
  back. He tags along if the group 
  asks him to, but he’s just as useless 
  as Tworek claims.
  
  55
  Even in his current state, Nurin has a winning 
  smile and he uses it freely.
  Quote: “I’ve been punctured. I want to go home.“
  WHaT TWOrek knOWs
  Tworek has much to say to the heroes:
  • She and Nurin are Storm Knights, just like the 
  characters. She explains how Storm Knights 
  are the chosen defenders of their realms, and 
  suggests the heroes wear the title with honor.
  • Tworek and all the creatures the heroes have 
  encountered are from Aysle, a realm that’s been 
  battling the High Lords for 500 years. Angar 
  Uthorion is the High Lord of Aysle. She knows 
  of a few other High Lords, including the Gaunt 
  Man.
  • She explains that they are in the “Land 
  Between“ of Aysle, a vast maze of tunnels and 
  corridors that weaves all through the crust of 
  her world. The Land Between was once the 
  home of the dwarves, before they were all but 
  wiped out. Uthorion has somehow managed to 
  connect the Land Between to Earth. 
  • One of her people was recently captured, a 
  “Seeker“—someone with an unerring talent for 
  finding pathways here in the Land Between. 
  She and Nurin believe the Seeker was taken to 
  the Temple of Corba’al for some vile ritual.
  • Corba’al is the god of corruption. Tworek 
  doesn’t know much about him, and prefers 
  to keep it that way. His worshipers tend to be 
  necromancers. The sect’s high priest is named 
  Antenoch.
  • If asked what happened back in the corridor, 
  Tworek sheepishly admits that they fell into an 
  ambush— thanks to that “idiot“ Nurin. He was 
  felled by arrows just as the lurks triggered that 
  deadfall.
  Once everyone has had a chance to rest and she 
  has answered their questions, Tworek suggests the 
  group move out toward the temple. 
  SCENE TWO: THE TEMPLE 
  OF CORBA’AL
  Standard Scene� Following the ledge to the right 
  eventually leads to a strange sight. 
  A temple made of irregular, black stone floats in 
  the middle of the chasm. Sickly vines wrap around 
  the temple and hang off the structure, trailing 
  down into the bottomless chasm below.
  A slender rock bridge connects the ledge to the 
  temple. There are no handrails, and it’s a sheer drop 
  on all sides. There’s only empty space beneath the 
  bridge and the temple itself, so magic of some kind 
  must be at work. 
  As the Storm Knights approach, they see one of 
  the robed priests from Trafalgar Square crossing 
  the bridge toward the temple. In the distance 
  they can barely hear him muttering some strange 
  incantation. As he walks forward, the irregular 
  blocks of the temple wall move aside to form an 
  opening then reform into a solid wall after he 
  passes through.
  The only approach to the temple is along the thin 
  stone bridge. As the characters get closer they spy 
  that the irregular stones of the walls are actually 
  charred, blackened bones. Some of bones in the 
  wall are complete skeletons! Vines twist through 
  the wall’s bones.
  THE DOOR OF BONES
  Opening the doorway requires a Hard (DN 14) 
  alteration test. If no hero has the skill, a Very Hard 
  (DN 16) Strength test pushes the bones aside 
  without the use of magic.
  If the alteration test succeeds, the heroes may 
  move forward without incident. If the test fails or 
  Strength is used instead, the bones and vines of the 
  walls knit together into humanoid creatures and 
  attack!
  • Gospog of the First Planting (2 per hero): See 
  page 60.
  The group is still on the bridge when the 
  gospog attack. The bridge is only five meters 
  across� A Mishap sends a character teetering 
  on the edge, leaving him Very Vulnerable.
  
  56
  A gospog who rolls a Mishap falls off the 
  bridge instead, plummeting to certain doom 
  below� A Player’s Call on any interaction 
  may also send a gospog over the edge�
  THE CHARNEL GALLERY
  Once past the outer wall, the characters emerge 
  into the main gallery, a large room filled with piles 
  of discarded bones. At the far end of the room a 
  statue dominates the interior of the temple. The 
  stone figure is a man with a gaunt face and wide 
  brimmed hat. He holds a cane and wears clothes 
  that look more Victorian than Ayslish. 
  If Tworek is present, she wonders aloud if that’s 
  supposed to be a statue of the Gaunt Man, the 
  reputed leader of the High Lords. “What’s he doing 
  in a temple dedicated to Corba’al?“
  Behind the grim altar is a winding stairwell 
  leading down. The steps are made from the same 
  vine-strewn bone as the rest of the temple.
  The sound of a loud, indistinct chant echoes up 
  from below.
  SCENE THREE:  
  THE RITUAL
  Dramatic Scene� The stairs wind down into a 
  massive chamber. A tall figure in black robes stands 
  in the very center of the chamber, hands raised 
  and leading the others in a chant. He has slender, 
  handsome features, but red eyes and alabaster 
  white skin mark him as one of the undead. This 
  is Antenoch, one of the many necromancers of 
  Corba’al and High Priest of this sect.
  Seven hooded figures, his chosen priests, encircle 
  him. The priests face Antenoch and chant in unison. 
  Magical energy flares around them all. 
  Behind the priests, nine people are manacled to 
  a long chain. They are positioned between two 
  pillars and a statue much like the one in the charnel 
  gallery above. Amelia is one of the prisoners. 
  The captives look disoriented and fatigued. Their 
  skin pulls taut and starts losing color as the chant 
  continues. The Storm Knights all feel the Possibility 
  Energy buzzing in the air. 
  A small contingent of lurks stands behind the 
  prisoners, watching the proceedings with awe.
  THe fall Of TWOrek
  Tworek, if present, acts before anyone has a 
  chance to stop her. She bellows a war cry and leaps 
  down to the base of the stairs—where a trap door 
  opens beneath her feet! She disappears into the 
  dark chasm below the temple.
  THe lurks aTTaCk
  Whether alerted by Tworek or not, the lurks 
  still catch sight of the heroes and move from the 
  prisoners to intercept them. 
  The ritual continues unabated as the battle begins, 
  and at the end of each round Antenoch gains an 
  extra Possibility!
  • Antenoch: See page 58.
  • Lurks (2 per hero): See page 60.
  • Priests of Corba’al (7): See page 60.
  • Rakaya (if he escaped): See page 61.
  DISRUPTING THE RITUAL
  So long as the ritual continues, Antenoch is 
  invulnerable. Any attack against him stops at the 
  circle formed by the chanting priests. The circle is 
  also a physical barrier which the characters can’t 
  cross.
  The priests forming the circle have no such 
  invulnerability! Participating in the ritual makes 
  each Very Vulnerable. They continue the ritual so 
  long as any priests or captives remain. Once all the 
  prisoners are freed or all the priests are slain the 
  ritual ends, the circle is disrupted, and Antenoch 
  himself becomes accessible. He and any remaining 
  priests join the fight.
   “I could have had so … much … more!“ he rages, 
  and commits to repelling the intruders with any of 
  his remaining forces.
  freeing THe prisOners
  The chains and manacles binding the prisoners 
  are Toughness 13 objects, or may be broken with a 
  Heroic (DN 18) Strength test. There are two chains 
  linking the prisoners, each attached to a pillar on 
  one side and the statue on the other. Each chain has 
  the same Toughness as the manacles.
  
  57
  A Standard lockpicking test opens a captive’s 
  manacles. There are locks on the chains themselves 
  at either pillar. If a chain is unlocked (or destroyed) 
  all the prisoners attached to it are freed. 
  There’s one last trick waiting for a hero who tries 
  to unlock the ends of the chains. Another trap door 
  is hidden by one of the pillars, right near where the 
  chain end is locked.
  If a hero moves to pick that lock allow a 
  Challenging (DN 12) find test to spot the trap and 
  avoid it. If the hero fails, a Hard (DN 14) Dexterity 
  test offers one last chance to leap to safety as the 
  floor underneath crumbles away. If that too fails 
  the character appears to fall into the abyss below—
  at least for a moment.
  In actuality, Tworek is clinging to vines hanging 
  below the temple. She catches the falling Storm 
  Knight. On the heroes’ initiative next round the 
  
  The magic of the priests of Corba’al is the only thing keeping the temple from collapsing.
  58
  mighty dwarf hurls the Storm Knight back up 
  through the trap door, much to the surprise of 
  heroes and villains alike!
  ANTENOCH
  Antenoch is tall and slender, and wears the ornate 
  black robes of a priest of Corba’al. His eyes are 
  blood red, and his fingers end in long, black claws. 
  So long as the ritual continues he remains 
  completely focused on it, absorbing as much 
  Possibility Energy as he can. Once the ritual stops 
  he seethes in anger, casts his shield spell, and uses 
  all the deadly magic in his arsenal to destroy the 
  interlopers. 
  The pointed ears of an elf hide under Antenoch’s 
  white hair. He was likely a High Elf long ago, 
  before Darkness twisted him and undeath claimed 
  his body.
  Quote: “In the Name of Uthorion and the Gaunt 
  Man, I shall drain your energy dry!“
  Attributes: Charisma 8, Dexterity 10, Mind 11, 
  Spirit 11, Strength 9
  Skills: Conjuration 14, divination 14, dodge 12, 
  find 12, melee weapons 12, maneuver 12, reality 
  13, taunt 11, trick 12, unarmed combat 12
  Move: 10; Tough: 9; Shock: 11; Wounds: 3
  Equipment: Staff (Damage Strength +2/11)
  Perks: Spellcaster (lightning, possibility rend, shield)
  Possibilities: 3 (plus 1 for each round the ritual 
  continues)
  Special Abilities: 
  • Life Drain: Antenoch’s touch deals 13 
  damage, and he immediately heals the same 
  number of Shock or Wounds he deals.
  • Ritual Protection: So long as any of his priests 
  remain alive to participate in the draining 
  ritual, Antenoch is immune to all damage and 
  interaction attacks.
  • Undead: Wights are immune to effects that 
  require breathing, eating, or other “living“ 
  processes.
  
  QUINN SEBASTIAN
  59
  THE FALL OF THE TEMPLE
  As Antenoch falls, he cries out:
  “I am but one of many! My brothers shall avenge 
  me!“ 
  With the necromancer gone, the bones that form 
  the temple start to shift and shake. The heroes feel 
  the entire place starting to come apart and topple. 
  Any remaining lurks or priests scatter in terror or 
  fall through the floor as chunks drop away.
  Everyone who races up the stairs, including the 
  captives, makes it to the bridge in time. After the 
  last person reaches the ledge the temple falls 
  away into the darkness piece by piece, leaving 
  only a stone walkway out into the empty 
  chasm, and a few last hanging vines.
  One of those vines twitches, pulled from 
  below. Tworek appears, clinging to it and 
  pulling herself slowly up toward the 
  ledge. She won’t say no to an offered 
  hand up!
  The surviving captives profusely 
  thank the Storm Knights. One is 
  the dwarven Seeker that Tworek 
  was looking for. Another is an 
  elf. The rest of the captives are 
  people taken from London. The 
  survivors are grateful to the group 
  for rescuing them. All of them could feel 
  their life force being drained away by the 
  ritual, and shudder to think what would 
  have happened if it had been completed.
  Amelia breaks up the conversation with 
  a simple query:
  “Can we go home now?“
  EPILOGUE
  The trip back to the surface is easier than the delve 
  down. Amelia seems to know the easiest way, 
  leading the heroes back along a different path. 
  Within an hour of climbing, everyone is back at the 
  museum. When asked how she knew which way to 
  go Amelia shrugs and replies, “I just knew.“
  In the following weeks attacks from above and 
  below continue to ravage the countryside. The 
  most stable pockets of resistance form around 
  recognizable landmarks like Big Ben, the Palace 
  of Westminster, and even the National Gallery…
  along with anywhere the Storm Knights choose 
  to take a stand.
  Allies from Aysle have appeared in increasing 
  numbers to reinforce the troops fighting 
  Uthorion’s minions. Tolwyn’s return, and 
  the revelation that Lady Pella Ardinnay 
  had been possessed by Uthorion’s spirit, 
  sent shockwaves through these new 
  partners.
  Weeks later, the heroes are still 
  in London helping out where 
  they can when they hear jet 
  engines—a rare sound on 
  the Isles now. A tilt-winged 
  aircraft comes to a landing 
  and an older man in combat 
  fatigues emerges.
  He appraises the Storm Knights and 
  introduces himself in a gruff voice. 
  “My name is Quinn Sebastian, and 
  I’m with the Delphi Council. We’re an 
  organization dedicated to kicking the 
  High Lords off the Earth. Not just 
  here, but everywhere. To do that we’re 
  gonna need heroes. The best.“
  He grins widely. 
  “I’m looking for the Storm Knights 
  people are calling the Dragon Slayers. 
  Know anyone like that?“
  
  60
  AYSLE THREATS
  GOSPOG OF THE  
  FIRST PLANTING
  Gospog of the First Planting are human corpses 
  entwined with rotting vegetation and putrid flesh. 
  They are common to all realms, a gracious gift of 
  death from the Gaunt Man to his fellow Reality 
  Raiders. They are strangely adaptable and function 
  without Contradiction in every realm. 
  Attributes: Charisma 5, Dexterity 7, Mind 7, Spirit 
  7, Strength 8
  Skills: Dodge 8, find 8, maneuver 8, melee weapons 
  8, stealth 8, unarmed combat 10
  Move: 7; Tough: 8; Shock: —; Wounds: —
  Equipment: —
  Perks: —
  Possibilities: Never
  Special Abilities:
  • Claws: Damage Strength +2 (10)
  • Fear: Gospog are horrific amalgamations of a 
  corpse and rotten plant matter. Test willpower 
  or Spirit or become Very Stymied.
  • Mindless: Gospog are immune to intimidation 
  and taunt interactions.
  • Relentless: Gospog ignore Shock.
  • Undead: Gospog are immune to poison and 
  other effects that require breathing, eating, or 
  other “living“ processes.
  LURKS
  Lurks are degenerate humanoids with mottled 
  green or pale white skin, slightly oversized heads, 
  and gnarled, sharp teeth. They rob, torture, and 
  loot at the behest of their masters—and they enjoy 
  every minute of it.
  Attributes: Charisma 5, Dexterity 7, Mind 5, Spirit 
  6, Strength 7
  Skills: Dodge 9, maneuver 8, melee weapons 
  9, taunt 9, trick 9, unarmed combat 9, missile 
  weapons 8
  Move: 7; Tough: 9 (2); Shock: 6; Wounds: —
  Equipment: Leather armor (+2), mace (Strength 
  +2/9), short bow (Damage 11, Range 10/25/40)
  Perks: Shadow Step
  Possibilities: Rare (2)
  Special Abilities: —
  NIBIKRIDS
  Nibikrids are arachnids almost the size of a person. 
  They are hairy all over and possess gray-bearded 
  faces with glistening rows of black eyes. They 
  speak with high-pitched voices. 
  Attributes: Charisma 5, Dexterity 8, Mind 6, Spirit 
  6, Strength 8
  Skills: Dodge 9, maneuver 12, stealth 11, taunt 8, 
  unarmed combat 9
  Move: 8; Tough: 8; Shock: 6; Wounds: 1
  Equipment: —
  Perks: —
  Possibilities: None
  Special Abilities: 
  • Bite: Damage is Strength +1 (9), plus the victim 
  is affected by nibikrid venom if the damage 
  exceeds Toughness.
  • Nibikrid Venom: The target’s Strength 
  decreases by one. Note that this does decrease 
  Toughness. If Strength drops below 5 the target 
  is KO’ed and must test for Defeat. After one 
  minute (six rounds) the target tests Strength to 
  end the venom’s effect. If the test fails the effect 
  lasts another minute, and then the target tests 
  again.
  PRIESTS OF CORBA’AL
  Hooded, humanoid figures with pale skin and 
  white hair. These priests are all vile sorcerers. These 
  priests serve Antenoch, and are loyal to the death. 
  If they serve well, their dark master has promised 
  to reward them with a new, undead existence.
  Attributes: Charisma 8, Dexterity 9, Mind 11, 
  Spirit 9, Strength 7
  Skills: Conjuration 14 dodge 11, find 11, melee 
  weapons 11, maneuver 11, taunt 11, trick 12 
  Move: 9; Tough: 7; Shock: 9; Wounds: —
  Equipment: Staff (Damage Strength +2/9)
  Perks: Spellcaster (lightning, mage dark, shield)
  Possibilities: Rare (2)
  Special Abilities: —
  • Profound Sight: Thanks to a ritual, these 
  priests can perceive potential “Seekers,“ or 
  Storm Knights. 
  
  Not all lurks are wretched and cowardly.
  61
  RAKAYA
  Rakaya is the boss of a filthy band of lurk 
  cutthroats. He’s a cunning hunter, and a Stormer. 
  When possible, Rakaya likes to trick or taunt heroes 
  to make them Vulnerable to his lackeys.
  Attributes: Charisma 5, Dexterity 8, Mind 6, Spirit 
  6, Strength 8
  Skills: Dodge 10, find 8, maneuver 9, melee 
  weapons 10, reality 8, taunt 9, tracking 9, trick 9, 
  survival 8, unarmed combat 10
  Move: 8; Tough: 10 (2); Shock: 6; Wounds: 2
  Equipment: Leather armor (+2), mace (Strength+2)
  Perks: Shadow Step
  Possibilities: 2
  Special Abilities: 
  • Gloater: When taunt or intimidation are 
  Approved Actions, Rakaya may affect the 
  entire party without a Multi-Target penalty. 
  Any affected hero loses one random Destiny 
  card from her hand.
  • Minions: Rakaya may transfer any hit to a 
  lurk within a few meters if he succeeds at a 
  reality test.
  
  62
  DRAMATIS PERSONAE: PAN-PACIFICA
  JURO FUKOZAWA
  Juro is middle-aged, cynical, and a bit flabby. He’s also a bit lazy. He works as a security guard during the 
  day, never needing the judo skills that made him a champion in his youth. He’s off duty and stopping for 
  some noodles on the way home.
  Quote: “Stay behind me when things get rough, I’ll try to protect you.“
  Cosm: [Pan-Pacifica]
  Attributes: Charisma 6, Dexterity 8, Mind 9, Spirit 8, Strength 9
  Skills: Dodge 1, evidence analysis 1, find 1, fire combat 1, intimidation 1, land vehicles 1, maneuver 1, 
  melee weapons 2, missile weapons 1, [reality 1], stealth 1, streetwise 1, unarmed combat 3
  Move: 9; Tough: 9; Shock: 8; Wounds: 3
  Equipment: Flashlight, taser (Damage 12, Stymies and deals +1 Shock, non-lethal)
  Perks: [Block Strike], Brawler
  KOSUKE “KO“ WATANABE
  Big Brother Ko is a dropout with authority issues. He takes it upon himself to look after the rest of his 
  gang. The others are headed for a construction site near the Meiji Shrine, hoping to pilfer something cool. 
  Ko stayed behind to check out a strange new girl who caught his eye at the ramen machine.
  Quote: “Just stay out of my way and you won’t get hurt.“
  Cosm: [Pan-Pacifica]
  Attributes: Charisma 6, Dexterity 11, Mind 6, Spirit 8, Strength 9
  Skills: Dodge 2, intimidation 1, land vehicles 1, lockpicking 2, maneuver 1, melee weapons 3, [reality 
  1], stealth 1, streetwise 2, unarmed combat 2
  Move: 11; Tough: 10 (1); Shock: 8; Wounds: 3
  Equipment: Switchblade (Damage Strength +1/10), leather jacket (Armor +1, Torso)
  Perks: Trademark Weapon (Switchblade), [Whirlwind]
  GIN “GINNY“ INOUE
  Stay cheerful! That’s Ginny’s motto, and she’s built her life around it. She’s a 20-something fashionista, 
  drawn to outfits with bright colors and patterns to liven up her otherwise dull receptionist job. She’s spent 
  the day shopping and seeing what the youth are dressing up like this week. But first, a hot bowl of tasty 
  ramen!
  Quote: “Wait, that isn’t makeup?!“
  Cosm: Core Earth
  Attributes: Charisma 9, Dexterity 9, Mind 8, Spirit 8, Strength 6
  Skills: Dodge 2, find 1, land vehicles 1, maneuver 1, melee weapons 1, persuasion 3, scholar 1, [reality 
  1], stealth 1, streetwise 1, taunt 3
  Move: 8; Tough: 6; Shock: 8; Wounds: 3
  Equipment: Mobile phone, large purse
  Perks: [Grant Possibilities], Helper
  
  63
  SUN HYONG
  Sun immigrated from North Korea over a decade ago, and never speaks about why he left, or what he did 
  before coming to Japan. He’s an affable man with many acquaintances but few friends, who owns a small 
  day stall in the Harajuku. He’s closed up for the night and needs to make a drop at the bank after a stop for 
  dinner.
  Quote: “Useless.“
  Cosm: Core Earth
  Attributes: Charisma 7, Dexterity 7, Mind 9, Spirit 8, Strength 9
  Skills: Dodge 1, evidence analysis 1, find 2, fire combat 1, first aid 1, land vehicles 1, melee weapons 1, 
  persuasion 2, [reality 1], streetwise 2, taunt 1, trick 1, unarmed combat 1
  Move: 7; Tough: 9; Shock: 10; Wounds: 3
  Equipment: Mobile phone, dropbox envelope containing $6,000
  Perks: Endurance, Indomitable
  KIKU OONISHI
  Kiku makes a meager living writing science-fiction and fantasy stories. She spent the day at the Meiji 
  Shrine contemplating if she should give up writing in favor of a boring but better-paying corporate job. 
  She popped over to the Harajuku to treat herself to dinner out, and ended up settling for vending machine 
  ramen.
  Quote: “At least this would make a good story.“
  Cosm: Core Earth
  Attributes: Charisma 6, Dexterity 9, Mind 9, Spirit 10, Strength 6
  Skills: Dodge 2, evidence analysis 2, find 1, faith 1, melee weapons 1, [reality 3], scholar 1, science 1, 
  stealth 1, trick 2, unarmed combat 1
  Move: 9; Tough: 6; Shock: 10; Wounds: 3
  Equipment: Fresh flowers, novel, mobile phone
  Perks: [Prodigy], [Tenacious]
  AYAKA KURODA
  Ayaka isn’t popular at her high school. She’s considered creepy and doesn’t get particularly good grades. 
  She’s had terrible nightmares for months, and the only image she can remember from them is a particular 
  noodle machine in a shop alley. She’s been searching for the location for weeks, and has just found it.
  Quote: “We’re all going to die.“
  Cosm: [Pan-Pacifica]
  Attributes: Charisma 7, Dexterity 6, Mind 12, Spirit 10, Strength 5
  Skills: Dodge 3, find 2, maneuver 2, [precognition 3], [reality 1], scholar 1, stealth 2, trick 1, unarmed 
  combat 1
  Move: 6; Tough: 5; Shock: 10; Wounds: 3
  Equipment: Backpack, mobile phone, school books
  Perks: [Psionic (awareness, foreshadow, psychometry)], [Situational Awareness]
  
  ACT ONE: 
  PAN-PACIFICA
  BY BILL KEYES
  64
  P
  an-Pacifica’s invasion isn’t quiet or subtle, 
  but it isn’t obviously an invasion either. 
  Rather, it’s a disaster. An outbreak. 
  Kanawa 
  Corporation 
  has 
  been 
  secretly 
  consolidating its power over the past several 
  months. Earlier it planted biological bombs in 
  major cities throughout East Asia, including Hong 
  Kong, Nanjing, Shanghai, Taipei, Beijing, Seoul, 
  and Tokyo. At the appointed time, these devices 
  release a genetically modified and extremely 
  virulent disease. Those infected go berserk, 
  viciously attacking anyone nearby. Some mutate 
  into monstrous creatures. 
  The heroes are inside Tokyo’s Harajuku shopping 
  district when madness erupts all around them. The 
  group lingers inside a shuttered store, then flees to 
  an embattled shrine to stay ahead of the chaos and 
  rioting. Finally the survivors are driven to a site 
  that contains a link to Kanawa’s deadly plot.
  All the while, the infected horde spreads and 
  follows the characters whereever they go.
  SCENE ONE:  
  HORROR IN HARAJUKU
  Standard Scene� It’s evening in the fashionable 
  Harajuku district in Tokyo. This area is filled with 
  fashionable boutiques, cafés, and international 
  chain stores. It’s a center of youth culture, where 
  fashion-conscious teenagers and 20-somethings 
  show off the latest trends. Harajuku is not, and 
  has never been, a red light district, and the 
  entertainment is mostly all-ages friendly.
  Elsewhere in the district the contagion is released. 
  It spreads quickly, and as people succumb the 
  raving throngs spread the infection even faster. The 
  heroes are unaware of what’s happening nearby—
  for the moment.
  THe sigHTs Of Harajuku
  The streets buzz with activity as usual this evening. 
  Businessmen head home after a long day’s work, 
  hungry diners eat, shoppers come and go, and teens 
  meet up with their friends. On side streets, the day 
  businesses close, pulling down metal shutters as 
  the night businesses begin to open. 
  
  The infected hunger for something other than noodles.
  65
  A few of the sights the characters may see as they 
  walk the district include:
  • Neon lights and giant TV screens light up the 
  streets as though it were still daylight. 
  • Pretty girls stand at busy corners, handing 
  out packages of tissues advertising everything 
  from mobile phones to night clubs. 
  • Restaurant workers put out plastic replicas of 
  the house specialties. 
  • A smiling girl in a bikini waves to passers-by 
  from inside a pizza shop. 
  • A group of slightly drunk office workers 
  stagger toward a Karaoke Box, while giggling 
  schoolgirls form knots and push into shops 
  together. 
  • An impromptu street fashion show is 
  performed by teens in elaborate costumes 
  reminiscent of renaissance plague doctors.
  There’s a metallic tang in the air, a sense of tension 
  that makes everyone slightly edgy. Maybe it’s the 
  news stories about strange attacks in India and the 
  United States, and massive riots across China and 
  Korea. 
  There aren’t many details about the unrest, but 
  that hasn’t stopped the news from broadcasting live 
  images and speculating wildly. All anybody seems 
  to know is the riots started spontaneously, and the 
  police are overwhelmed. Thousands are dead, and 
  atrocities are happening within the rowdy crowds. 
  Rumors claim the Chinese military has been called 
  out to quell the disturbances in Beijing.
  THe nOODle sHOp
  Each of the characters happens to be in the same 
  place at the same time, just outside a vending 
  machine ramen shop on a quiet side avenue. The 
  
  66
  machine is a large device built into the wall which 
  dispenses hot noodles with various flavors. There 
  are a handful of small tables scattered around in 
  front where people can eat and chat. 
  The characters are unknown to one another; they 
  just happen to be in the wrong place at the wrong 
  time. Everyone is hungry and stuck waiting while 
  an older man stares at the machine, unable to 
  make a choice. Actually he’s just being rude, and if 
  anyone comments or shows signs of impatience he 
  delights in dragging out his decision and making 
  them wait even longer.
  The claustrophobic alley twists at an angle and 
  is hemmed in by closed storefronts. This has the 
  advantage of blocking most of the noise from the 
  busy streets. The evening has been marked by 
  a light drizzle, but the umbrellas atop the ramen 
  shop’s tables keep this area mostly dry.
  The Pan-Pacifica axioms and World Laws are 
  now in effect. Deal each player a Pan-Pacifica 
  Cosm card as a new sprinkle of rain starts, 
  then make a low, hissing or sucking sound� 
  If anyone asks about the sound, allow a find test. 
  Success doesn’t pin down the source, but does 
  prevent the character from being surprised when 
  the attack comes moments later. A Good success 
  picks out the sound as coming from an alley wall, 
  and an Outstanding success pinpoints the sound 
  coming from atop the wall!
  If Ayaka is present have her test against precognition 
  to see a strange vision of teeth tearing into flesh. 
  Whether anyone notices something amiss or not, 
  the characters hear a sudden swell of screams 
  around the corner toward the street.
  JIANGSHI ATTACK
  Just then, a figure in a torn business suit leaps down 
  from the roofs above and lands on the rude man in 
  front of the ramen machine. There is a sickening 
  crunch as the man’s head hits the pavement, and 
  the creature takes a deep bite out of his neck.
  The attacker looks like he’s already sustained 
  mortal wounds himself. One of his legs looks 
  broken, and black blood drips down his chest. 
  
  67
  Somehow he is still moving, and the blood of the 
  man by the vending machine now drips from his 
  jaws as well.
  The madman, actually a jiangshi, looks up at the 
  characters and makes the sucking sound heard 
  before. It’s time for a Drama card and a fear test!
  First thing up is a fear test� Each character 
  must test Spirit (DN 10). If the test fails the 
  character is immediately Very Stymied. Note 
  that fear only applies once each act for each 
  type of creature, so further encounters with 
  jiangshi don’t require another test—but 
  encountering a new and different monster 
  later on (such as the yokai) prompts a new 
  fear test� 
  If a character didn’t inquire about the sound 
  or failed the find test, he’s surprised and can’t 
  play a Destiny card into his Action Pool at the 
  end of his turn� A character who succeeded 
  at the find test places a Destiny card in her 
  Action Pool at the end of her turn normally� 
  The characters are ordinary citizens unprepared 
  for violence. Some have weapons of their own, 
  but the rest have to make do using chairs or table 
  umbrellas as improvised clubs (Strength +2 damage, 
  become Vulnerable on a miss).
  It’s unlikely for any heroes to experience a 
  Moment of Crisis during this encounter—there 
  aren’t really innocents to save or invaders to fight. 
  Technically the jiangshi is an invader, but for now 
  the characters are simply fighting for their lives. 
  An attempt to move past the jiangshi and apply 
  first aid to the rude man by the vending machine 
  is fruitless (the man is beyond saving), but does 
  trigger a Moment of Crisis.
  More likely the heroes attempt to flee, which only 
  makes the situation worse. A number of infected 
  are just around the bend. At first they stand in 
  creepy silhouette, sniffing the air. The heroes can 
  immediately tell something is wrong with them. 
  Once approached, these figures snarl and attack 
  with animal ferocity.
  • Jiangshi (1): See page 78.
  • Infected Humans (1 per 2 heroes): See page 
  78. These creatures don’t become active unless 
  someone tries to leave the alley.
  If the heroes suffer a Setback or someone plays the 
  Mutation! Cosm card, the rude man at the vending 
  machine rises to his feet as a jiangshi. 
  Beyond the alley are hundreds more infected, 
  tearing through the crowds in the busier streets. 
  Bodies litter the pavement, and crazed throngs 
  prowl for fresh meat. The group sees bodies 
  littering the street and dozens of crazed “rioters“ 
  chase them back toward the alley.
  Suffering Wounds may also trigger a Moment 
  of Crisis!
  THe sHOpkeeper
  Once the initial threat is defeated, or at a dramatic 
  moment if it looks like the heroes are about to be 
  overwhelmed, one of the shuttered storefronts 
  suddenly rolls open and an elderly man waves the 
  group inside. “In here, quickly!“ he cries, and then 
  rolls down the steel shutters after everyone runs 
  inside.
  TRAGIC ENDINGS
  Pan-Pacifica isn’t a very nice place, and the 
  standard ending of this adventure involves 
  the certain doom of each of the heroes—except 
  perhaps one. The best the players can hope for is 
  to discover the depth of Kanawa’s involvement 
  before the curtain falls.
  In part, this helps reinforce the horror infused 
  theme of the cosm, and establish it as a 
  dangerous place for Storm Knights, even if no 
  overt High Lord or invasion has been revealed.
  If Ayaka is in play she should get constant 
  visions of inevitable doom. Even if not, every 
  character can feel doom coming with all 
  their senses. Let that fatalism seep into every 
  description. 
  A truly spectacular idea by the players or a little 
  GM intervention may lighten the ending for 
  groups who just won’t enjoy such a downbeat 
  finale. But without changes, only one character 
  is ever seen again.
  
  68
  SCENE TWO: ESCAPE 
  FROM HARAJUKU
  Standard Scene� Outside, the sounds of a violent 
  storm, torrential rain, and distant screams penetrate 
  the thick walls. Any infected that remained outside 
  scratch at the metal-shuttered doors and windows, 
  but stop once the storm reaches its height. 
  makOTO
  The shopkeeper’s name is Makoto. He lives in an 
  apartment above his business—a souvenir and toy 
  shop. He looks terrified and paces nervously, but 
  his place is secure, at least for now.
  Makoto has no family of his own, and is inclined 
  to treat the younger characters like his sons or 
  daughters—if they allow him to. He’ll sacrifice his 
  life for his new family if that bond is forged.
  He wears large, saucer glasses and is nearly blind 
  without them.
  Quote: “I never thought I’d see a night like this. 
  We must stick together if we hope to survive until 
  morning.“
  BAD NEWS
  The news plays quietly on a television set while 
  Makoto paces around the room. The major stories 
  tick by, and seem to get worse by the minute:
  • Spontaneous rioting has broken out in 
  Shanghai, Nanjing, and other cities nearby. 
  Chinese officials have begun referring to the 
  rioters as “jiangshi,“ a term which means 
  “jumping vampires.“ The most recent claim is 
  the jiangshi are victims of a biological terrorist 
  attack.
  • Japan is suffering outbreaks of an infectious 
  madness linked to the jiangshi phenomenon 
  seen in China. The worst incident so far is in 
  the Harajuku district where hundreds, possibly 
  thousands, are dead. Police and military 
  forces are attempting to quarantine the area 
  to stem the spread of violence. Fires have 
  begun spreading across the western portion 
  of the district. All public transportation within 
  Tokyo has stopped, and other services may be 
  suspended at any time.
  COSM CARDS
  Some Cosm cards present a special challenge 
  this early in the Pan-Pacifica timeline.
  Feud: Any survivor might nurse a grudge if 
  an infected slain by the hero turns out to have 
  been a loved one or family member.
  Is That a Bite?: This early in the outbreak it’s 
  a paranoid police patrol rather than Kanawa 
  forces. There is one officer per two heroes. Use 
  the statistics for a Kanawa Security Troopers 
  (page 79) but they aren’t wearing armor, and 
  carry only 9mm pistols (Damage 13, Ammo 
  15). The officers attack any wounded hero, or 
  demand the group head for the “safety“ of the 
  police station if they all look healthy.
  Mutation: If played in a scene with a jiangshi 
  (page 78), even a slain one, that jiangshi 
  begins to writhe and transform into the yokai 
  (page 79) that pursues the heroes starting in 
  Scene Three. If played while only infected are 
  present one of them becomes a jiangshi.
  If played in Scene Four when the yokai is 
  present things get really nasty. Its Strength 
  increases by two, and it may spend a Possibility 
  to heal all of its Wounds as a free action!
  Outbreak: The scenes at the shop and the Meiji 
  Shrine both inevitably end with the group 
  being forced to flee as infected arrive. Playing 
  this card in either situation just puts the timing 
  in the hands of the players, and gives them 
  some Possibilities for their trouble.
  Sold Out: Any of the introduced characters 
  might betray the group in hopes of surviving 
  just a little while longer. This may mean leaving 
  the heroes in a sticky situation or pointing out a 
  bite at an inconvenient time. 
  You Don’t Look So Good: Rain, tainted blood 
  from combat, or even the initial release of the 
  spores may have affected the character. Treat 
  him as if he’s been bitten—see the Bitten? 
  sidebar on page 80.
  
  69
  • Reports from Korea indicate military strikes 
  against population centers in and around 
  Busan. Neither government has issued a 
  statement. 
  At this point Makoto turns off the television in 
  horror and disgust.
  lOOTing THe sTOre
  The group has a chance to check over Makoto’s 
  business (and his private room) to scrounge for 
  weapons. Each hero may make a Standard find 
  test and compare it to the Scavenging in the Shop 
  chart below. Alternatively, a character may test 
  persuasion to ask Makoto for something instead of 
  searching for it!
  COmmuniCaTing WiTH THe OuTsiDe
  None of the characters’ mobile phones work 
  correctly; numbers all come through as busy and 
  internet access is unavailable. This could be from 
  usage and strain caused by the disaster, interference 
  from the other invasions, or a mixture of both. Any 
  features that don’t rely on connectivity still work 
  fine. 
  LEAVING HARAJUKU
  Outside the storm lessens, but fresh sounds of 
  infected clawing or pounding on the storefront’s 
  shutter have started. “We have to get out of here,“ 
  Makoto whispers.
  The group must decide where they plan to go. The 
  news stories should tip the players off that between 
  the quarantine and the fires they aren’t likely to get 
  far. Makoto argues strongly for finding somewhere 
  safer nearby to hold out until morning.
  Kiku and Kosuke both have potential destinations 
  in mind if either are in play. Makoto suggests 
  the Meiji (mey-jee) Shrine if no one else does, and 
  heartily supports Kiku if she suggests it. From 
  what Makoto’s seen, he believes the infected are 
  a supernatural threat. The shrine offers the best 
  protection if that’s true.
  If the heroes push for the train station or subway 
  Makoto reminds them that the trains aren’t 
  running, and those sites must be crowded with 
  other people or the infected. The police station is 
  likely the same or worse, especially if the police are 
  enforcing the quarantine. 
  Once the group has a destination in mind (or if 
  they take too long to decide) have the shutter shake 
  and dent inward from a stupendous impact. Then 
  another. Then another. Something on the other 
  side of that door is very strong, and wants inside. 
  It’s time to leave!
  Travel in Harajuku
  Whatever the group chooses as a destination, 
  getting there alive is a Dramatic Skill Resolution. 
  They have five rounds to arrive without a major 
  confrontation with the infected hordes.
  SCAVENGING IN THE SHOP
  Find
  Usable Items
  Fail
  Claw Hammer: It deals Strength +1 damage, and beats having nothing at all.
  Box Cutter: Strength +1 damage, small.
  Standard
  Petrol Bomb: A bottle of alcohol and a strip of cloth combine to make this weapon. 
  Damage 14, Range 5/10/15, Medium Blast, Fire. Thrown with missile weapons.
  Makeshift Shield: Grants a +2 bonus to defenses, and also a +2 Toughness if the 
  character uses it for an Active Defense.
  Good
  Scent Masking (5 doses): A combination of unappetizing sprays and lotions makes 
  the wearer stink—but not like a human. Each dose makes stealth Favored against 
  the infected for one scene.
  Outstanding
  .38 Revolver: Hidden in a drawer. Damage 12, ammo 6, small.
  Souvenir Katana: It’s a tourist knock-off, but it still deals Strength +3 damage.
  
  Mutating jiangshi are an ever present danger.
  70
  In this case each round represents minutes of 
  cautious travel. If the task fails, the Storm Knights 
  must face two bonus dice of infected (page 78). 
  Rolling the ∞ symbol brings five infected, plus the 
  result of another die roll! Once the infected are 
  defeated, the survivors arrive at the destination 
  without any more trouble.
  The steps for traveling to any destination inside 
  the quarantined area are:
  Step A: Avoid wandering infected in the area. 
  This is a Challenging (DN 12) stealth test.
  Step B: Discover a viable route. Treat this as a 
  Standard find or Mind test.
  Step C: Avoid a clumsy accident. Setting off car 
  alarms or tripping over piles of rubble are classic 
  examples, and cost the group time to reroute as the 
  noise draws more infected. Avoiding an accident is 
  an Easy (DN 8) Dexterity test.
  Step D: Keep up the pace. This is a Challenging 
  (DN 12) Strength test. The character who attempts 
  the test is helping others along, scouting ahead, or 
  generally performing the most strenuous activity.
  Dilemmas usually represent groups of infected 
  or jiangshi along the route, fires, or effects of the 
  worsening storm. 
  OTHer enCOunTers
  Sprinkle these short encounters in between steps of 
  the Dramatic Skill Resolution as flavor.
  • Barricade: Several empty cars are aflame 
  near a shattered police barricade. There are 
  piles of bodies with what appear to be gunshot 
  wounds. A jiangshi (page 78) prowls among 
  the bodies, and attacks if the group comes too 
  close.
  • Hanged Man: A man’s corpse hangs from a 
  nearby street light. The corpse is still twitching, 
  and black blood runs down from his mouth 
  and drips to the ground. His eyes are open and 
  seem to be staring directly at the characters. 
  • Wheelchair: The characters find a broken and 
  overturned wheelchair. There is a trail of blood 
  leading behind a stack of trash cans, as though 
  someone were dragged back there. If the 
  characters investigate they find the unmoving 
  
  71
  corpse of an old woman. She was badly injured 
  in the rioting and dragged herself behind the 
  trash cans to hide.
  • Weeper: Curled up in the middle of the street 
  is a softly weeping girl. Her face is pressed 
  against her legs but trails of black liquid clearly 
  stream from her eyes and drip down to the 
  ground. If disturbed she looks up with pitch 
  black eyes, mouth open in a silent scream, and 
  then she gurgles and dies. 
  DifferenT DesTinaTiOns
  If the heroes pick a destination other than the Meiji 
  Shrine or the Kanawa Construction site they find 
  it strewn with bodies and crawling with infected. 
  Roll two bonus dice to determine the number of 
  infected present, just as if the group had failed the 
  Dramatic Skill Resolution.
  Traveling to another destination requires a repeat 
  of the Dramatic Skill Resolution, with the same 
  steps.
  • Infected Humans (2BD): See page 78. 
  SCENE THREE:  
  THE SHRINE
  Standard Scene� Meiji Shrine is a Shinto shrine 
  dedicated to the deified spirits of Emperor Meiji 
  and Empress Shōken. It sits just west of Harajuku, 
  in the midst of a beautiful evergreen forest. The 
  shrine and the forest are normally a sea of serenity 
  in the heart of Tokyo, but tonight the forest is 
  unsettling—there may be monsters lurking behind 
  every tree. 
  The shrine is composed of an inner and outer 
  area. The inner precinct holds the shrine itself and 
  includes a museum which houses artifacts from the 
  Emperor and Empress. The outer precinct includes 
  public art works, a variety of sports facilities, and 
  the Meiji Memorial Hall. The hall was originally 
  used for governmental meetings but today is 
  utilized for Shinto weddings and other private 
  events.
  Once the group arrives at the Shrine they find 
  the gates closed. As they approach, someone calls 
  down to them, asking who they are and what they 
  want. A persuasion test convinces those inside to let 
  them in; otherwise they must climb the walls or 
  find another way in.
  SURVIVORS
  Inside, the characters find four other survivors. 
  All of them are eager to hear what the characters 
  have seen and heard. Television broadcasts have 
  reported the general situation, but that’s different 
  from firsthand accounts. They have been arguing 
  constantly about whether to leave (as most of the 
  crowds did) or remain in place until the authorities 
  get everything under control.
  ayumu kaTO
  Ayumu is a young Shrine Maiden, a Shinto priestess 
  who performs cleansing rituals and sells souvenirs. 
  She’s depressed, and believes the emergence of 
  monsters outside is a sign of the end of the world. 
  She’s still wearing the traditional red and white 
  dress of her station.
  Quote: “Empress Shōken was very kind and very 
  devout. I wonder what she would do, surrounded 
  by creatures such as these.“ 
  VISIONS OF THE FUTURE
  If Ayaka is in play, she should occasionally get 
  flashes of grim future events. These visions 
  help set the horrific tone of the adventure and 
  provide clues that move the plot along.
  Early glimpses should be of jiangshi rending 
  flesh or pursuing the group, and possibly 
  flashes of the yokai from Scene Four that 
  pursues them.
  She might also see the face of Makoto the 
  shopkeeper before he opens his shuttered door, 
  or images of the weapons at the Meiji Shrine. 
  Her last glimpse of the future should be the 
  Kanawa construction site. Beyond that there’s 
  no future for poor Ayaka to see.
  
  The Meiji shrine is surrounded by thick woods and well tended paths. The main site is protected by walls 
  and gates, but the dojo and museum are a short hike away.
  72
  
  73
  akira saTO
  Akira is an older man who was visiting the park 
  with his friend Yusei. When the chaos hit he and 
  Yusei fled here, and his companion convinced him 
  to stay when the other visitors and most of the staff 
  evacuated. Now Akira is growing restless, and 
  thinks it’s only a matter of time before the shrine 
  is attacked. Akira wears a Western style fishing hat 
  and a dumpy t-shirt.
  Quote: “Don’t be a coward. We should have left 
  with the others.“
  yusei fujimOTO
  Yusei has been Akira’s friend for decades, though 
  the two seldom see eye to eye. He’s cautious and 
  mild, which balances well with Akira’s hot temper. 
  When Ken arrived with his tales of violence at the 
  train station it reaffirmed Yusei’s belief that hiding 
  here in the shrine is the only option.
  Yusei only has three fingers on one of his hands. 
  He learned a powerful lesson about taking chances 
  at a young age!
  Quote: “Don’t be a fool. The only thing outside 
  these walls is death.“
  kensHin “ken“ maTsuO
  Ken is a well-dressed businessman who fled here 
  from a disastrous scene at the train station. He’s 
  still shaken from his experience, and is drunk. He 
  tries to cover up his fear with belligerence and 
  bravado.
  Quote: “If I’m going to die I don’t plan to do it 
  sober.“
  TREASURE IN THE SHRINE
  If the group looks (or asks Ayumu) it turns out 
  there are a surprising number of weapons available 
  within the shrine. 
  There’s a dojo in the outer precinct that has various 
  practice weapons (mostly blunt, but some sharp) 
  that deal Strength +2 damage. Best of all, there are 
  suits of kendo armor in the lockers, which provide 
  +2 Armor to the torso.
  There’s also the treasure museum in the inner 
  precinct. Among the exhibits at the moment are 
  true katanas (Strength +3 damage, AP 1), “Gusoku“ 
  Samurai armor (+3 Armor, Min Str 10, Max Dex 8, 
  Fatigues), and even black-powder pistols (Damage 
  14, Ammo 1, Reload, Mishap on a 1–2). 
  Ayumu has no issues with raiding the dojo, but 
  strongly protests against taking of any of the 
  treasures. A Very Hard (DN 16) persuasion test 
  convinces her of the need. She won’t try to stop 
  the Storm Knights from taking the weapons if the 
  test fails, but the disrespect shown may prompt 
  her to make her move early (see Fire in the Temple 
  below).
  THINGS TURN BAD
  Although the survivors are safe for the moment, 
  tensions at the shrine already run high and the 
  influx of newcomers doesn’t help the situation. 
  As the night deepens, the following events occur 
  whenever dramatically appropriate:
  ken’s OuTBursT
  Ken continues to drink, growing louder and more 
  belligerent as the night passes. He attempts to pick 
  arguments with everyone. Yusei is quick to point 
  out that Ken’s shouting may attract the infected. 
  An intimidation or persuasion test settles him down. 
  A failed test or a physical attack pushes Ken too far 
  and he storms out of the Shrine.
  akira’s DisappearanCe
  Akira and Yusei mostly bicker with one another. 
  When no one is watching, Akira climbs over the 
  wall in an attempt to sneak home. Once Yusei 
  realizes what has happened, he pleads with the 
  others to go out after his friend.
  A Hard (DN 14) tracking test finds the exact spot 
  Akira leapt the wall. If any heroes attempt to follow 
  him into the woods they begin hearing the telltale 
  sounds of jiangshi in the trees. The creatures attack 
  unless the heroes turn back immediately. 
  • Jiangshi (1 per 2 heroes): See page 78. 
  fire in THe Temple
  Ayumu grows increasingly unhinged and spends 
  most of her time away from the group. She passes 
  through occasionally to see the latest news and cry 
  a little. In her mind, her duty is to make the shrine 
  itself into a funeral pyre.
  
  74
  She has prepared the upper level of the tower 
  to burn, and plans to light it (and herself) aflame 
  unless someone catches on and stops her.
  If she’s talked down with a Hard (DN 14) 
  persuasion test or incapacitated then lightning from 
  the storm strikes the temple, igniting her arson 
  materials anyway.
  THE INFECTED ATTACK
  Regardless of how the fire starts, the burning shrine 
  draws the infected. It’s time to abandon another 
  potential sanctuary.
  Any remaining survivors flee into the forest, 
  away from an oncoming tide of infected and 
  (unknowingly) toward the Kanawa Corporation 
  construction site. Yusei stays and tries to hide in 
  the shrine unless convinced to come along with a 
  Standard intimidation or persuasion test. 
  A group of infected attack the Storm Knights as 
  they leave. A Setback on the Conflict Line brings a 
  jiangshi (page 78) into the fray. 
  • Infected Humans (1 per hero): See page 78. 
  A NEW MUTATION
  After the last infected falls, a much larger creature 
  appears. It leaps onto one of the outer walls, and its 
  grotesque shape is silhouetted against the fire.
  This is a yokai. If one was created earlier thanks 
  to a Mutation Cosm card this is the same specimen, 
  now actively hunting the group.
  This isn’t a battle the Storm Knights can win. If 
  they stand and fight, it tries to kill one of the heroes 
  and then take its time mutilating the body, giving 
  the others time to escape. One of the other survivors 
  may appear in time to become its victim instead.
  If the heroes manage to deal a Wound to the yokai 
  another wave of infected appear.
  If the group tries to flee, they succeed but the 
  yokai follows. They hear the creature’s cries in the 
  distance behind them. To get away, the characters 
  must move deeper across the forest, which takes 
  them straight to the Kanawa Construction site and 
  an appointment with destiny.
  • Yokai (1): See page 79.
  SCENE FOUR:  
  THE KANAWA SITE
  Dramatic Scene� The shrieks of the infected echo 
  behind the characters as they trek through the 
  forest. The woods suddenly give way to a tall metal 
  barrier surrounding what looks like a construction 
  site. The wall is dominated by large safety signs, 
  and smaller notices reading, “Kanawa Corporation, 
  Building the Future!“ 
  There is a gap in the plates of the wall where one of 
  the metal sheets has been pried outward. If Ko is in 
  play, he recognizes the handiwork of his gang. The 
  wall is bent open enough for one person to squeeze 
  inside at a time—just ahead of the oncoming horde! 
  AUTOMATED DEFENSES
  Just inside are the bloody bodies of Ko’s gang, and 
  possibly some of the others who fled the shrine. 
  Beyond the carnage about 50 meters away is a tall, 
  partially constructed building with two strange gun 
  turrets sitting outside its main entrance. Scattered 
  around the construction yard are piles of materials, 
  but no vehicles. There isn’t a living thing in sight, 
  but the guns track back and forth menacingly.
  The turrets are robots with a straightforward 
  function: scan the area and shoot anything that 
  moves—unless they are recognized as authorized 
  Kanawa personnel. The guns don’t fire if a target 
  remains perfectly still.
  Don’t flip a Drama card yet. Have each Storm 
  Knight take a turn, and then the guns react 
  and open fire.
  After that first exchange, it’s possible to 
  make a run straight for the building, but that 
  approach is risky� A character can run meters 
  equal to three times his Dexterity, so even 
  the fastest Storm Knights take more than a 
  turn to cross the 50 meters into safety.
  There is cover around the outer edges of the 
  construction yard, but none within 30 meters 
  of the guns� The construction materials 
  provide Concealment as normal and +6 
  Toughness if the turrets only miss by the 
  difference Concealment provided.
  
  Sometimes there’s nowhere left to go but up.
  75
  The gun turrets don’t warrant full statistics, but a 
  few numbers are useful for them:
  • All the automated gun’s defenses are 8. Each 
  is a Toughness 10 object, so 15 or more damage 
  destroys it. A successful grapple may simply 
  knock the turret down off its tripod, preventing 
  it from firing.
  • It’s possible to trick the turrets (DN 8) by 
  throwing an object or using maneuver (DN 8) to 
  switch direction faster than the guns can rotate. 
  A Stymied or Very Stymied condition can save 
  lives!
  • Each turret attacks with fire combat 10. A hit 
  deals 15 damage, Armor Piercing 2. The guns 
  fire Long Bursts (+4 to hit) and Multi-Target to 
  hit up to three people.
  Once a character gets past the turrets to the 
  doorway he’s safe. He can approach the turrets 
  from behind and knock them over or switch them 
  off without a test.
  The doors are locked, but a Hard (DN 14) 
  lockpicking test or a Heroic (DN 18) Strength test 
  forces them open. If the effort to open the door fails, 
  the infected begin entering the construction yard. If 
  the automated guns are still functional they hold 
  the horde back long enough for the group to try 
  again. Otherwise the creatures rush to the attack.
  • Infected Humans (3 per hero): See page 78. 
  INSIDE THE BUILDING
  From the outside, the building appeared under 
  construction, but inside dim blue lights illuminate 
  finished hallways. The scaffolding and girders 
  outside mask a complete (and highly secure) 
  structure.
  A man in a white lab coat carries a stack of plastic 
  trays into the hallway just as the Storm Knights 
  enter. The trays are piled with stacked plastic 
  cubes, and inside each cube is a twisted-looking 
  seed about the size of a walnut.
  
  AYAKA KURODA
  76
  The scientist is stunned to see the heroes in the 
  hallway. He attempts to push back into the room 
  he came from and close the door without dropping 
  his trays. It doesn’t even require a test to push into 
  the lab and stop him from triggering a security 
  alarm—so long as the Storm Knights try.
  THe yin seeD laB
  The room the scientist came from is filled with 
  computers, lab equipment, and piles of readouts. 
  The entire far wall is composed of large glass 
  windows with a view into a huge central chamber 
  filled with a hazy green atmosphere. The chamber 
  looks like a greenhouse, with artificial lighting and 
  two men in thick hazmat suits tending rows of 
  strange-looking plants. 
  The plants look like leafy heads of lettuce. Most are 
  closed, but a few are open like a blossoming 
  flower, revealing a human skull in the 
  center. The chamber is dominated by a 
  single, massive bulb roughly the size of 
  the men in protective gear. Its buds are 
  closed, but quiver slightly as if the thing 
  were breathing.
  BeTTer killing THrOugH 
  CHemisTry
  The two men inside the chamber don’t 
  notice the heroes. The scientist from the 
  hall is not a combatant and an Easy (DN 
  8) intimidation test forces him to answer 
  any questions the Storm Knights ask. 
  A Standard evidence analysis test 
  discovers the information as well—
  and in a form the heroes can take with 
  them! Between the two methods the 
  heroes might learn the following:
  • The large bulb is called a Yin Seed. 
  The scientists are tasked with studying 
  it—and collecting its spores. 
  • Kanawa Corporation owns this facility, 
  and is attempting to both weaponize 
  the spores and develop a cure for those 
  infected by them.
  • The scientists have run tests on human 
  exposure to the spores, and the symptoms are 
  identical to the infected rioting in Harajuku. 
  Not all victims follow the same pathology. 
  The “abnormals“ were among the research 
  materials transported to headquarters.
  • This facility is collecting data from spores 
  intentionally released in the Harajuku.
  • This site has received orders to secure its 
  specimens and data for transport to a lab in 
  the Bonin Islands. An aircraft is on the way to 
  pick up the researchers and materials. There’s 
  a landing pad on the building’s roof, and once 
  everything is loaded aboard the transport a 
  flash fire is scheduled to burn any remaining 
  evidence and cleanse the lab.
  The most crucial piece of information is the arrival 
  of the helicopter, since that offers a potential 
  means of escape. Once the heroes have 
  collected the information the two researchers 
  inside the chamber head toward the airlock 
  back to the lab. How the heroes decide to 
  deal with these men and the researcher 
  they’ve been questioning is up to them.
  • Kanawa Researchers (3): See page 
  78. 
  RACE TO THE TOP
  A loud crash sounds as something 
  breaks through the building’s outer 
  doors. A peek into the hallway or at 
  the security screens reveals the yokai has 
  arrived. It sniffs the air and moves toward 
  the lab, still searching for its prey.
  The yokai makes short work of the lab’s 
  doors. The heroes have a choice: make a 
  last stand against the creature or flee to the 
  helicopter pad. If any researchers are still 
  around, they beg the heroes to take them 
  to the helicopter pad on the roof.
  Whatever the group decides, flip a 
  new Drama card as the yokai smashes 
  through the doors of the lab. If the 
  heroes 
  have 
  already 
  faced 
  the 
  
  77
  creature and managed to deal any Wounds to it, 
  those have regenerated—as have the creature’s 
  Possibilities.
  After the end of the first round the noise of a large 
  horde of infected becomes audible. During the 
  second round the horde appears, joining the chase 
  or attacking any brave Storm Knights who stayed 
  behind to fight.
  For those attempting to make it to the helicopter 
  pad, the scene plays out as a chase. Each Step of 
  the chase represents two floors of unconnected 
  stairwells or elevators. The helicopter pad is 
  atop the eighth floor and reached when Step D is 
  completed.
  The yokai and infected may only attack characters 
  on the same step in the chase. If they have a target, 
  they attack rather than trying to gain distance in 
  the chase. If no targets are available, the vile things 
  attempt to reach a step that contains someone to 
  attack.
  As a foot chase, each side tests Dexterity 
  to gain a step� Each player tests separately, 
  so one character might swiftly reach the 
  helicopter pad and temporary safety while 
  another is still stuck at the beginning being 
  ravaged by infected� 
  Divide the infected into a group for each 
  character� Gaining steps in a chase isn’t 
  something the villains can use Combined 
  Actions for, but attacking heroes on the same 
  step is�
  The yokai isn’t trying to get to the pad, it’s 
  intent on killing any Storm Knights it can 
  reach� It isn’t mindless� When necessary 
  it may maneuver to Stymie prey escaping 
  its clutches by cutting off escape routes, 
  slashing elevator cables, and so on� The 
  fewer characters who reach the helicopter 
  pad for the finale the better. Be mean. No one 
  should make it out alive�
  In the chase, a Dilemma may represent a blocked 
  route, waiting for an elevator’s doors, or getting 
  lost. 
  • Yokai (1): See page 79. 
  • Infected (4 per hero): See page 78. They 
  join the encounter during the second round.
  END OF THE LINE
  Any survivors who reach the roof experience a 
  moment of hope. A vehicle is landing, but it’s not 
  a helicopter. It’s a sleek, VTOL jet of a type the 
  characters have never seen before. Its wings are 
  rotated and its rear hatch already open as it touches 
  down on the pad.
  A squad of 10 men in black, modern armor styled 
  similar to samurai armor fan out onto the helicopter 
  pad with crisp, military precision. Each carries an 
  ultra-modern-looking firearm. 
  Their commander steps down a few moments 
  later. He wears the same armor but no helmet. His 
  features are Korean and handsome, and he wears 
  his long black hair in a ponytail. His expression 
  seems to be a permanent weary scowl.
  “Stormers. Keep one of the intruders alive for 
  study and questioning. Purge the rest,“ he hisses. 
  “The facility is a loss. Trigger the burn protocol 
  immediately.“
  The scene fades to black with the sound of gunfire.
  • Kanawa Security Troopers (10): See page 79. 
  If the Storm Knights took a particularly 
  clever measure such as disguising themselves 
  using the hazmat suits or clothing from the 
  researchers they may be able to bluff their 
  way onto the VTOL with a Heroic (DN 18) 
  persuasion test� In such a case the survivors 
  witness the VTOL launch just as the yokai 
  emerges onto the ceiling, and then fiery 
  explosions collapse the entire structure� After 
  that, the survivors’ fate remains ambiguous�
  EPILOGUE
  Days later, the fires around Harajuku are out. 
  Kanawa Security forces have surrounded and 
  quarantined the entire district. Inside the cordon, a 
  former construction site belonging to the Kanawa 
  Corporation lies in ruins. Deep within that burned 
  wreckage, 
  something 
  (or 
  someone) 
  lurches 
  awake…
  
  78
  PAN-PACIFICA THREATS
  INFECTED HUMAN
  Infected humans are living beings driven mad by 
  the Contagion. Black tears smear the faces of these 
  unfortunate souls. They are mindless killers bent 
  on consuming the flesh of the living. Most die 
  within 24 hours. A portion of those who perish then 
  mutate into the even more dangerous jiangshi. At 
  present, there is no known cure.
  Attributes: Charisma 4, Dexterity 7, Mind 4, Spirit 
  5, Strength 8
  Skills: Find 6, intimidation (10), find 8, stealth 8, 
  taunt (9) trick (9), unarmed combat 9
  Move: 7; Tough: 8; Shock: 5; Wounds: —
  Equipment: —
  Perks: —
  Possibilities: Never
  Special Abilities:
  • Bite/Claws: Damage Strength +1 (9). 
  • Horde: Infected crowd together to overwhelm 
  their prey. Apply any bonus from a Combined 
  Action (See Torg Eternity) to Damage as well as 
  the attack itself when multiple infected attack a 
  single target.
  • Infected: Ords KO’ed or Defeated by this 
  creature become infected themselves. Reality-
  rated characters slain by infected rise as jiangshi 
  sometime within the act.
  JIANGSHI
  Pan-Pacifica’s “hopping vampires“ are humans 
  infected with a particularly terrible strain of the 
  virus. The creatures are ravenously hungry and 
  spread the infection with a bite. When a victim 
  becomes a jiangshi, her skin puckers and tightens. 
  Muscles contract until they’re wound like springs—
  increasing their effective strength. Heavier victims 
  contract in the same way, but the additional skin 
  and organs bulge out between the muscular bands.
  The contraction leaves this creatures stiff and slow 
  on their feet, but capable of powerful leaps—hence 
  their name.
  Attributes: Charisma 6, Dexterity 11, Mind 5, 
  Spirit 8, Strength 11
  Skills: Dodge 13, intimidation (13), maneuver 13, 
  stealth 10, taunt (11), unarmed combat 13
  Move: 5; Tough: 11; Shock: —; Wounds: 1
  Equipment: —
  Perks: —
  Possibilities: Common (2)
  Special Abilities:
  • Bite/Claws: Damage Strength +2 (13). Jiangshi 
  attempt to grapple unless a foe is already 
  restrained, so a standard hit causes straight 
  Strength damage (11), a Good hit deals full 
  damage (13) and restrains the target, and 
  an Outstanding hit also makes the target 
  Vulnerable and Stymied. If the target is already 
  restrained a jiangshi uses an All-Out Attack.
  • Fear: Upon first encountering this twisted 
  creature a hero must test willpower or Spirit or 
  become Very Stymied.
  • Infected: Ords KO’ed or Defeated by this 
  creature become infected themselves. Reality-
  rated characters slain by infected rise as jiangshi 
  sometime within the act.
  • Jump: A jiangshi may leap double its 
  movement as a simple action, but doing so 
  leaves it Vulnerable.
  • Relentless: Jiangshi ignore Shock.
  • Undead: Jiangshi are immune to poison and 
  other effects that require breathing, eating, or 
  other “living“ processes.
  KANAWA RESEARCHER
  These scientists and specialists work inside 
  Kanawa’s various secret installations, performing 
  experiments 
  and 
  perfecting 
  the 
  company’s 
  biological and technological weaponry. Most 
  are from Core Earth, but project leads may be 
  transplants from Kanawa Corporation’s home 
  cosm.
  Attributes: Charisma 6, Dexterity 6, Mind 11, 
  Spirit 7, Strength 6
  Skills: Dodge 7, evidence analysis 14, find 12, first 
  aid 12, intimidation 8, maneuver 8, science 14, 
  stealth 7
  Move: 6; Tough: 6; Shock: 7; Wounds: —
  Equipment: —
  Perks: —
  Possibilities: Never
  Special Abilities: —
  
  Infected humans are most dangerous in large groups.
  79
  KANAWA SECURITY TROOPER
  Kanawa’s corporate security teams go by many 
  different names depending on their role and the 
  country they’re stationed in, but the profile below 
  fits most of their guards and patrol personnel.
  Attributes: Charisma 6, Dexterity 8, Mind 8, Spirit 
  8, Strength 8
  Skills: Dodge 10, evidence analysis 9, find 10, 
  fire combat 10, first aid 9, intimidation 11, land 
  vehicles 9, maneuver 10, melee weapons 10, 
  stealth 10, streetwise 9, unarmed combat 9
  Move: 8; Tough: 12 (4); Shock: 8; Wounds: —
  Equipment: Kanawa security armor (+4), katana 
  (Strength +3/11, AP 1), SC Kyogo T11 (Damage 
  14, Long Burst, Range 50/100/200)
  Perks: —
  Possibilities: Rare (2)
  Special Abilities: —
  YOKAI
  This specimen has white skin, long clawed fingers, 
  and unnaturally long forearms and ankles. A bony 
  jaw rips out of the bottom of its once human face. 
  Yokai are “abnormal“ infected, and may have 
  different appearances or special abilities to reflect 
  that. This one is quick, hungry, and intent on 
  slaying Storm Knights.
  Attributes: Charisma 6, Dexterity 12, Mind 5, 
  Spirit 10, Strength 16
  Skills: Dodge 15, find 8, intimidation (15), 
  maneuver 14, stealth 13, taunt (11), unarmed 
  combat 15
  Move: 12; Tough: 18 (2); Shock: —; Wounds: 3
  Equipment: —
  Perks: —
  Possibilities: Yes (1 per hero)
  Special Abilities:
  • Armor: Tough hide +2.
  • Bite/Claws: Damage Strength +2 (18).
  • Fear: Upon first encountering this creature 
  a hero must test willpower or Spirit or become 
  Very Stymied.
  • Infected: Ords KO’ed or Defeated by this 
  creature become infected themselves. Reality-
  rated characters slain by infected rise as jiangshi 
  sometime within the act.
  • Possibility Hunger: When a reality-rated 
  character Soaks damage dealt by this creature, 
  it gains the Possibility spent to Soak.
  • Regeneration (Very Fast): A yokai may spend 
  a Possibility on its turn as a simple action to 
  heal one Wound.
  • Relentless: Yokai ignore Shock.
  • Undead: Yokai are immune to poison and 
  other effects that require breathing, eating, or 
  other “living“ processes.
  
  80
  BITTEN?
  A bite from infected creatures quickly turns 
  Ords into raving monsters themselves. But 
  what happens when a Storm Knight is bitten?
  A bite occurs when a creature carrying the 
  contagion (infected humans, jiangshi, or yokai) 
  deals damage equal to or greater than the 
  target’s Toughness (even if it doesn’t cause a 
  Wound). Less than that just causes scratches. If 
  a Storm Knight successfully Soaks the damage 
  there’s no bite—it was a possible outcome that 
  was averted.
  A bitten reality-rated character who dies for 
  any reason rises as an undead jiangshi. The 
  timing is extremely variable. Some jiangshi 
  spring up immediately after death, others take 
  hours to begin moving.
  If a hero is bitten in this adventure, immediately 
  give him one of the Infected handouts on these 
  pages. Encourage the player to keep the text of 
  the handout secret; part of the fun is suspicion 
  others begin to feel. Award Possibilities 
  generously when players do a good job with 
  the symptoms or reactions to them. 
  At the end of each scene, collect any Infected 
  handouts and then deal a new one to each 
  affected character for the next scene.
  These handouts are meant for this adventure, 
  but they may be used during regular play 
  in Pan-Pacifica as well. The risk of infection 
  vanishes at the end of an act if the character 
  hasn’t succumbed. The GM can change 
  handouts or effects at any time—the Contagion 
  is constantly mutating.
  If a character dies let the player control an 
  extra jiangshi during the chase in Scene Four. 
  This jiangshi may or may not be the fallen 
  hero’s body.
  You are cold. Shiver and complain about 
  how you can’t get warm. If others check, 
  you are cold and clammy to the touch, 
  and your heart rate is extremely low.
  At your discretion you may “play dead“ 
  at some point in the scene. When you 
  are discovered you aren’t breathing 
  and have no heartbeat. An Easy (DN 8) 
  first aid test revives you and you gain 
  a Possibility. If the test fails or no one 
  tries, you die and become a jiangshi.
  INFECTED—COLD
  You are starving, and desperate for food. 
  Complain about your hunger, and let 
  your stomach growl. Actually eating 
  anything makes you feel queasy and 
  doesn’t sate your appetite anyway.
  You suffer a −1 penalty on all tests 
  for the rest of the scene, but you gain 
  a Possibility for your trouble.
  INFECTED—HUNGER
  
  81
  You are easily distracted by bright lights 
  and loud noises. Your memories are hazy, 
  and sometimes you don’t even remember 
  your own name or what you’re doing.
  At your discretion, sacrifice your 
  turn during an encounter to wander 
  toward lights or noises in a daze. Gain 
  a Possibility when you do so. Next turn 
  you snap out of it and act normally.
  INFECTED—CONFUSED
  It hurts! You are stiff, and every 
  little movement causes you pain. 
  Whine about the pain and stiffness 
  as often as you can. Your Shock 
  drops by two for the remainder of the 
  scene, but you gain a Possibility.
  If you get KO’ed during the scene test for 
  Defeat, even if you still have Wounds. If 
  the test fails you awaken as a jiangshi.
  INFECTED—AGONY
  You are irritable and ready to snap. 
  Snarl, growl, and yell angrily to 
  keep everyone away from you.
  At your discretion, lash out at 
  another character who upsets you. 
  Make a real attack against the 
  character, and if you deal a Wound 
  you gain a Possibility. Afterward you 
  can be as contrite as you like.
  INFECTED—RAGE
  You are emotionally distant, and seem 
  disconnected from your own body. 
  Constantly test yourself by doing 
  things that should cause pain just to 
  see if they do. For the rest of the scene 
  you don’t suffer Wound penalties.
  You gain a Possibility if you take a Wound 
  during the scene (without Soaking) and 
  someone else has to point it out to you.
  INFECTED—NUMB
  
  82
  DRAMATIS PERSONAE: THARKOLD
  “OVERSIGHT“
  Cynical and commanding, Oversight has led this unit since the days of the Soviet Union. He remains 
  wary of the General Staff, but intensely loyal to his own team.
  Quote: “Watch your corners and remain disciplined. This is just another mission.“
  Cosm: Core Earth
  Attributes: Charisma 7, Dexterity 7, Mind 8, Spirit 10, Strength 8
  Skills: Dodge 1, find 1, fire combat 2, heavy weapons 1, intimidation 2, land vehicles 1, persuasion 3, 
  [reality 1], stealth 1, survival 1, trick 1, unarmed combat 1
  Move: 7; Tough: 12 (4); Shock: 10; Wounds: 3
  Equipment: AN-94, MP-443, F1 grenades (3), combat knife, standard gear
  Perks: [Bolster], [Rally]
  “STITCHES“
  The team’s medical specialist has an affable exterior that masks his deadly skills. He cracks sarcastic 
  jokes, even during firefights and surgery.
  Quote: “That looks painful. Let me give a prescription for not getting shot.“
  Cosm: Core Earth
  Attributes: Charisma 8, Dexterity 7, Mind 10, Spirit 7, Strength 8
  Skills: Dodge 1, evidence analysis 1, find 1, fire combat 2, first aid 3, melee weapons 2, missile weapons 
  1, persuasion 1,  [reality 1], stealth 1, survival 1, taunt 1
  Move: 7; Tough: 12 (4); Shock: 9; Wounds: 3
  Equipment: AN-94, MP-443, F1 grenades (3), combat knife, standard gear
  Perks: Endurance, [Situational Awareness]
  “SALVO“
  Salvo is a very big man. He was born to be a warrior and has a reputation for being bulletproof in 
  combat. He’s a fearless stoic, but he loves his team and practically worships Oversight. 
  Quote: “Now it’s my turn!“
  Cosm: [Tharkold]
  Attributes: Charisma 6, Dexterity 7, Mind 7, Spirit 8, Strength 12
  Skills: Dodge 1, find 1, fire combat 2, heavy weapons 3, intimidation 1, land vehicles 1, melee weapons 
  2, [reality 1], stealth 1, survival 1, trick 1, unarmed combat 1
  Move: 7; Tough: 16 (4); Shock: 8; Wounds: 3
  Equipment: AN-94, Saiga-12, RPG-32, combat knife, standard gear
  Perks: [Occultech (Zsn Endoskeleton MK II], [Relentless]
  
  83
  “DEAD-EYE“
  True to her name, Dead-Eye routinely takes top honors at marksmanship competitions. She’s calm and 
  cool under fire, and usually assigned to watch over the team from a sniping position.
  Quote: “One shot, one kill. Anything else is sloppy.“
  Cosm: Core Earth
  Attributes: Charisma 6, Dexterity 8, Mind 9, Spirit 9, Strength 8
  Skills: Dodge 1, find 2, fire combat 3, heavy weapons 1, land vehicles 1, maneuver 1, melee weapons 1, 
  missile weapons 2, [reality 1], stealth 1, survival 1, unarmed combat 1
  Move: 8; Tough: 12 (4); Shock: 9; Wounds: 3
  Equipment: KSVK Anti-material rifle, MP-443, F1 grenades (3), standard gear
  Perks: Sniper, Trademark Weapon (KSVK Anti-material rifle)
  “PROWLER“
  Prowler is quiet and professional. He’s a knife and infiltration expert, equally at home in urban and 
  wilderness environments. He follows orders and likes getting the job done with clean efficiency—no 
  loose ends.
  Quote: “Why must we always do things the hard way?“
  Cosm: Core Earth
  Attributes: Charisma 7, Dexterity 8, Mind 9, Spirit 7, Strength 9
  Skills: Dodge 1, find 1, fire combat 1, land vehicles 1, maneuver 1, melee weapons 2, missile weapons 2, 
  [reality 2], stealth 3, streetwise 1, survival 1
  Move: 8; Tough: 13 (4); Shock: 7; Wounds: 3
  Equipment: AN-94, MP-443 with silencer attachment, F1 grenades (3), combat knives (6), standard gear
  Perks: [Negation], [Tenacious]
  “DRIVETRAIN“
  Usually found under a transport or behind the wheel of one, Drivetrain loves speed and machinery. 
  She’s the youngest in the unit, but has proven herself behind the wheel and in combat.
  Quote: “Right of way is determined by mass times acceleration.“
  Cosm: Core Earth
  Attributes: Charisma 7, Dexterity 8, Mind 9, Spirit 8, Strength 8
  Skills: Dodge 2, find 1, fire combat 1, heavy weapons 1, land vehicles 3, maneuver 1, missile weapons 1, 
  [reality 1], science 1, stealth 1, streetwise 1, trick 1, unarmed combat 1
  Move: 8; Tough: 12 (4); Shock: 8; Wounds: 3
  Equipment: AN-94, MP-443, F1 grenades (3), combat knife, standard gear
  Perks: [Prodigy], [Vengeful]
  
  ACT ONE: 
  THARKOLD
  84
  D
  uring the deadly first day of the Tharkhold 
  invasion, six elite soldiers are tasked with 
  driving into the center of Moscow to recover 
  data and the scientists monitoring the maelstrom 
  bridge. 
  The soldiers must defeat or avoid Tharkold forces 
  in the area, and decide how to handle any nearby 
  civilians. 
  Horror awaits the team within the lab. Only 
  one of the scientists remains alive, and he’s quite 
  mad. He’s certain the group’s arrival means High 
  Command has decided to use their last resort: 
  deploying a nuclear warhead against the bridge 
  over Moscow. The soldiers must race to get out of 
  Moscow in time, with thralls and ghuls harassing 
  them every step of the way.
  Anyone who escapes is faced with a final choice: 
  return to a military they may no longer trust, or try 
  to find their own way in the new wasteland created 
  in the wake of the fallen bridge.
  MOMENT OF CRISIS
  For elite soldiers, simply battling the forces of 
  the High Lords isn’t enough to trigger a Moment 
  of Crisis. The warriors must make a choice to go 
  beyond their mission and protect civilians or Core 
  Earth hardpoints to transcend.
  SCENE ONE:  
  MISSION MOSCOW
  It hasn’t been a full day yet since a twisted column 
  of dark metal, writhing like a grotesque tentacle 
  dropped from the sky and landed on the Kremlin 
  like a hammer. Technological monstrosities spilled 
  out of it and fighting erupted all over Moscow.
  The heroes are in a military staging area in 
  northern Moscow. They are a team of special forces 
  soldiers—Spetsnaz—specializing 
  in 
  high-risk 
  rescues and extractions. They’ve just arrived at the 
  staging area outside Moscow on a transport plane.
  All around them, soldiers dismantle equipment 
  and pile boxes of ammunition and supplies into 
  large transport trucks. The battle apparently is 
  not going well and what’s left of the conventional 
  forces are leaving.
  
  The Battle of Moscow did not go well for troops on the ground.
  85
  The men encountered on the way to the briefing 
  all seem shaken. There are rampant rumors of 
  entire divisions lost, massive civilian casualties, 
  and demonic foes.
  THE BRIEFING
  After setting the scene, paraphrase or read aloud 
  the mission briefing from Col. Morozov, the officer 
  in charge.
  “Seven hours ago a strange object appeared in the sky 
  over the Kremlin. Its landing precipitated an invasion 
  that has left our forces in tatters and untold civilian 
  casualties in its wake. The General Staff have called a 
  full retreat. Moscow is lost to the enemy. 
  “But there is something within the city we need. A 
  hidden scientific research outpost lies at the coordinates 
  in your packets. Your priority mission is to enter the 
  base and secure all data collected on the Moscow 
  Event. Your secondary, and optional, objective is the 
  recovery of the three scientists working within the lab.
  “The hated enemy are jamming all communications, 
  so you will be on your own. Once you have recovered 
  the data you are to immediately extract to rally point 
  Trinity, approximately 70 km north of your target. 
  You are expected to arrive by 2100 hours, no later.
  “Good luck, comrades.“
  The team is assigned a GAZ Tigr (page 97) 
  for transport, and the compliment of weaponry 
  found on their character sheets. The team is on a 
  strict timetable so there’s no time to requisition or 
  scrounge extra equipment.
  Morozov answers question about the mission, but 
  some aspects remain classified. Due to the jammed 
  communications and demonstrated air superiority 
  of the enemy, no aerial support or extraction 
  is possible. He has no details about the hidden 
  research outpost other than its geographical 
  location. Questions about why the outpost even 
  exists are met with an awkward and immediate 
  dismissal.
  
  86
  The staging area where the heroes are now is about 
  20 km north of the heart of Moscow. They must 
  travel south to the coordinates then back north 
  beyond Moscow to the meeting point at Trinity 
  Lavra of St. Sergius, a monastery being converted 
  to a military forward base. 
  Sunset is at 2100 hours, which is also when the 
  team is due at the rally point. It’s 1700 hours by the 
  time the briefing ends and the operation begins, 
  giving the team roughly four hours to get in, find 
  the lab, and then get out.
  As the Tigr rolls toward Moscow the soldiers get 
  their first sight of Tharkhold’s maelstrom bridge. 
  The city around it is obscured by smoke from fires. 
  Dark storm clouds swirl above. Strange lightning 
  arcs down into the city or skitters across the dark 
  shape in the sky. Between the ground and the storm 
  stretches a huge, metallic tower, wider than a city 
  block. The structure looks almost organic, like a 
  tentacle or a finger. Its presence on the horizon is 
  jarring.
  On the outskirts, the heroes see people trudging 
  away from the city carrying heavy sacks. Some pull 
  makeshift carts. Small vehicles speed past the Tigr, 
  heading north away from the storm as fast as they 
  can.
  TraffiC jam
  The driver must attempt a Very Hard (DN 16) 
  land vehicles test to avoid the evacuation traffic 
  streaming from the city. A success avoids traffic 
  and trouble, but a failure lands the vehicle in the 
  middle of a wall of unmoving, honking cars filled 
  with desperate people.
  The drivers are shouting and angry, calling out to 
  see if the soldiers know what’s happening. A find 
  test determines the main culprit of the traffic jam 
  is a collision between two cars, neither of which is 
  able to move.
  Kinder characters might try to organize the traffic 
  or rally people to push the vehicles out of the way 
  with a Hard (DN 14) persuasion or intimidation test. 
  Alternatively, the Tigr is capable of simply driving 
  over the top of the stalled cars with an Easy (DN 8) 
  land vehicles test. Doing so is fast but damages more 
  vehicles and may harm civilians on a failure.
  Inside the city proper, the Tharkold World 
  Laws and axioms are on the table�
  WOrker anD farmer
  Heading deeper into Moscow, the warriors begin 
  hearing the familiar sounds of automatic weapons, 
  mixed in with the less familiar sounds of the 
  WEAPONS AND GEAR
  Weapons
  Tech
  Damage
  Ammo Notes
  AN-94 Assault Rifle
  23
  14
  30
  Range 40/80/160, Long Burst
  KSVK Anti-Material
  23
  16
  10
  AP 4, Range 100/1K/2K, Bulky
  MP-443 Grach Pistol
  22
  13
  15
  Range 10/25/40
  F1 Grenade
  22
  16
  1
  Range 10/20/30, Medium Blast
  Saiga-12 Shotgun
  23
  14
  12
  Range 10/20/30, Short Burst
  RPG-32
  23
  25
  1
  Range 100/250/500, AP 4, HEAT, heavy weapons
  Combat Knife
  20
  Str +1
  —
  Range 10/20/30 if thrown with missile weapons
  Standard Gear
  Tech Notes
  Extra Magazines
  23
  Each hero carries five reloads for each of their weapons
  Hands-free Comms
  23
  Verbal communication, 100-meter range due to Tharkold jamming 
  Flashlight
  21
  May be attached to any weapon
  First Aid Kit
  23
  First aid tests are Favored
  Multi-tool
  23
  Useful for repairs, works as a lock pick
  Tactical Armor
  23
  Max Dex 8, Armor +4, Fatigues
  
  87
  strange energy weapons used by the invaders. In 
  the distance they spy the entrance to the VDNKh 
  (ve-de-en-kha) exhibition, and outside the famous 
  “Worker and Kolkhoz Woman“ statue of a man and 
  woman raising a hammer and sickle, respectively.
  The soldiers have no understanding of Core Earth 
  hardpoints, but this is one. A group of 10 humanoid 
  figures in collars and thick padded armor plant 
  explosives around its base as 20 more pour into the 
  exhibition, likely to do the same to the Cosmonaut 
  Museum and other historical artifacts.
  Protecting the site isn’t part of the mission, but 
  nationalistic pride might cause the soldiers to try to 
  intervene anyway. Such an act triggers a Moment 
  of Crisis, but earns the fury of the thrall forces 
  in the area.
  The fact that a hardpoint is 
  involved adds a few 
  wrinkles to this 
  conflict. 
  If 
  the 
  heroes move close 
  to the statue (within 50 
  meters) only the Core 
  Earth Cosm World Laws 
  and axioms apply� The 
  heroes don’t understand 
  what’s happening, but 
  they feel the changes, and 
  can draw any conclusions 
  they like� 
  The Thralls close to the 
  statue are in a Core Earth 
  Dominant Zone, that means 
  their weapons won’t work 
  at all thanks to the lower 
  axioms, and a Surge result on 
  the Drama card could make 
  them disconnect (and flee). The first 
  chance they get, they move out of 
  the hardpoint’s Dominant Zone�
  • Thralls (4 per hero): See page 96.
  THe OuTpOsT
  No other obstacles block the path to the 
  outpost’s coordinates. The sounds of war 
  shake the area, including artillery fire. This 
  close, the sky is dominated by the maelstrom 
  bridge, and slender tendrils stretch from the 
  main body to plunge into the ground 
  kilometers away. Using binoculars 
  or a sniper scope on a nearer tendril 
  reveals that the black metal is covered 
  by thick, clear slime, oozing off the 
  structure like mucus.
  The site of the outpost itself 
  is a burned-out old housing 
  block, one of the ugly, concrete 
  kind erected in the Sixties. A 
  quick reconnaissance reveals that it 
  is occupied by refugees.
  About a dozen civilians have taken 
  cover in what’s left of the structure. 
  There are no signs of the scientists or any 
  research equipment, but the coordinates 
  are definitely here. There’s no way to 
  search the location without moving into 
  the area with the civilians. It’s up to 
  the team how they interact with the 
  non-combatants. The most notable 
  personalities among them include:
  vasily
  A young boy of about 10. He 
  lies 
  silent 
  and 
  motionless 
  with a komar drone (page 
  96) 
  wrapped 
  around 
  his head, its proboscis 
  GENDER AND 
  CUSTOMIZATION
  It may seem unusual that this group of soldiers 
  is a mixture of men and women, but Russian 
  special forces have been of mixed gender for 
  over a decade. 
  Beyond this adventure, any of the characters 
  provided may be switched to different genders, 
  ethnic backgrounds, or personalities as desired. 
  Most of the names selected work equally well 
  for men and women. The skills and statistics 
  for each remain the same, but anything else is  
      player’s choice.
  
  The coordinates lead to concrete housing ravaged by recent fighting.
  88
  inserted into his skull. The creature appears dead 
  and inactive, but removing it seems risky. A Heroic 
  (DN 18) medicine test removes the thing without 
  causing the boy to bleed out.
  Quote: “Mmph…“
  Olga
  Vasily’s mother, and the spokeswoman for the 
  other refugees. She has deep worry-lines that belie 
  her young age, and a tangle of brown hair. Her 
  main priority is getting her son help, but she pulled 
  both Gennady and Zoya into cover from where 
  each fell outside.
  Quote: “Please help him, he’s only a boy!“
  gennaDy
  A young soldier. He’s been blinded and has deep 
  lacerations on both his legs. Olga’s done what she 
  can for him. Gennady softly asks for water, often.
  Quote: “I’m so thirsty, just a little water is all I 
  need.“
  ZOya
  A fearless old woman buried under four layers of 
  clothing with a typical babushka wrapped around 
  her head. As a young girl Zoya witnessed the battle 
  of Stalingrad herself. She has no remaining family 
  and a sharp tongue she happily deploys against 
  any soldiers who seem lacking in humanity or 
  humility.
  Quote: “Tomorrow comes whether or not you or I 
  are there to see it.“
  All the civilians are hungry to know what’s going 
  on, who the invaders are, and what the government 
  plans to do about it. They beg the heroes to spare 
  time to look at Vasily and Gennady. Meanwhile, 
  outside the sounds of combat grow ever closer.
  A successful find test detects instrumentation and 
  sensors along the walls, ground outside, and what’s 
  left of the roof. The electrical connections for all of 
  them lead down to the basement and then straight 
  into the floor. A search of the basement reveals a 
  hatch hidden under the floor (no test needed).
  
  The race use everything they can, even the weapons of their enemies the technodemons.
  89
  Just as the hatch is discovered there are signs of 
  trouble up above. If any of the team stood watch 
  they see small, flying drones shaped somewhat 
  like mosquitoes floating toward the building. Each 
  is about the size of a small dog. If no one stayed on 
  watch the refugees spot the creatures and cry out 
  in terror instead.
  Behind the drones, in the distance, a group of 
  armed humanoids move carefully up the street. 
  Unlike the thralls at the museum, these look like 
  burned bodies, with portions of skeleton showing 
  through charred flesh. 
  They have cameras inside their sunken eye 
  sockets, and every one of them is missing its lower 
  jaw. Instead, a long, segmented mechanical tongue 
  juts out from the creatures’ throats, made of the 
  same material as the maelsrom bridge and drones.
  The soldiers can quickly move though the hatch 
  and close it behind them. That avoids the creatures, 
  but surely dooms any refugees left behind. Vasily 
  in particular can’t be moved even if the drone was 
  removed. If the group wishes to take the refugees 
  into the lab, remind them of its classified nature.
  The team could also stand and fight, especially 
  if they fear the enemy might discover their Tigr 
  transport. Even damaged, the concrete walls 
  provide Concealment and Cover (+6 Toughness) 
  against enemy attacks. There are plenty of spots for 
  a sniper on the second floor.
  Either way, the group must choose quickly. 
  There’s no time to argue.
  • Ghuls (3 per hero): See page 95.
  • Komar Drones (1 per 2 heroes): See page 96.
  SCENE TWO: THE LAB
  Standard Scene� The chamber below smells of 
  blood and death. The lights are off, but flickering 
  screens provide some ambient light. Surprisingly, 
  hooked chains dangle from the ceiling. A closer 
  examination reveals some of them are coated in 
  dried blood.
  BlOOD anD CHains
  A metal operating table stands near the base of 
  the winding stairwell. It drips with blood, and 
  
  90
  a skinless corpse is chained to it, lidless eyes 
  staring at the ceiling in horror. A second corpse is 
  suspended in the chains above, staring back down 
  into the eyes of the one on the table.
  A successful evidence analysis test concludes that 
  the corpse chained to the table was female (it isn’t 
  immediately obvious due to the damage done), 
  and her height and assumed weight are a match 
  for Dr. Petrova, one of the scientists stationed here 
  according to the team’s mission packets. A Good 
  Success adds that her skin wasn’t sliced off; there 
  are no incisions in the muscles or soft tissues visible. 
  It was somehow dissolved. An Outstanding result 
  proves the cause of death was blood loss, which 
  indicates she was still alive when her skin was 
  removed.
  Checking the corpse in the chains above 
  reveals little more information. He has 
  multiple lacerations, and some of the 
  chains pierce his limbs and torso. Based 
  on the mission files he should be either 
  Dr. Volkov or Dr. Smirnov, but there’s 
  no way to tell which.
  Toward the back of the room 
  equipment still hums, screens show 
  unintelligible graphs, and reams of 
  paper with streams of numbers roll 
  out of printers.
  Dr. smirnOv
  In the corner of the room, slumped 
  and groggy, is the third scientist. 
  He’s short, unshaven, and his lab 
  coat is splattered in blood. He’s 
  still wearing an ID badge with his 
  picture and the name “Smirnov“ 
  emblazoned on it. He startles awake 
  once approached.
  WHaT smirnOv knOWs
  First and most important, he notes 
  that the presence of the retrieval squad 
  means things must be desperate, 
  and the General Staff are preparing to 
  invoke the Svarog Protocol: a nuclear 
  strike against the city itself. He stifles an 
  awkward laugh as he says this aloud, and 
  then pleads that the team must find some 
  way to stop the strike. Then he becomes suddenly 
  fearful and says they must all get away from 
  Moscow as quickly as possible. “50 kilotons would 
  probably do the job, but why chance it? They’ll 
  probably use 200.“
  If asked about Petrova and Volkov he solemnly 
  states that they were patriots, and he admired 
  their courage in the face of what they all had to 
  do. He rubs his lab coat pockets absently when he 
  speaks of them. If he’s checked, the soldiers find 
  the skin from each of doctors’ faces in his pocket, 
  cut out like masks. He grins sheepishly and laughs 
  nervously if the masks are discovered, like a child 
  caught with a forbidden toy.
  If left alone while the heroes gather 
  the data, Smirnov babbles to himself 
  about “Gorgabuus.” Then he whimpers 
  words like “Kranod,“ “maelstrom 
  bridge,“ and “stelae,“ though he 
  doesn’t seem to know what any 
  of those words mean. Prompted 
  for additional information the 
  doctor looks wild-eyed and 
  points at the chains, then tries to 
  put one of the skin masks over 
  his face and blubbers, “Perhaps 
  now Gorgabuus can’t see me.“
  Smirnov knows what was 
  happening in the lab, but doesn’t 
  want to speak about it. He sneers 
  and answers any questions about 
  the subject of the lab’s research as 
  cryptically as possible. 
  A Standard-difficulty persuasion 
  or intimidation test makes him 
  talk. He points to the thumb 
  drives which the heroes may 
  already have collected, and says, 
  “It’s all on there! Everything 
  we could collect when the 
  invader’s bridge came down.“ 
  He warns that those in power 
  won’t be grateful once the data 
  is delivered. The team has 
  already seen too much, such 
  as the fact that the research 
  post was in place before the 
  invaders came. Smirnov is 
  
  91
  CAPTURED WEAPONS
  At some point, the team is likely to recover 
  weapons from the invaders and attempt to use 
  them.
  All the Tharkold weapons are Tech 25. A Storm 
  Knight who has switched to the Tharkold cosm 
  may use them without Contradiction, since the 
  local zone supports them. However, a Core 
  Earth Storm Knight (or a soldier who hasn’t 
  transcended) invites a One Case Contradiction 
  when using them, since the weapon’s Tech 
  Axiom is above his own. That means on a roll 
  of 1, the character disconnects.
  Worth noting, Malfunctions and disconnection 
  are different, so a Long Burst is used a roll 
  of 1 disconnects the hero on a One Case 
  Contradiction, but a 1—3 still causes the 
  weapon to malfunction.
  The bigger issue is the Alphs use the energy 
  weapons skill, which none of the heroes have 
  adds in! Not only is the character using only his 
  Dexterity for the attack, but a roll of 20 doesn’t 
  roll again since the skill is untrained. The Thavs 
  use the fire combat skill, so at least those work 
  like weapons the heroes are used to.
  All of this adds up to the soldiers being best 
  served using the equipment they’ve trained 
  with, especially since they have plenty of 
  ammunition.
  • Alph Sprayer (Tech 25, Damage 14, Ammo 
  30, Range 40/80/160, Bulky, Long Burst)
  • Thav-9 (Tech 25, Damage 13, Ammo 60, 
  Range 20/40/80, Short Burst)
  certain that suicide missions await the team once 
  this job is done, and even worse is in store for him.
  This lab was sealed from the outside weeks ago, 
  and an evidence analysis test of the gathered data 
  verifies that. Smirnov claims he had orders, but 
  had no idea what was coming. He begs the team 
  to get him out of Moscow—but also not to deliver 
  him or the data to the government. 
  He’s crazed and obviously dangerous, but 
  Smirnov makes no aggressive moves toward the 
  group unless they attack him first. If he’s attacked 
  he suddenly defends himself, calling the chains 
  that fill the room to his aid!
  • Dr� Smirnov: See page 96.
  THe DaTa
  If anyone takes the time to look at the data before 
  collecting the thumb drives and any papers strewn 
  about, an evidence analysis test pieces together that 
  the data has been recording for weeks, though all 
  the major activity is confined to the last 20 hours. 
  Apart from that, the actual readings being collected 
  seem like nonsense.
  The real problem is what the team chooses to do 
  with the data and the doctor. No matter what they 
  decide, leaving the area before the nuclear strike is 
  likely a high priority!
  SCENE THREE:  
  CONVOY OF DEATH
  Dramatic Scene� The crew emerges from the lab but 
  there are new faces among the refugees that stayed 
  above—or checking the bodies if the refugees were 
  abandoned to their fate. 
  These newcomers are humans dressed like the 
  thralls the soldiers saw (or fought) back at the 
  VDNKh. They quickly raise their hands and signal 
  peaceful intentions.
  kiODae
  She has sad eyes and a deep scar around her neck 
  where she once wore a Tharkoldu slave collar. She 
  is wary but friendly, and answers questions as best 
  she can.
  Quote: “We can work together or die separately.“
  WHaT kiODae knOWs
  The leader of this band of escapees shares what she 
  can.
  • The construct that landed in the Kremlin 
  is called a maelstrom bridge, a gateway to a 
  different realm known as Tharkold.
  • Tharkold is ruled by the technodemons: foul 
  creatures of dark magic and twisted technology. 
  They are led by a demon named Kranod. 
  
  By sunset Moscow is going to be engulfed in fire. It’s time to ride!
  92
  The technodemons have ruled Tharkold for 
  centuries, and in that time began invading 
  other realities, although never one as strong or 
  dangerous as this one.
  • The Race have been slaves of the demons 
  for generations. Some thrive in the vicious 
  conditions on Tharkold, but many more wish 
  to win freedom.
  • Kiodae and her crew escaped when their 
  slave collars malfunctioned in a Core Earth 
  hardpoint. She has a basic understanding of 
  how reality and stelae behave, and passes on 
  this information if asked.
  • Kranod has formed an alliance with other 
  Possibility Raiders to attack Earth at the same 
  time. Such an alliance is unprecedented. She 
  expects the treacherous demons to turn on their 
  allies as soon as it suits them.
  • Kiodae’s former master is a technodemon 
  named Gorgabuus. She spits when she says 
  his name, and explains he was an abusive 
  master who never got very high in the demonic 
  hierarchy. Whenever he suffered a setback he 
  took it out on his thralls. She jumped at the 
  chance to get away from him. She warns the 
  soldiers not to underestimate technodemons. 
  Even the lesser examples like Gorgabuus 
  can tear through dozens of men. Occultech 
  weapons can destroy trucks and even tanks! 
  The best way to deal with such a creature is to 
  run.
  RIDE OR DIE
  Thanks to Smirnov’s ravings, the team should be 
  aware the entire area is scheduled for imminent 
  destruction and time is short. Warning others isn’t 
  possible thanks to the broad-spectrum jamming 
  used by the technodemons. Getting out in time is 
  a Chase. The nuclear blast detonates at the end of 
  the fifth round. 
  
  93
  The group needs vehicles for this chase. The 
  soldiers should still have their Tigr transport, 
  which can fit up to eight people. The Race arrived 
  in a stolen Kamaz truck which carries up to 12 
  people, and two Yamaha R1 motorcycles. They 
  offer the driver’s seat for any of the vehicles, so long 
  as the team agrees to bring along the refugees and 
  freedom fighters. Any vehicle that doesn’t have a 
  player driving or on board disappears from the 
  Chase early on—separated by debris or enemies. 
  The fate of its passengers remains a mystery.
  Vasily, if still alive, poses a special problem due 
  to his injuries. If the vehicle carrying him suffers 
  a Mishap, or if any Setback appears during the 
  chase, he begins bleeding profusely. A Challenging 
  (DN 12) first aid test stops the bleeding, otherwise 
  he dies after one round.
  Possible Setbacks in this chase could be routes cut 
  off by destruction, abandoned vehicles, or enemy 
  forces. Complications might represent mechanical 
  trouble such as overheating engines, damaged 
  suspension, or low fuel. A Critical Problem may be 
  a raging fire that forces the convoy to turn around 
  and choose an entirely new route out of the city! 
  HOT pursuiT
  As the chase begins, komar drones appear to 
  harass the convoy. At the beginning of the second 
  round 10 ghuls riding Yamaha R1 motorcycles join 
  the chase, summoned by the drones. On the third 
  round a T-90 tank captured by thralls appears. 
  They’ve taken the time to “decorate“ their prize 
  with skulls and chains. At the start of the fifth 
  (and last) round, swarms of Russian aircraft streak 
  overhead toward the maelstrom bridge, alerting 
  the heroes that they are almost out of time.
  At the end of the fifth round note what steps 
  everyone has completed. The blinding flash of the 
  nuclear blast stops everything at that point.
  • Komar Drones (1 per 2 heroes): See page 96. 
  • Ghuls (2 per hero, starting on round two): 
  See page 95.
  • Yamaha R1 (1 per ghul): See page 97.
  • T-90 Tank (1, starting on round three): See 
  page 97.
  The fastest vehicles in the Chase have a Top 
  Speed value of 13, so that becomes the DN 
  for gaining steps in the chase� The vehicles 
  are all Fast and gain a +2 bonus on tests to 
  gain steps in the chase, but also suffer any 
  listed Maneuverability Rating (MR) penalty� 
  Those on foot (including the komar drones) 
  test Dexterity to gain steps�
  Both sides have weapons, and are likely 
  to attempt to shoot at one another during 
  the chase. Every Step of difference counts 
  as a −2 Range penalty. Thus a vehicle that 
  hasn’t completed any Steps at all firing at a 
  vehicle that had completed Step B suffers a 
  –4 penalty to the shot and vice versa. Drones 
  and humans on foot use dodge as a defense, 
  while vehicles use the driver’s land vehicles 
  skill, minus any MR penalty�
  Collision damage is based on the vehicle’s 
  Top Speed value (see Torg Eternity)� Drones 
  and runners don’t suffer Collisions, those 
  only apply to vehicles�
  The driver of each vehicle should focus on 
  completing Steps� Each Step takes them 
  farther away from the explosion and also 
  makes it harder for pursuers like the T-90 to 
  hit with a devastating cannon shot� 
  Others may fire personal weapons, the Tigr’s 
  turret, or use interactions to Stymie the 
  pursuers. Interactions suffer the same Range 
  penalty that attacks do.
  Stunts are another option for drivers� They 
  use the land vehicles skill and success adds 
  conditions (Stymied or Vulnerable) to the 
  target, or a collision on an Outstanding 
  success�
  The drones focus on interactions against the 
  convoy, attempting to Stymie drivers to buy 
  time for reinforcements to catch up� 
  Roll a single test for all the ghuls unless they 
  split into smaller groups to chase different 
  heroes� There’s no Combined Action bonus 
  for gaining Steps, but the bonus does apply 
  when they attack. The ghuls’ defense is 11 
  (9 for the driver’s land vehicles, no penalty 
  from the motorcycle’s MR, and +2 because 
  it’s Fast)� 
  
  94
  The T-90 tank enters the chase late. Each 
  round it takes a shot at the Tigr, and uses 
  a Multi-Action to attempt a Step if one is 
  available� A lucky hit from the main cannon 
  is devastating, so Stymie that tank! Its 
  defense is only 8 (10 for the driver’s land 
  vehicles skill, −4 from MR, and +2 from its 
  Fast from Top Speed�)
  Passengers suffer the Shock from attacks 
  against a vehicle� If the vehicle is destroyed 
  (or suffers a collision) everyone aboard takes 
  the damage as well� Survivors remain at their 
  current Step, and could opt to continue on 
  foot or try a find test to procure a new vehicle 
  or motorcycle�
  DESTROYER OF WORLDS
  The exact effect of the explosion depends on which 
  steps of the chase a vehicle completed:
  • No steps: Damage 50 +1BD. The surrounding 
  area is completely leveled and dosed with 
  lethal radiation.
  • Step A: Damage 40 +1BD. Waves of fire and 
  pressure destroy most structures.
  • Step B: Damage 30 +1BD. Shockwaves 
  damage most buildings, thermal radiation 
  scorches surfaces.
  • Step C: Damage 20 +1BD. Burns occur even 
  through clothing, pressure hurls debris through 
  the air.
  • Step D: Damage 10 +1BD. Exposed skin 
  suffers first- or second-degree burns, but no 
  significant damage is done to structures.
  The blast occurs at sunset. The explosion shatters 
  the maelstrom bridge and scatters debris in every 
  direction. The reality storm over the city grows 
  even more intense. Lightning crackles throughout 
  the sky above, and strong winds carry much of the 
  fallout far to the north. 
  It’s not over yet. The convoy is ambushed by technodemon magic.
  
  95
  SCENE FOUR: 
  GORGABUUS
  Dramatic Scene� The survivors of the blast have 
  a few minutes to recover Shock and let the weight 
  of what they’ve just witnessed sink in. Any foes 
  who completed Step D of the chase flee the area for 
  now, and the rest are destroyed by the blast.
  Just as the rest of the world grows quiet and still 
  an enraged bellow pierces the sky, and a huge 
  figure lands heavily in front of the convoy. Chains 
  erupt from the ground to ensnare the vehicles’ 
  tires and pin down surviving allies. If Dr. Smirnov 
  (page 96) is still with the party some of the chains 
  erupt from his eye sockets, and he howls like a lost 
  soul and moves to aid his master. Any survivors 
  from the Chase arrive and join in as well.
  This is the technodemon Gorgabuus. “Worms! 
  Pathetic fleshy things! I may terminate your 
  suffering some day, but for now you are mine!“ 
  Gorgabuus followed the heroes via the drone 
  attached to Vasily, through Dr. Smirnov’s eyes, or 
  if nothing else thanks to a previously undetected 
  drone attached to one of the vehicles. 
  The demon is nearly blind with rage due to the 
  destruction of the maelstrom bridge, and has lost 
  sight of his original goals. Now he wants to fight 
  and eventually kill the humans and traitors he 
  holds responsible for this violation. Any hero who 
  hasn’t had a Moment of Crisis yet experiences one 
  the moment they stand and fight this being of pure 
  evil.
  • Gorgabuus: See page 96.
  EPILOGUE
  If the Storm Knights defeat the demon or escape 
  his wrath there are no further threats from Moscow. 
  Now they must make the fateful decision of whether 
  to report back to base with their findings, or take 
  their chances in the strange new world created by 
  the fallout from the destroyed maelstrom bridge. 
  Any surviving members of the Race wish to strike 
  out on their own, and encourage the soldiers to join 
  them.
  Those who return to the rally point are 
  congratulated for their success and hailed as heroes 
  of the federation. Unfortunately, according to 
  official records they are lost in combat some weeks 
  later, after the government reaches a detente with 
  the Tharkoldu.
  Those too cynical to return find the world around 
  them has changed drastically. The World Laws of 
  Tharkold extend across huge swaths of Russia, as 
  far away as the debris scattered. All that’s left is 
  survival of the fittest, by any means necessary.
  Until one day a United Nations VTOL aircraft 
  lands, and a strange American steps out looking for 
  those strong enough to fight the invaders. A fight 
  without quarter or compromise. A fight to the bitter 
  end. “Interested in some payback, comrades?“ he 
  growls in Russian.
  THARKOLD THREATS
  GHULS
  Ghuls are dessicated human corpses controlled by 
  a mechanical “tongue.“ The body’s lower jaw is 
  always removed when the machine crawls in and 
  inhabits the carcass. When a ghul is destroyed the 
  tongue wriggles across the ground like a worm, 
  looking for a new host.
  Attributes: Charisma 5, Dexterity 8, Mind 5, Spirit 
  7, Strength 9
  Skills: Find 8, fire combat 9, energy weapons 9, 
  land vehicles 9, intimidation 12, stealth 9, taunt 
  (10), trick (10), unarmed combat 11
  Move: 8; Tough: 11 (2); Shock: —; Wounds: —
  Equipment: Thav-9 (Damage 14, Short Burst, 
  Range 20/40/80)
  Perks: Occultech (Thav Integrated WeaponMount, 
  Zan Spinose Plating)
  Possibilities: Never
  Special Abilities:
  • Cyber-tongue: Used as an unarmed attack 
  the metal tongue deals Strength +2 (11) damage. 
  If the attack deals a Wound the target is also 
  restrained.
  
  96
  • Fear: Ghuls are animated corpses controlled 
  by writhing cybernetic tongues. When first 
  encountering them test willpower or Spirit or 
  become Very Stymied.
  • Relentless: Ghuls ignore Shock.
  • Undead: Ghuls are immune to poison and 
  other effects that require breathing, eating, or 
  other “living“ processes.
  THRALLS
  These deranged servants have had their will broken 
  by their sadistic technodemon masters. Most wear 
  explosive slave collars and intimidating armor.
  Attributes: Charisma 7, Dexterity 8, Mind 7, Spirit 
  6, Strength 8
  Skills: Dodge 10, find 8, fire combat 10, land 
  vehicles 10, maneuver 10, taunt 8, trick 8, 
  unarmed combat 10
  Move: 8; Tough: 10 (2); Shock: 6; Wounds: —
  Equipment: Leather armor (+2), Thav-9 (Damage 
  14, Short Burst, Range 20/40/80), slave collar
  Perks: —
  Possibilities: Rare (2)
  Special Abilities: —
  GORGABUUS
  Gorgabuus is a relatively minor demon, forced to 
  the front lines by his lazier and more formidable 
  superiors. The only lucky break he’s had since the 
  invasion started was while out trying to recover his 
  escaped thralls when the maelstrom bridge was 
  destroyed. He’s seething with rage and just looking 
  for someone on whom to take it out.
  Quote: “Pathetic monkeys! I’ll flay your skin!“
  Attributes: Charisma 8, Dexterity 8, Mind 10, 
  Spirit 12, Strength 16
  Skills: Conjuration 14, dodge 12, energy weapons 
  15, find 11, intimidation 16, melee combat 15, 
  unarmed combat 12
  Move: 8; Tough: 19 (3); Shock: 14; Wounds: 4
  Equipment: Pain whip (Strength+3, Stymies), Alph 
  pulverizer (Damage 17)
  Perks: Cybertech (Digan Darksight Eye, Integrated 
  Weapon/Alph Pulverizer)
  Possibilities: 3
  Special Abilities:
  • Armor: Cybernetic plating +3.
  • Chains: A Technodemon may use conjuration 
  to summon chains and attack a target within 50 
  meters (Damage 15). This attack may use the 
  Standard grappling rules.
  • Dread: While a Technodemon is present a 
  Standard Scene becomes a Dramatic Scene.
  • Fear: Technodemons inspire instinctive horror 
  in creatures who see them. Test willpower or 
  Spirit or become Very Stymied.
  • Flight: Move 6 in the air.
  • Large: Most Technodemons stand three or 
  more meters tall. Attacks against them gain a 
  +2 bonus.
  • Minions: The Technodemon may transfer 
  any hit to a lackey within a few meters if he 
  succeeds at a reality test.
  DR. SMIRNOV
  Dr. Smirnov is a smallish, bearded man with sunken 
  eyes and an annoying giggle. His mind snapped 
  during the initial invasion. He’s now a thrall of 
  Gorgabuus, but he doesn’t really remember that 
  except in his most lucid moments.
  Quote: “We knew it was coming, and we chose 
  to study it rather than stop it. We’re the true 
  monsters.”
  Attributes: Charisma 6, Dexterity 6, Mind 11, 
  Spirit 6, Strength 6
  Skills: Conjuration 12, dodge 7, evidence analysis 
  13, intimidation 12, science (metaphysics) 14
  Move: 6; Tough: 6; Shock: 6; Wounds: 1
  Equipment: Masks made of human skin
  Perks: —
  Possibilities: None
  Special Abilities:
  • Chains: Smirnov may use conjuration to 
  summon chains and attack a target within 50 
  meters (Damage 15).
  • Crazed: On any Mishap Dr. Smirnov stops 
  what he’s doing and gibbers to himself for 
  the remainder of the encounter (even if he is 
  attacked).
  KOMAR DRONE
  Insectoid fliers with four adjustable rotors in place 
  of wings. Komar have extensive sensor packages, 
  and a sharp metal proboscis they plunge into 
  
  97
  people or animals to “refuel,“ since these drones 
  are powered by blood. The creatures are half-a-
  meter to a meter in length.
  Attributes: Charisma 5, Dexterity 13, Mind 7, 
  Spirit 6, Strength 5
  Skills: Dodge 15, find 10, maneuver 14, stealth 14, 
  tracking 8, unarmed combat 13
  Move: 4; Tough: 6 (1); Shock: —; Wounds: 1
  Equipment: Digan Darksight Eye (ignore up to 
  four points of Darkness penalties)
  Perks: —
  Possibilities: Never
  Special Abilities:
  • Armor: Cybernetic plates +1.
  • Flight: Move 13 in the air. 
  • Mindless: Komar are immune to intimidation 
  interactions and telepathic powers.
  • Proboscis: Deals Strength +3 damage, AP 2. If 
  it deals a Wound the drone grapples the target.
  • Relentless: Komar ignore Shock.
  • Small: Attacks against the drone suffer a −2 
  penalty for size.
  VEHICLES
  GAZ TIGR TRANSPORT
  A modern, military grade 4×4 with rugged 
  suspension and strong off-road capability. The 
  passenger compartment is lightly armored, with a 
  roof-mounted heavy weapon.
  Speed: 140 kph (12); Tough: 20 (4); Wounds: 3
  • Armament: 7.62 mm machine gun (Damage 
  19, Range 250/1k/4k, Full-auto only, Ammo 
  250). 
  • Fast: Speed grants a +2 bonus to complete 
  steps in a Chase or a −2 penalty to be hit.
  • Large: Attacks against the Tigr gain a +2 
  bonus due to its size. 
  • Maneuverability: −1 penalty to land vehicles 
  for defenses or chases.
  • Passengers: 8.
  KAMAZ TRUCK
  Common work vehicles in Russia. Similar models 
  have been in production for the last half decade.
  Speed: 120 kph (12); Tough: 16; Wounds: 2
  • Fast: Speed grants a +2 bonus to complete 
  steps in a Chase or a −2 penalty to be hit.
  • Large: Attacks against the truck gain a +2 
  bonus due to its size.
  • Maneuverability: −2 penalty to land vehicles 
  for defenses or chases.
  • Passengers: 12.
  T-90 TANK
  A modern variant of the T-72 with upgraded armor, 
  engines, and fire control systems. This tank was 
  captured by thralls and has been redecorated to 
  their taste, including various unnecessary spikes, 
  skulls, and chains welded to the chassis.
  Speed: 60 kph (11); Tough: 31 (10); Wounds: 4
  • Armament: 125mm cannon (Damage 30, 
  Range 1k/3k/5k, HEAT ammo), 7.62 mm 
  machine gun (Damage 19, Range 250/1k/4k, 
  Long Burst only, ammo 250).
  • Fast: Speed grants a +2 bonus to complete 
  steps in a Chase or a −2 penalty to be hit.
  • Juggernaut: The vehicle may ignore its MR 
  while gaining a step in a Chase, but it suffers 
  a collision.
  • Passengers: 3.
  • Maneuverability: −4 penalty to land vehicles 
  for defenses or chases.
  • Very Large: Attacks against the T-90 gain a +4 
  bonus due to its size.
  YAMAHA R1 MOTORCYCLE
  A performance sport bike popular in the region. 
  Various different makes and models are similar 
  enough to use the same statistics.
  Speed: 140 kph (12); Tough: 12; Wounds: 1
  • Fast: Speed grants a +2 bonus to complete 
  steps in a Chase or a −2 penalty to be hit.
  • Maneuverability: No penalty to land vehicles 
  for defenses or chases.
  • Passengers: 1.
  
  98
  DRAMATIS PERSONAE: THE NILE EMPIRE
  JAVA
  Java is a student in Cairo. She’s fascinated by all history, especially military tactics, and fancies herself 
  an armchair general. Today is the first time she’s managed to visit the pyramids despite living so close 
  to them her entire life.
  Quote: “I prefer analyzing invasions from a safer distance!“
  Cosm: Core Earth
  Attributes: Charisma 6, Dexterity 8, Mind 10, Spirit 10, Strength 6
  Skills: Dodge 1, find 1, [fire combat 2], language (Coptic) 1, maneuver 1, [melee weapons 1], , [reality 
  3], scholar 3, science 1, stealth 1, unarmed combat 1
  Move: 8; Tough: 6 (0); Shock: 10; Wounds: 3
  Equipment: Notebook, pens
  Perks: [Negation], [Situational Awareness]
  HEIDI EKLUND
  Born in Heidelberg, Heidi learned about machines by taking them apart and putting them back together. 
  She’s an engineer for the Airbus Group, a massive aerospace and defense conglomerate. This is the first 
  proper vacation Heidi has taken in more than a decade.
  Quote: “That airplane is primitive—but effective!“
  Cosm: [Nile Empire]
  Attributes: Charisma 6, Dexterity 9, Mind 11 [12], Spirit 7, Strength 7
  Skills: Air vehicles 2, dodge 1, find 2, [energy weapons 2], [reality 1], scholar 2, science 3, stealth 1, 
  trick 2
  Move: 9; Tough: 7 (0) / [9 (2)]; Shock: 7; Wounds: 3
  Equipment: Multitool, tablet, [raygun], [leather coat]
  Perks: [Electro-Ray], [Super Attribute (Mind)]
  ADEBOWALE KHALIL
  Tourists usually have a hard time with his name, so he just introduces himself as Khalil. Adebowale 
  was always drawn to the pyramids, and the ancient culture that constructed them. He began working 
  as a tour guide just to spend time around the ancient splendors and found it suited him. He loves to 
  learn and share his newfound knowledge.
  Quote: “To your left you see the mastabas and rock cut tombs of the 5th and 6th dynasties.“
  Cosm: [Nile Empire]
  Attributes: Charisma 6, Dexterity 8, Mind 8, Spirit 11, Strength 7
  Skills: Dodge 2, evidence analysis 1, faith 3, find 2, first aid 1, intimidation 1, language (Coptic) 1, 
  maneuver 1, melee combat 1, persuasion 1, [reality 1], scholar 1
  Move: 8; Tough: 7 (0); Shock: 11; Wounds: 3
  Equipment: Guidebook, mobile phone, staff (Damage Strength +2/9)
  Perks: [Miracles (heal, strike, ward enemy)], [Extra Miracle (lightning strike)]
  
  99
  “LION” KAMIL
  Lion was a cop in Giza, a good one, but he was taken off regular duty for insubordination. Now he 
  spends all day making sure tourists or teens don’t deface the tombs around the pyramid. Lion chafes 
  at this duty, and longs to get back into the real action where he belongs.
  Quote: “This is what I was born to do.“
  Cosm: Core Earth
  Attributes: Charisma 6, Dexterity 9, Mind 7, Spirit 7, Strength 11
  Skills: Dodge 2, evidence analysis 1, find 1, fire combat 3, intimidation 1, land vehicles 2, melee 
  weapons 2, [reality 2], unarmed combat 2
  Move: 9; Tough: 11 (0); Shock: 7; Wounds: 3
  Equipment: Baton, .38 revolver, walkie-talkie, ticket book
  Perks: [Relentless], [Vengeful]
  KELSEY KAVANAUGH
  Kelsey is a recent divorcé from America. He’s shy and quiet, practically invisible to even his family and 
  friends. He surprised himself as much as everyone else when he used the last of his savings on this trip 
  to finally see the pyramids like he’d always promised himself he would.
  Quote: “Don’t mind me, I’m not that important.“
  Cosm: [Nile Empire]
  Attributes: Charisma 7, Dexterity 11 [12], Mind 8, Spirit 7, Strength 7
  Skills: Dodge 2, find 1, land vehicles 1, [lockpicking 1], maneuver 2, melee weapons 1, missile weapons 
  2, [reality 1], stealth 3 [5], trick 2
  Move: 11; Tough: 7 (0); Shock: 7; Wounds: 3
  Equipment: Camera, mobile phone, [throwing daggers (two, Strength +1 Damage, Range 10/20/30)]
  Perks: [Super Attribute (Dexterity)], [Super Skill (Stealth)]
  “THE KID”
  “The Kid“ is an orphan and world-traveling vagabond. He never knew his parents, or even where he 
  was born. He considers himself a “citizen of Earth“ and has lived by his wits since he was a child. He’s 
  happy-go-lucky and always ready with a lie, quip, or quick escape plan when things go wrong.
  Quote: “We’ll get out of this somehow. There’s always a way.“
  Cosm: Core Earth
  Attributes: Charisma 10, Dexterity 8, Mind 7, Spirit 8, Strength 7
  Skills: Dodge 2, find 1, fire combat 1, melee weapons 1, persuasion 2, [reality 2], stealth 1, streetwise 1, 
  survival 1, taunt 3, unarmed combat 1
  Move: 8; Tough: 6 (0); Shock: 8; Wounds: 3
  Equipment: Backpack, water bottle, knife (Strength +1 Damage)
  Perks: [Grant Possibilities], [Prodigy]
  
  ACT ONE: THE 
  NILE EMPIRE
  BY DEAN GILBERT
  100
  A 
  group of tourists and workers are at the 
  Pyramids of Giza when the Nile Empire’s 
  maelstrom bridge descends from the sky, 
  crushing the visitor’s center and unleashing a 
  horde of goose-stepping invaders upon the site. The 
  attackers eventually drive the heroes underground 
  into a network of tunnels that shouldn’t exist.
  The tunnels lead back to the Great Pyramid of 
  Khafre, but they are riddled with death traps, 
  puzzles, and stone guardians animated by the 
  magic of the place. At the center of the network a 
  giant stone scorpion protects a golden scroll that 
  contains some answers to what’s happening—if 
  anyone can read it!
  By the time the explorers emerge from the pyramid 
  night is falling. The strange stone portal is gone, 
  but some villains and troopers remain behind 
  searching for the scroll and the Storm Knights. 
  They are holding other tourists hostage, and it’s up 
  to the heroes to escape to Cairo with the scroll and 
  anyone they can rescue.
  SCENE ONE:  
  THE SANDS OF GIZA
  Standard Scene� The characters are all at the site 
  of the Pyramids of Giza. Some are there strictly 
  as tourists, others work there as tour guides or 
  police. They are currently on the walkway between 
  the Great Sphinx and the pyramid of Khafre, just 
  parallel with the Pyramid of Khufu. 
  SEEING THE SIGHTS
  The majority of the crowds are still congregating 
  down at the visitor’s center, the Sphinx, or across 
  the plateau at Khufu. The group traveling with the 
  heroes is closer to Khafre and is relatively small.
  marTa jOnes
  Marta is here on a once-in-a-lifetime trip with her 
  son Moe. Her husband fell ill and is back at the 
  hotel in Cairo. Marta is more nervous than excited 
  at this point, between her husband’s illness and 
  the communications blackouts affecting most of 
  her home in the United States. Marta herself is 
  high-strung, with brown frizzy hair and a nervous 
  demeanor. 
  
  Hooded Cobra prepares to strike!
  101
  Quote: “Please try not to talk about what’s going 
  on in America in front of my son. He’s…sensitive.“
  mOses “mOe“ jOnes
  Moe is a young boy of 10, but he’s short for his age 
  and looks even younger. He’s extremely shy and 
  would be hiding behind his mother or playing a 
  handheld video game if he wasn’t so completely 
  enthralled with the pyramids.
  Quote: “Uh, I’m not supposed to talk to strangers.“
  jessie Caramel
  Jessie is a minor celebrity back in the United States, 
  just ask her. She has bleached blonde hair and 
  immaculate makeup, and seems disappointed that 
  neither the Jones family nor the heroes has heard 
  of her.
  Quote: “Yeah, I’m kind of a big deal back in the 
  real world.“
  Halil Bin masauD
  Halil is a student from Saudi Arabia. He’s the 
  same age as Java and The Kid (if either is in 
  play) and tries to tag along with either if they 
  let him. He has a shy smile and a quiet voice. 
  He isn’t careful about hiding that he comes from 
  a wealthy family, as evidenced by his expensive 
  clothing and gear.
  Quote: “What a splendid sight, and a beautiful 
  day.“
  THE BRIDGE LANDS
  When the scene is set and the characters have time 
  to introduce themselves to the other individuals in 
  their group, read the following aloud:
  You hear a crack of thunder and look up. On the 
  other side of the Pyramid of Khafre, you see a strange-
  looking storm develop suddenly. It’s the only cloud in 
  the sky. Others in your group mutter at the strange 
  
  An overview of the Giza plateau. The group is on the southern path to Khafre near the edge of the cemetery.
  102
  sight as the storm cloud grows—it’s the wrong time 
  of year for thunderstorms to happen, and besides, it’s 
  supposed to be clear and hot for days.
  The crowd gasps as they witness the impossible. A 
  wide, twisting sandstone column drops down from 
  the spreading storm cloud like a vortex. It tilts and 
  arches downward, slamming into the visitor’s center 
  and crushing it flat.
  You see a flash from the point of impact, feel the 
  shockwave like a thunderclap, and smell an odd odor 
  like ozone. You grow dizzy for a moment, and then all 
  around you things begin to shift.
  The ruins shimmer and change. The nearby walls 
  of the Southern Cemetery are now adorned with 
  billowing tapestries covering fresh inscriptions and 
  hieroglyphics. The stone is no longer crumbling, and 
  the intact structures form a thick maze of buildings, 
  some gleaming with gold plating. 
  The pyramids, just moments ago looking like ancient 
  structures, are now smooth, painted white, and capped 
  with gold. 
  The whole world seems to shake with a rhythmic 
  pounding, like the fall of a million marching feet 
  stepping in time.
  The Nile Empire’s World Laws and axioms 
  are in effect. Deal each player a Cosm card.
  TransfOrmaTiOns
  It’s not only the ruins and distant vehicles that are 
  changing—some of the people are affected as well.
  Moe transforms while holding his mother’s hand. 
  His clothes change to those fitting a boy in the late 
  1930s: trousers, a blazer, and a tie. His game pad 
  becomes a slingshot (Damage 5, Range 5/10/20). 
  Marta remains under Core Earth axioms and 
  begins to panic and scream! 
  A persuasion test calms her down, but otherwise 
  she remains hysterical and oblivious to the other 
  
  103
  dangers brewing. An Easy (DN 8) first aid test 
  verifies that Moe is physically unharmed.
  Jessie swoons demurely and her clothing reforms 
  into a tight fitting, slinky dress. Her hairstyle changes 
  to the curled coiffure of a Golden Age movie star, 
  and anyone who examines her discovers she’s now 
  a natural blonde. Her memories are scrambled, and 
  her personality has shifted from slightly vapid to 
  completely selfish. She plays dumb or vamps to get 
  protection from the heroes, but she’s just waiting to 
  latch on to someone stronger. 
  A COBRA STRIKES
  Any character who isn’t engrossed in the sudden 
  transformations notices a new danger. A very large 
  cobra slithers out of the nearby rocks and prepares 
  to strike Halil. If warned, the unfortunate youth 
  merely stumbles back in surprise and falls to the 
  ground still in danger.
  A quick-thinking do-gooder can attack the snake 
  (Moe’s slingshot is available as a weapon), or 
  distract and Stymie it with an interaction. Taking 
  direct action against the dangerous creature could 
  fuel a Moment of Crisis.
  EGYPTIAN COBRA
  This two-meter specimen is unusually large. Cobras 
  are uncommon on the plateau. The snake’s hood 
  flares while it menaces tourists with its deadly bite.
  Attributes: Charisma 5, Dexterity 8, Mind 5, Spirit 
  5, Strength 5
  Skills: Find 8, dodge 10, intimidation 8, stealth 10, 
  taunt (15), unarmed combat 10
  Move: 8; Tough: 5; Shock: 5; Wounds: 1
  Equipment: —
  Perks: —
  Possibilities: None
  Special Abilities:
  • Small: Attacks against the snake suffer a −2 
  penalty.
  • Bite: The cobra’s vicious fangs deal Strength 
  +2 (7) damage. If the attack equals or exceeds 
  the target’s Toughness it also injects venom.
  • Venom: An affected target is Stymied. A 
  second dose increases this to Very Stymied, 
  and a third KO’s the target and forces a test for 
  Defeat.
  STRAFING RUN
  The pillar that dropped from the sky twists like a 
  braid, and troops and vehicles rumble down the 
  sides in defiance of gravity. The constant pulse of 
  thousands of feet marching in time grows louder 
  as the columns near the base.
  Strange fighter planes skim along the structure, 
  and then break off near the base to soar into the 
  desert sky. Anyone who attempts to identify the 
  planes may test find. Success determines they are 
  single-engine prop fighters, roughly equivalent to 
  those used during World War II. Their silhouettes 
  don’t match any known historical craft, but they 
  are definitely armed. They have ankh markings on 
  their sides and wings, and one has crocodile jaws 
  painted along its fuselage.
  The fighters split up and begin strafing Giza and 
  the surrounding area with machinegun fire. One 
  plane heads straight toward the touring group. The 
  heroes have moments to act before its deadly guns 
  begin to fire!
  ITEMS AND 
  TRANSFORMATION
  When most people transform to a new reality, 
  their clothing and items likewise convert into 
  some equivalent applicable to the new reality. 
  Everything they wear or carry is what they 
  would have if they had lived their entire life in 
  the invading reality.
  For Ords this transition takes time, usually 10 to 
  20 seconds, and leaves the individual confused 
  and in shock. A Storm Knight transcending, 
  however, is nearly instantaneous, and may 
  happen as she takes the triggering action. That 
  means she can spend Possibilities to add dice 
  to the outcome, or employ powers or items that 
  didn’t exist when she started the act which led 
  to transcendence.
  When possible, alert the player to these new 
  options immediately as the Storm Knight 
  transforms.
  
  “LION” KAMIL
  104
  The pilot fires his machineguns (Damage 15) at 
  the entire party. He gains +4 for Rapid Fire and a 
  +1 for the dual weapon mount to his heavy weapons 
  8, but a −2 for range and another –2 for each extra 
  person he’s strafing.
  Anyone looking for protection they can run to 
  make it into the Southern Cemetery, the structures 
  of which provide Concealment and Cover. The 
  other tourists are dodge 6, and need encouragement 
  (a standard persuasion test) to reach cover in time. 
  A character may use an interaction to Stymie the 
  plane, or an Active Defense to dodge out of the way. 
  Helping others first certainly triggers a Moment 
  of Crisis. After a single pass the fighter pulls 
  up and rejoins the others flying east toward 
  Cairo.
  An Opponent Fails Destiny card 
  causes the attack to fail, thus missing 
  everyone�
  • PM1 Paket (1): See page 113.
  UNSTABLE GROUND
  The pounding of the marching 
  troops increases in volume 
  and intensity. The ground 
  shakes, and in some places 
  across the plateau buildings 
  crumble and fall. Jessie made it 
  into the Southern Cemetery to take 
  cover whether she was helped or not. 
  One of the slabs breaks loose and 
  falls directly toward her! Someone 
  who hasn’t had a Moment of Crisis 
  is closest to her, and an Easy (DN 
  8) Dexterity test pushes her to safety 
  in time. Otherwise, she’s apparently 
  crushed under the stone, and only 
  resurfaces in Scene Three thanks to 
  the Law of Drama!
  GOOSE-STEPPING 
  HORDES
  Column 
  after 
  column 
  of 
  troops 
  march from the maelstrom bridge 
  onto the sands of Giza. These men 
  are shocktroopers. They are 
  bare-chested, and wear a headdress and kilt 
  styled similarly to ancient Egyptian warriors. 
  The weapons they carry look more modern, like 
  World War II submachineguns, and their belts 
  and bandoleers are covered in bullets. They march 
  heavily, in perfect time, and the world trembles 
  every time their sandaled feet stomp the ground.
  Above the throngs a massive zeppelin with the 
  same markings as the fighter planes floats down 
  from the bridge. Older-looking tanks rumble and 
  clank between the columns of troopers. Most of the 
  emerging army heads directly eastward, following 
  in the wake of the planes, but some take up 
  defensive positions around the pillar’s base, and 
  squads break off from the main group and rush 
  toward the pyramids, tombs, and the Sphinx.
  One group of soldiers heads directly toward 
  the Storm Knights. A successful 
  combined stealth test allows the 
  heroes to ambush the patrol 
  at close quarters inside the 
  cemetery structures, otherwise 
  the troopers open fire once 
  inside short range. 
  “Kneel before the army of 
  Pharaoh Mobius!“ they cry as 
  they engage. 
  • Nile Empire Shocktroopers 
  (2 per hero): See page 112.
  Interactions like trick and 
  maneuver may knock down 
  stone 
  columns, 
  eliminating 
  enemies on an Outstanding 
  effect. This battle is also an 
  opportunity 
  for 
  the 
  Storm 
  Knights to gain weapons from 
  the fallen troopers, and possibly 
  uniforms that may come in 
  handy later� 
  
  105
  PHAROAH HIMSELF
  Just as the Storm Knights dispatch the last of the 
  patrol, a different kind of vehicle rolls out of the 
  maelstrom bridge—an angular tank three times the 
  size of the others. Banners stream behind it, and 
  atop its turret sits a cowled figure on an ornate, 
  golden throne. The heroes don’t yet know his 
  name, but this is High Lord Mobius.
  The hooded face turns to look directly toward the 
  Storm Knights, and as he does so another tremor 
  shakes the plateau. The ground opens underneath 
  the group’s feet and they tumble into the chasm 
  below. Rocks and sand crash down around them 
  as everything goes dark. Could this be the end?
  SCENE TWO: UNDER 
  KHAFRE’S SHADOW
  Standard Scene� When the dust settles, the 
  adventurers find themselves in an underground 
  chamber. The other tourists who were with them 
  didn’t fall into the shaft. They are likely still on the 
  surface and now in the invaders’ clutches.
  Boulders and rocks have tumbled into the chasm 
  above and filled in the passage completely. The 
  whole mass shifts occasionally, causing rocky 
  sand to tumble onto the floor. A major shift might 
  collapse the chamber. 
  There is no light. Characters still connected to 
  Core Earth have working flashlight apps in their 
  phones, and those who transformed discover an 
  older-style flashlight or walkie-talkie in place of 
  their smartphone. 
  A quick look around determines that this is not 
  a natural cave the Storm Knights have landed in. 
  The walls are carved with ancient hieroglyphs, and 
  there’s a single hallway leading away into deeper 
  darkness. A Hard (DN 14) test against scholar 
  determines the writings are from roughly the time 
  the Pyramid of Khafre was constructed. The most 
  common symbols are a scroll and scorpions of 
  various sizes.
  THE CHAMBER OF SANDS
  The large chamber at the end of the passage has 
  wide walls and a large doorway at the far end. 
  The door itself is composed of two massive stone 
  blocks pressed together. A seam is visible, but too 
  small to pry into, and requires a Near Impossible 
  (DN 20) Strength test to force apart even if leverage 
  is gained.
  The sandstone walls of the chamber are gloriously 
  painted with colorful murals featuring robbers 
  being eaten alive by thousands of scorpions. The 
  high ceiling is painted with lines of priests, each 
  carrying a quill. They march into the Pyramid 
  of Khafre. A gigantic scorpion looms over the 
  pyramid and the priests, and a golden scroll floats 
  above its head.
  At the midpoint of each side wall is a lever 
  shaped like a scorpion stinger. Pulling a lever is a 
  Challenging (DN 12) Strength test. Once pulled, the 
  door slab on that side retracts but as one block moves 
  the other slides forward to fill any empty space. 
  Only when both levers are pulled simultaneously 
  do both slabs retract at once, opening the way to a 
  new passage beyond. 
  THE EGYPT 
  THAT NEVER WAS
  It isn’t that these chambers and tunnels always 
  existed under Giza and just happened to 
  remain undiscovered. They didn’t exist at all 
  until the axiom wash from Mobius’ maelstrom 
  bridge transformed the area. 
  The ancient Egypt of these transformations 
  isn’t like the Egypt or our Earth, or even the 
  Egypt of Mobius’s Terra. It’s a unique amalgam 
  infused with spiritual and magical energy.
  Secret treasure chambers and living gods 
  unknown to both Storm Knights and the 
  invaders 
  spring 
  up 
  wherever 
  the 
  land 
  transforms, which might benefit either side–
  depending on who gets there first!
  
  The stone automatons that protect Khafre from intruders are dangerous despite their small size.
  106
  The last two people who remain behind to hold 
  the levers must make a Standard (DN 10) Dexterity 
  test to leap through the closing doors before they 
  slam shut. If only one of the two makes it, the 
  other appears to be trapped forever—but actually 
  reappears later in the scene thanks to the Law of 
  Drama (see The Shaft on page 108.)
  THe infesTeD maZe
  The explorers have no time to rest once they are 
  through the doorway. A scratching sound at 
  the walls alerts them that something is coming, 
  while ahead dark passageways wind in different 
  directions like a maze.
  This is a Chase against the stone scorpion swarm 
  (see page 107) that’s starting to pour into the 
  passageway. Each side tests Dexterity to gain steps. 
  The scorpion swarms move mindlessly forward to 
  fill the corridors and rend the flesh of any creatures 
  in an area they have overrun. If a step is available 
  when the swarm acts it attempts to advance, but 
  it only ever attempts one step per action. If no 
  step is available the swarm rolls a single maneuver 
  interaction against all the heroes (no Multi-Target 
  penalty) hoping to Stymie them or drop them back 
  a step on a Player’s Call result.
  Any character on the same step or lower suffers 
  the swarm’s damage automatically at the beginning 
  of each turn. Once a runner completes Step D they 
  pass into the pyramid itself and the swarm doesn’t 
  pursue any farther. If the swarm completes Step D 
  any hero who hasn’t already escaped is engulfed 
  and presumed slain until the end of the scene 
  (again, see The Shaft).
  
  Not all of Khafre’s defenders are tiny.
  107
  Dilemmas in this Chase usually represent dead-
  end corridors, getting lost, or passages that constrict 
  into crawlspaces.
  STONE SCORPION SWARM
  Each scorpion is a stone about the size of a fist, 
  carved with legs, pincers, and stingers all wrapped 
  tight against their shells. Slowly some of the statues 
  begin to uncurl and move! 
  Attributes: Charisma 5, Dexterity 7, Mind 5, Spirit 
  5, Strength 5
  Skills: Find 6, dodge 8, intimidation 8, maneuver 
  8, taunt 6, trick 6
  Move: 7; Tough: 7 (2); Shock: —; Wounds: 5
  Equipment: —
  Perks: —
  Possibilities: None
  Special Abilities:
  • Armor: These creatures are made of stone, 
  and gain +2 Armor all over.
  • Engulf: Any character inside this swarm 
  suffers Strength +1BD damage at the start of his 
  turn.
  • Mindless: The scorpions are immune to 
  intimidation and taunt interactions.
  • Relentless: The stone scorpions ignore Shock.
  • Swarm: Single-target weapons do no damage 
  at all. Unarmed stomps and thrashing deal half 
  damage. Area attacks do normal damage.
  THE CHAMBER OF THE SCROLL
  The maze ends in stairs rising up into a spacious 
  antechamber. This area is well-lit by torches, circled 
  by rough pillars, and has a high, vaulted ceiling. In 
  the center of the chamber a huge shape shifts—the 
  giant scorpion of the murals! Built into a brace atop 
  its head is a golden scroll case.
  There is no visible exit from the chamber at 
  ground level, but there is a shaft at the top of the 
  peaked ceiling leading upward. It can be reached 
  by climbing the walls and pillars. Unfortunately 
  the giant scorpion moves to sting or claw anyone 
  who attempts such a climb.
  The scorpion statue is nearly indestructible by 
  conventional means, but it has an intentional 
  weakness: If the scroll can be snatched from the 
  
  108
  holder on its head it immediately crumbles into 
  sand. Hint at the creature’s weakness by having it 
  raise its claws protectively to cover the scroll when 
  anyone attempts an interaction.
  An Idea or an Alertness card reveals this 
  weakness immediately�
  A Player’s Call interaction accomplishes this, 
  likely with maneuver or trick. Either could work if 
  the action makes sense. An Outstanding attempt to 
  grapple with a Called Shot to the scroll (−4) also 
  grabs the scroll.
  The scroll itself is indecipherable without weeks 
  of work, but based on a cursory examination it 
  seems to contain the locations of other artifacts and 
  tombs across transformed Egypt.
  GIANT STONE SCORPION
  This limestone statue is immense and threatening: 
  all spiky segmented armor, arachnid legs, vicious 
  claws, and a menacing stinger with a point like a 
  sword.
  Attributes: Charisma 5, Dexterity 7, Mind 5, Spirit 
  6, Strength 18
  Skills: Dodge 8, find 7, maneuver 8, trick 6, 
  tracking 6, unarmed combat 10
  Move: 7; Tough: 22 (4); Shock: —; Wounds: 4
  Equipment: —
  Perks: —
  Possibilities: None
  Special Abilities:
  • Armor: This creature is made of stone, and 
  gains +4 Armor all over.
  • Bite/Claws: An even attack roll indicates a 
  hit by the creature’s claws, an odd represents a 
  stinger attack instead. The stinger deals Strength 
  +3 (21) damage, AP 2. The claws deal Strength 
  +3 (21) damage and always attempt to grapple, 
  so a standard hit only deals 19 damage.
  • Mindless: The giant stone scorpion is 
  immune to intimidation and taunt interactions 
  and telepathic powers.
  • Relentless: The stone scorpion ignores Shock.
  • Very Large: This creature is 10 meters long, 
  granting any attack roll against it a +4 Size 
  bonus.
  THE SHAFT
  When the scroll is gained the giant scorpion and 
  all its smaller brethren in the other chambers 
  fall to pieces. At this point any heroes who were 
  apparently slain in previous chambers crawl into 
  the chamber or shaft from tight adjoining tunnels 
  and may describe their narrow escapes from death!
  It’s a long, slow climb up the tunnel, but it’s 
  relatively safe thanks to the many handholds and 
  outcroppings along the way. There’s a large stone 
  blocking the top of the shaft, but a good hearty 
  shove topples it out of the way to let fading sunlight 
  and fresh air wash over the emerging survivors.
  The Storm Knights have regained the surface, but 
  where are they, and what dangers still await them 
  there?
  SCENE THREE:  
  ESCAPE FROM GIZA
  Dramatic Scene� The shaft emerges about halfway 
  up the side of Khafre’s Pyramid. The block the 
  Storm Knights dislodged looks the same as the 
  other large blocks that form the surface of the 
  pyramid. From this high up they have a good view 
  of the entire plateau, and no guards spot them.
  The sun is setting in the west, painting the entire 
  site in an eerie red hue, indicating that the delvers 
  were down below the pyramid for many hours. A 
  large dust storm with violent lightning rages to the 
  west, heading quickly toward Giza. Surprisingly, 
  the massive sandstone maelstrom bridge is no 
  longer present.
  In the far distance in every direction there are signs 
  of the invaders’ army on the move, mostly furrows 
  and tracks from large numbers of tanks. Some 
  forces remain at Giza, but only a few hundred men 
  compared to the multitude that poured through 
  earlier.
  The remaining forces have set up a base camp 
  around the Sphinx and are spread between several 
  outposts. The remaining tourists are tied up in 
  this encampment, except for Jessie Caramel. She’s 
  carrying one of the invaders’ submachineguns and 
  is practically draped across a hooded figure who 
  seems to be in charge of the camp.
  
  109
  Halil and Marta make some kind of request to 
  Jessie, but she merely laughs at them and tightens 
  their bonds.
  Now it’s up to the intruders to decide how to 
  proceed. Likely, they have three objectives in mind:
  • Escape from the Giza plateau: They might be 
  able to slip away during the storm under cover 
  of darkness. The outskirts of the city are very 
  close, less than a kilometer away, but it may still 
  take some time to get far enough into the city to 
  lose pursuers. Stealing a vehicle dramatically 
  increases the odds of reaching safety before 
  they’re caught.
  • Free the hostages: The Jones family and Halil 
  bin Masaud are grateful if rescued. Even better, 
  they’ve overheard the invader’s conversations 
  and warn their rescuers about the villains’ 
  powers as soon as possible. They know that 
  Jessie has thrown in with the invaders, and 
  isn’t in need of rescue.
  • Keep Khafre’s Scroll out of Mobius’s hands: 
  The Storm Knights might simply destroy 
  the scroll. There is no magical protection 
  preventing it from burning or being torn to 
  shreds. Remind the Storm Knights of the 
  potential value of the artifact to any developing 
  resistance movement.
  enemy fOrCes
  The Storm Knights’ position gives them a good 
  look at the forces arrayed against them on the 
  plateau:
  Vehicles: One zeppelin hovers around the site 
  on patrol. Two tanks are on station, one parked at 
  the entrance to Khafre, the other at the entrance to 
  Khufu’s Pyramid. A troop transport truck is parked 
  in the main encampment near the Sphinx.
  Villains: There are three colorfully dressed 
  villains among the troops of the main camp. 
  Hooded Cobra wears an elaborate snake themed 
  costume. He’s the one giving orders to the other 
  villains and regular soldiers. Another standout is 
  a huge man wearing stone boxing gloves. This is 
  Brick-knuckle Branko. The last is a stylish woman 
  wearing a monocle: Lady Hourglass. 
  
  110
  Troopers: There are squads of five shocktroopers 
  spread across the site. One squad per hero is at 
  the main camp, aboard the zeppelin, and spread 
  throughout each of the three cemeteries on patrol.
  • Nile Empire Shocktroopers (see above): In 
  groups of five, see page 112.
  • Khepera Tanks (2): See page 113.
  • Troop Transport Truck (1): See page 113.
  • Zeppelin (1): See page 113. The craft is on 
  patrol above, about 50 meters above the site. 
  One group of shocktroopers is aboard, and a 
  PM1 Paket is attached to its undercarriage. 
  • Villains (3): Hooded Cobra (page 112), Lady 
  Hourglass (page 112), and Brick-knuckle Branko 
  (page 112). All three start in the main camp.
  RUNNING THE ESCAPE
  The escape features many moving parts a GM 
  might need to handle, depending on what kind 
  of plan the Storm Knights try to implement. 
  Here are a few things that may come up:
  sneaking
  Moving from one area of the map to another 
  is a stealth test. Nightfall and the coming 
  storm act as a Darkness penalty to the 
  patrol’s find, so the target to slip past is 
  only DN 7 (find 9 −2). Each character must 
  test, and anyone who fails is spotted by a 
  squad of patrolling shocktroopers. When 
  the villains act they yell and fire weapons, 
  which draws attention from all the other 
  camps and brings two more squads into 
  the conflict.
  OnCe THe sHOOTing sTarTs
  Each group is roughly 300 meters away, 
  so gunfire or explosions alert the entire 
  camp that something is going on. The 
  patrols in the area engage after one 
  minute (six rounds). The tanks hold 
  position and only fire if attacked or if 
  no shocktroopers are engaged with the 
  intruders.
  THe Zeppelin
  The flying machine is on patrol and equipped 
  with spotlights that eliminate Darkness penalties 
  if the heroes wait until night to attack. It moves 
  into position to assist any embattled force after 
  half a minute (three rounds). It drops down to 
  only five meters above the ground, and half of the 
  shocktrooper squads aboard slide down ropes into 
  the fray.
  Those on the ground may likewise climb up those 
  ropes to board the aircraft. Climbing a rope is a 
  strength test (DN 8). A success ascends one meter, 
  a Good success two meters, and an Outstanding 
  success climbs three meters.
  Once the storm gets close enough the zeppelin 
  must break off and leave the area, or attempt a Very 
  Hard (DN 16) air vehicles test each round to avoid 
  being dashed into the ground and destroyed.
  sTealing Tanks Or TruCks
  Each tank has a crew of three shocktroopers. 
  The truck currently has no crew at all. All are 
  military vehicles, so they don’t require keys 
  to start. 
  A tank crew may “button up,“ locking its 
  hatches to prevent access from the outside. 
  Buttoning up prevents the crew from using 
  the machinegun turret on the top. 
  Disguises
  Shocktroopers come from all over the 
  empire, so any male character could pose as 
  one without drawing attention. A persuasion 
  test convinces soldiers the infiltrators 
  are from a different battlegroup and just 
  passing through. The DN is the find skill 
  of the targets they’re trying to fool, so DN 
  8 for shocktroopers. Battlegroups aren’t 
  numbered, but rather named for their 
  commander. The troops stationed here 
  all belong to Battlegroup Cobra. 
  luring villains aWay
  One possible tactic the raiders might try 
  is splitting up to lure villains away 
  from the captives. In 
  general the villains 
  can’t 
  tell 
  what’s 
  
  111
  going on in other locations, only that there is 
  gunfire and trouble. Brick-knuckle Branko races 
  toward any sounds of battle. Lady Hourglass leaves 
  at the same time but doesn’t run, so it takes her two 
  minutes to get anywhere. Hooded Cobra always 
  remains in the main camp, screeching orders and 
  cajoling his forces to engage. 
  THe ammuniTiOn Dump
  There’s a pile of ammunition, shells, and other 
  explosives at the main camp. Setting it off with 
  a grenade or cannon shot causes a Damage 25 
  explosion across a Huge Blast area. That means 
  up to 15 targets are affected by the blast, likely 
  including at least one of the villains—and the 
  captured tourists unless they are removed from the 
  area first!
  THe sanDsTOrm
  A dangerous sandstorm arrives if the raiders really 
  get into trouble—or if they specifically wait for it. 
  Once it hits, stealth tests are no longer necessary to 
  move from area to area, visibility drops to around 
  50 meters, and even gunfire doesn’t alert distant 
  groups that others are under attack. The zeppelin 
  leaves the area or crashes. A Setback blinds that 
  side with blistering sand for the round, causing 
  a −6 penalty to any test that requires vision! The 
  storm also wards off any pursuit and eliminates 
  the escapees’ tracks.
  There are many dangerous villains arrayed 
  against the heroes, including three powerful 
  Stormers� The World Laws of the Nile Empire 
  actually give the Storm Knights a significant 
  boost here� The Law of Heroism grants 
  each of them an extra Destiny card, and it’s 
  likely that once a fight starts the heroes are 
  ambushing the villains—which allows one 
  of those cards to be played into the Action 
  Pool immediately�
  The Law of Action allows a second Possibility 
  to be spent on any test, and the Storm Knight 
  uses the better roll. Snappy one-liners, 
  daring actions, and bold banter should all 
  earn the heroes extra Possibilities to really 
  use this boon, and hopefully generate some 
  outrageous totals�
  AFTER GIZA
  How the insurgents proceed is entirely up to them. 
  Depending on their approach, the group may get 
  away cleanly or eliminate enough of the opposition 
  to escape within the storm. Either way they find 
  allies in Cairo building a resistance to the cruel 
  invaders. If they tried to take everything head-
  on they may find themselves overwhelmed. Any 
  Storm Knight unfortunate enough to be captured is 
  delivered to Cairo too, but into the waiting clutches 
  of the insidious Wu Han!
  EPILOGUE
  In the intervening weeks the adventurers 
  eventually take up full-time residence in Cairo. The 
  tumultuous city becomes a hotbed of resistance to 
  Pharaoh Mobius’s forces.
  His main force didn’t linger in the city, but left 
  it under the care of the insidious Wu Han, one of 
  his sadistic military governors. On the surface Wu 
  Han maintains control, but the city draws Storm 
  Knights and troublemakers like a magnet.
  If the Scroll of Khafre was recovered, the Storm 
  Knights have just deciphered enough to pin down 
  the exact location of one of the hidden treasures 
  noted within when news arrives of a visitor. He 
  knows about the scroll and the role the characters 
  played in its recovery or loss. This stranger 
  introduces himself as Quinn Sebastian. He smiles.
  “I’m with the Delphi Council, and we’re doing 
  everything we can to fight this Mobius fella and his 
  kind everywhere they’ve landed. We need special 
  people—those with abilities and the gumption to use 
  them against the High Lords. Men and women who 
  can succeed against impossible odds. Any of you know 
  anyone like that?“
  
  112
  NILE EMPIRE THREATS
  BRICK-KNUCKLE BRANKO
  Branko is a giant of a man, with massive arms, 
  broad shoulders, and a polished bald head. An 
  extravagant waxed mustache extends well past his 
  face, a clear point of pride. He wears athletic tights, 
  laced boots, and stone gloves that look large even 
  on him. Branko speaks in single-syllable words 
  with a vaguely Eastern European accent. Though 
  evil, Branko is a sportsman and tends to fight fairly.
  Quote: “I vill crush you!”
  Attributes: Charisma 6, Dexterity 10, Mind 6, 
  Spirit 12, Strength 14
  Skills: Dodge 13, intimidation 14, maneuver 13, 
  stealth 14, taunt 10, unarmed combat 15
  Move: 10; Tough: 16; Shock: 14; Wounds: 3
  Equipment: Stone gloves (Damage Strength +2/16).
  Perks: Endurance, Relentless, Super Attribute 
  (Strength +2, Gadget: stone gloves, unusable after 
  being KO’ed)
  Possibilities: 3
  Special Abilities: —
  HOODED COBRA
  Hooded Cobra’s attire is similar to that of the 
  shocktroopers he leads, but he wears a full leather 
  jerkin. His headdress is larger and forms a mask 
  over his face, and he carries strange-looking pistols 
  he refers to as “The Cobra’s Fangs“ (Electro-Rays). 
  His voice is shrill and tinged with madness.
  Quote: “Get them, you imbeciles!”
  Attributes: Charisma 8, Dexterity 8, Mind 10, 
  Spirit 10, Strength 8
  Skills: Dodge 11, find 8, energy weapons 12, 
  intimidation 12, land vehicles 11, melee weapons 
  11, reality 13, stealth 10, taunt 9, trick 13
  Move: 9; Tough: 11 (2); Shock: 10; Wounds: 3
  Equipment: Cobra’s Fangs—two pistols that 
  project his Electro-Ray ability, leather armor (+2)
  Perks: Bolster, Electro-Ray (Damage 15, Ammo 
  15, Short Burst, Gadget: pistols, unusable after a 
  Mishap, requires both hands)
  Possibilities: 3
  Special Abilities:
  • Diatribe: When Hooded Cobra rolls a 
  Mishap he becomes Very Vulnerable, frothing 
  ineffectively about how he is surrounded by 
  fools.
  • Gloater: When taunt or intimidation are 
  Approved Actions, Hooded Cobra may affect 
  the entire party without a Multi-Target penalty. 
  Any affected hero loses one random Destiny 
  card from her hand.
  • Minions: Hooded Cobra may transfer any 
  hit to a shocktrooper within a few meters if he 
  succeeds at a reality test.
  LADY HOURGLASS
  Lady Hourglass dresses in a slinky, impractical 
  evening 
  gown 
  with 
  an 
  hourglass 
  pattern 
  embroidered on the front and back. Her hair is 
  wavy, long, and black. Over her right eye she 
  wears an odd monocle, shaped like an hourglass. 
  She constantly primps, vamps, and smirks. She has 
  a particular loathing for damsels in distress, and 
  taunts them mercilessly for depending on some 
  undependable man to rescue them.
  Quote: “Let’s see if you’re as useless as the rest.”
  Attributes: Charisma 12, Dexterity 7, Mind 9, 
  Spirit 9, Strength 6
  Skills: Dodge 11, find 11, fire combat 11, maneuver 
  11, persuasion 16, reality 11, stealth 10, taunt 15, 
  trick 12, unarmed combat 9, willpower 12
  Move: 8; Toughness: 6; Shock: 10; Wounds: 3
  Equipment: Mauser C96 (Damage 13, range 
  10/25/40, ammo 10)
  Perks:  Indomitable, Mind Control (uses persuasion 
  skill, Gadget: monocle, only works against men.)
  Possibilities: 3
  Special Abilities: —
  NILE SHOCKTROOPERS
  These bare-chested soldiers are well-trained and 
  inclined toward evil. Cowards and the craven are 
  culled and employed as guards or the subjects of 
  experiments.
  Shocktroopers wear leather skirts, headdresses, 
  and various belts and holsters. The result is more 
  ceremonial than protective.
  
  113
  Attributes: Charisma 6, Dexterity 7, Mind 7, Spirit 
  8, Strength 8
  Skills: Beast riding 8, dodge 8, find 8, fire combat 
  8, first aid 8, heavy weapons 8, intimidation 9, 
  land vehicles 8, maneuver 8, melee weapons 8, 
  streetwise 8, survival 8, taunt 7, trick 8
  Move: 7; Tough: 8; Shock: 8; Wounds: —
  Equipment: Club (Strength +2/10), MP-40 (Damage
  13, Range 10/25/40, Short Burst).
  Perks: —
  Possibilities: Rare (1)
  Special Abilities: —
  VEHICLES
  TROOP TRANSPORT TRUCK
  Common work vehicles used by the Nile Empire. 
  A cab seats a driver and one passenger. Supplies or 
  troops fill the back, covered by a canvas shell.
  Speed: 80 kph (11); Tough: 16; Wounds: 2
  • Maneuverability Rating: −2 penalty to land 
  vehicles for defenses or tests.
  • Fast: Speed grants a +2 bonus to complete 
  steps in a Chase or a –2 penalty to be hit.
  • Passengers: 22. Two in the cab up front, up to 
  20 seated in the back. Those outside the cab are 
  concealed by canvas and gain partial Cover (+4 
  Toughness) from the sides of the truck.
  PM1 PAKET
  The Paket is a support and reconnaissance 
  fighter. It’s armed with wing-mounted .30 caliber 
  machineguns. Its bent wings give it a striking 
  silhouette. Standard Nile Empire pilots resemble 
  shocktroopers with one add in air vehicles.
  Speed: 600 kph (16); Tough: 17 (2); Wounds: 3
  • Armament: Two .30 caliber machineguns 
  (Damage 15, AP 2, Range 500/1k/2k, Long 
  Burst, Ammo 200 each).
  • Fast: Speed grants a +2 bonus to complete 
  steps in a Chase or a −2 penalty to be hit.
  • Maneuverability Rating: –2 penalty to air 
  vehicles for defenses or tests.
  • Passengers: 1.
  • Very Fast: Speed grants a +4 bonus to complete 
  steps in a chase or a −4 penalty to be hit.
  KHEPERA TANK
  The Khepera is the main battle tank of the empire. 
  It has thick armor and a tall, curved silhouette. 
  It represents cutting-edge technology within 
  the cosm’s axioms. Reality bombs dropped by 
  supporting aircraft ensure kheperas rarely have to 
  face anything more modern.
  Move: 60 kph (11); Tough: 26 (6); Wounds: 4
  • Armament: 75mm cannon (Damage 28, AP 
  6, Range 500/1k/2.5k, Ammo 30), top-mounted 
  machinegun (Damage 15, AP 2, Range 
  500/1k/2k, Long Burst, Ammo 250).
  • Fast: Speed grants a +2 bonus to complete 
  steps in a Chase or a −2 penalty to be hit.
  • Juggernaut: The vehicle may ignore its MR 
  penalty for a test to gain steps in a Chase, but it 
  suffers a collision for doing so.
  • Passengers: 3.
  • Maneuverability: −4 penalty to land vehicles 
  for defenses or tests.
  NILE ZEPPELIN
  These hydrogen-filled rigid-skin aircraft are 
  generally used for aerial transport. They are seldom 
  armed due to their fragility, but shocktroopers 
  aboard may fire their own weapons, or descend up 
  to 20 meters on rappelling lines.
  Move: 100 kph (12); Tough: 15; Wounds: 4
  • Fast: Speed grants a +2 bonus to complete 
  steps in a Chase or a −2 penalty to be hit.
  • Flammable: 
  The 
  Nile 
  Empire 
  favors 
  dangerous hydrogen for their lighter-than-
  air craft. If a fire attack causes a Wound to the 
  zeppelin it ignites and suffers another Wound 
  every round until it is destroyed. 
  • Maneuverability Rating: −6 penalty to air 
  vehicles for defenses or tests.
  • Passengers: 24. Bridge crew of four, plus an 
  optional compliment of 20 shocktroopers.
  
  114
  DRAMATIS PERSONAE: THE CYBERPAPACY
  THEO TENAILLON
  Theo had the desire to serve God since he was a child and joined the Roman Catholic Church at a young 
  age. Recently he’s become burned out and hopeless. He’s currently taking some personal time to visit 
  his cousin Raine, and go to Avignon to hopefully find his calling again.
  Quote: “They are preaching hate instead of love. That’s not the God I know.“
  Cosm: [Cyberpapacy]
  Attributes: Charisma 8, Dexterity 7, Mind 8, Spirit 10, Strength 7
  Skills: Dodge 2, evidence analysis 2, faith 3, find 1, first aid 1, land vehicles 1, intimidation 2, persuasion 
  1, [reality 2], unarmed combat 1
  Move: 7; Tough: 7; Shock: 10; Wounds: 3
  Equipment: Mobile phone, Bible
  Perks: [Miracles (healing, repel, ward enemy)], [Conviction]
  HARLEQUIN
  “Harlequin“ has lived on the streets since he (or she?) ran away from a bad home as a child. Harlequin 
  steals stereos, hacks bank machines, and stays one step ahead of the police. Darcy Delaine is the one 
  bright spot in Harlequin’s life, and the two are normally inseparable. 
  Quote: “You learn a few things growing up with nobody to count on but yourself.“
  Cosm: [Cyberpapacy]
  Attributes: Charisma 6, Dexterity 10, Mind 10, Spirit 6, Strength 8
  Skills: Dodge 1, find 1, lockpicking 2, maneuver 1, melee weapons 3, persuasion 2, [reality 1], stealth 
  1, streetwise 2, trick 1, unarmed combat 1
  Move: 10; Tough: 9 (1); Shock: 6; Wounds: 3
  Equipment: Switchblade (Strength +1 damage), leather jacket (Armor +1), stolen watches
  Perks: Survivor, [Vengeful]
  CHLOE BEAUMONT
  Chloe teaches history, and is pursuing her Doctorate in ancient history. She’s on a sabbatical, studying 
  the Roman sites here in Orange. Her sibling Adrien came along for the ride, and of course got swept up 
  in some romantic adventure. Those sorts of exciting things never happen to her.
  Quote: “This isn’t the first time invaders have come through here.“
  Cosm: Core Earth
  Attributes: Charisma 7, Dexterity 7, Mind 11, Spirit 8, Strength 7
  Skills: Dodge 2, evidence analysis 1, find 1, fire combat 1, first aid 1, melee weapons 1, missile weapons 
  1, [reality 3], scholar 3, trick 2
  Move: 7; Tough: 7; Shock: 8; Wounds: 3
  Equipment: Camera, mobile phone
  Perks: Indomitable, [Situational Awareness]
  
  115
  ARIELLE FAVREAU
  Arielle is well known as the town’s resident “Wiccan.“ She’s well-liked and owns a corner shop where 
  she sells candles and trinkets. The shop is closed today. Arielle had planned to spend the day with her 
  lover Raine, but Raine didn’t show up and hasn’t called.
  Quote: “May the Goddess guide you.“
  Cosm: [Cyberpapacy]
  Attributes: Charisma 6, Dexterity 8, Mind 11, Spirit 9, Strength 6
  Skills: Alteration 3, divination 3, dodge 2, faith 1, find 1, intimidation 1, persuasion 1, [reality 1], 
  streetwise 1, unarmed combat 1
  Move: 8; Tough: 6; Shock: 9; Wounds: 3
  Equipment: Business cards, mobile phone, Wiccan necklace
  Perks: [Spellcaster (diminish, enhance, stun)], [Extra spell (pathfinder)]
  MANDEL “MERVEILLE” MONET
  Mervielle is the backup operator on the Avignon train line, and overdue for promotion. Right now he’s 
  off shift and enjoying a layover in Orange. He was supposed stop off in Avignon, but on the way here he 
  met Adrien, and the whirlwind romance that started was worth the change in plans.
  Quote: “Why do these things always happen to me?!“
  Cosm: Core Earth
  Attributes: Charisma 7, Dexterity 9, Mind 7, Spirit 8, Strength 9
  Skills: Dodge 2, find 1, intimidation 1, land vehicles 3, lockpicking 1, melee combat 1, persuasion 1, 
  [reality 2], stealth 1, taunt 2, trick 1
  Move: 9; Tough: 9; Shock: 8; Wounds: 3
  Equipment: Mobile phone, toolbelt
  Perks: [Prodigy], [Tenacious]
  CAMILA DELAINE
  No one in Orange knows that in her youth Camila was a notorious jewel thief. Now she’s retired, relaxed, 
  and quite wealthy. She’s devoted to her only child, Darcy, who has no idea about Camila’s sordid past. 
  Darcy’s been spending time lately with some hustler calling himself “Harlequin“ and she suspects both 
  are in trouble.
  Quote: “Amateurs. Please allow me to assist.“
  Cosm: Core Earth
  Attributes: Charisma 7, Dexterity 11, Mind 8, Spirit 7, Strength 7
  Skills: Dodge 2, find 1, fire combat 1, lockpicking 3, maneuver 1, melee weapons 1, missile weapons 1, 
  [reality 1], stealth 3, streetwise 1, taunt 1
  Move: 7; Tough: 7; Shock: 7; Wounds: 3
  Equipment: Mobile phone, lockpicks, knife (Strength +1 damage), jewelry
  Perks: [Realm Runner], Whirlwind
  
  ACT ONE: THE 
  CYBERPAPACY
  116
  T
  he Cyberpapacy arrives in Orange, France 
  heralded by trumpets and talk of salvation. 
  As people become aware of the horrors that 
  occurred the night before, a riot breaks out and the 
  heroes are swept up in the flow of events.
  Each Storm Knight has a loved one who was 
  lost in the bustle—possibly the same loved one! 
  They search a sinister clinic and find certain 
  “undesirables” are being sent to Avignon in a train 
  car.
  Can the Storm Knights rescue the prisoners and 
  escape the Cyberpapacy’s influence before it’s too 
  late?
  SCENE ONE:  
  ORANGE SKIES
  Standard Scene� The characters are residents or 
  visitors in the French city of Orange. Orange is 
  quiet, rural, and has a population of around 30,000 
  people. The old city has narrow streets and restored 
  facades, intentionally giving the impression of an 
  old-fashioned village. Notably, several ancient 
  Roman structures remain, including a triumphal 
  arch and a large, restored amphitheater.
  Avignon, a famous tourist destination known for 
  its palace and cathedral, lies 30 km to the south. 
  Avignon’s main claim to fame was as an alternate 
  Vatican during a historical schism in the Roman 
  Catholic church. The skies in that direction are 
  dark and stormy. Strange lightning flashes and 
  threatening wind blows through the streets of 
  Orange in gusts. The air itself feels charged with 
  static electricity.
  The mood in Orange is nervous. The storm looks 
  strong enough to cause problems, but what has 
  really set people on edge is the prophecy of a 
  strange priest who passed through Orange about 
  a month ago making wild proclamations about the 
  end of the world.
  Most of what he said sounded like lunacy: 
  Dragons, demons, and nightmares would appear to 
  punish the world for its hubris. All this devastation 
  would be preceded by a terrible, unnatural storm. 
  No one really believed the stranger’s ravings, but 
  he became the gossip of the town for weeks.
  
  The Church Police, flanked by a Host, move in to put an end to a riot.
  117
  bar. Once the install completes, phones reconnect 
  and a news scroll appears on the display. Messages 
  such as “Remain calm!“ and “Emergency town hall 
  happening at the Roman Theater“ pop up. 
  The Cyberpapacy World Laws and axioms 
  are in effect. Deal each player a Cyberpapacy 
  Cosm card�
  The Roman Theater is a huge, open-seating 
  amphitheater well known to all residents. Anyone 
  surfing for news sees headlines about demonic 
  attacks across Europe, a plague devastating Asia, 
  and some kind of natural disaster in America.
  Attempts to call or locate a missing person’s phone 
  don’t work, and the system apologetically asserts 
  that phone may not have upgraded and joined the 
  network yet.
  Before the characters can disperse they are 
  stopped by a strange sight. Translucent heralds 
  float above the streets of Orange, looking like blue, 
  semi-transparent birds. 
  Starting late last night there have been sporadic 
  power outages. Internet and mobile phone 
  communications have been down for hours. Such 
  things happen, but the strange storm to the south 
  has reminded the town of the priest’s words, and 
  everyone is on edge —though no one wishes to 
  admit it.
  Adrien, Darcy, and Raine (all associated with the 
  heroes) rushed into town earlier in the morning 
  to run errands and grab supplies before the storm 
  arrived in full force. The characters are in town 
  looking for their overdue loved ones, and have 
  just met one another to trade updates. No one has 
  spotted anything thus far, and phone service is still 
  out.
  THEATER OF THE NEW ORDER
  The ground shudders slightly and a palpable wave 
  of energy passes through the group. Mobile phones 
  suddenly have signal again, but screens are locked 
  with a mesage that reads “Upgrade In Progress…
  GodNet Installing,“ and a swiftly filling progress 
  
  Once the Law of Suspicion is in effect, it’s all too easy to become the focus of unwanted attention.
  118
  Trumpets sound as the heralds fly overhead. A 
  clear voice emanates from them, and from all the 
  connected phones, perfectly synchronized: 
  “Peace be with you. An emergency meeting is 
  occurring right now at the Roman Theater. Please 
  proceed there immediately in an orderly fashion. Do 
  not fear. Salvation is at hand.“
  Everywhere, dazed people follow the herald’s 
  flight, forming lines toward the theater. Most 
  murmur among themselves in confusion and 
  concern.
  avOiDing THe meeTing
  If for some reason the heroes don’t wish to go to 
  the amphitheater, remind them it’s the most likely 
  place to find their missing loved ones. If that’s still 
  not enough motivation the hovering heralds begin 
  following the characters, repeating the message.
  Eventually the Church Police arrive on the scene. 
  Their uniforms are strange—the armor is of a 
  design the group has never encountered and the 
  weapons they carry seem impossibly advanced.
  At first the Church Police try to reason with the 
  heroes. They ask, very seriously, if any of them 
  have headaches or feel ill. They recommend 
  fervently that the stragglers head to the theater 
  before the storm arrives. Glorious news is here, 
  and the characters should hear it with the rest of 
  their community.
  If 
  anyone 
  makes 
  anti-religious 
  or 
  anti-
  authoritarian comments, or disrespects the Church 
  Police, they quickly become frustrated and draw 
  their weapons. After a final warning they attack 
  with riot sticks. They transport any defeated and 
  captured heroes to Sanctuary for baptism (see Act 
  Two).
  If the rebels win, Father Anonyme (see page 121)
  rushes by and bids the Storm Knights to come with 
  him so he can explain everything.
  • Church Police Streetbeaters (1 per hero): See 
  page 128.
  
  119
  THE ASSEMBLY
  The Roman Theater is crowded with people by 
  the time the latecomers arrive. The huge stone 
  backdrop behind the stage is covered with bright, 
  3-D holographic projections. The largest, in the 
  center, is a giant copy of the strange priest standing 
  on stage, his amplified voice booming from the 
  screens, the heralds, and also people’s devices.
  Around him, the other screens show images and 
  headlines of disasters around the world—the 
  invasions of the other High Lords!
  The priest is Father Verel Laval. His eyes are 
  covered by a metallic visor. He wears rich robes of 
  black and red and carries a long staff criss-crossed 
  with wires and circuitry. A glowing crucifix rotates 
  slowly at the top of the staff. Images from other 
  invasions flash behind Father Laval, especially 
  from Day One adventures the players have already 
  experienced. Father Laval is already speaking to 
  the crowd:
  “Elsewhere in the world nations are being punished 
  for their hubris and lack of faith. Demons ravaged 
  Europe last night, and still ravage Russia.
  “In contrast, Cyberpope Jean Malraux’s arrival here 
  is a blessing, a boon awarded for France’s piety and 
  advanced philosophy. The Cyberpapacy has come to 
  shield France from the evils around them. We hope to 
  shield all of Europe soon.“
  Near the stage, a throng of people surround a 
  hovering bus. Church Police usher some people 
  aboard. Laval gestures grandly to the vehicle.
  “Unfortunately, due to the harshness of our world 
  being torn asunder by these evil raiders, people may 
  need upgrades to survive. If you experience pain in 
  your limbs, headaches, or even blindness, speak to a 
  priest or the Church Police. We’ll transport you to 
  Central Hospital for the needed upgrades.
  “Do not worry about any expense, all upgrades 
  in zones under the Cyberpapacy’s protection are 
  completely free. This is Cyberpope Malraux’s doctrine: 
  To each, the deserved. From each, the possible.“
  Father Laval grows somber and quiet for a 
  moment before proceeding. The images on the 
  screens switch to photographs of demons taken the 
  night before.
  “Finally, a warning. Demons are real, and the humans 
  who worship and draw power from them, witches, are 
  also real. They walk among you, spreading poison and 
  lies.
  “If you see or hear a witch practicing magic or 
  pagan worship, report them immediately to the 
  Church Police—for the continued safety of the entire 
  community!“
  At this point an image of Arielle’s shop and her 
  face appears on the screen. The crowd gasps. 
  Some immediately begin to denounce her, others 
  shout back that she’s been a fine member of the 
  community her entire life.
  The arrival of Church Police marching roughly 
  through the assembly toward Arielle (whether 
  she’s controlled by a player or not) is the match that 
  sets off the powderkeg—suddenly the assembly 
  turns violent. 
  LOCKED WEAPONS
  Storm Knights may initially be exultant when 
  they get hold of some of the Church’s powerful 
  weapons, like the GodMeeter or Tower of 
  Babel, but that happiness is doomed to be 
  short-lived. Just about every device the Church 
  Police use except the Riot Stick is connected to 
  the GodNet, and that connection isn’t passive.
  The devices aren’t intelligent, but they know 
  authorized users, and can disable functions 
  when wielded illegally. A GodMeeter won’t 
  fire, and instead a pleasant synthesized voice 
  lectures the Storm Knight about which laws 
  he’s violating by possessing a stolen firearm, 
  and recommending that the perpetrator turn 
  himself in and confess his sins. Connected 
  devices transmit their location, which draws 
  even more trouble. 
  Father Anonyme has rare, hacked weapons 
  for the resistance. These devices function 
  for anyone and no longer spout platitudes. 
  Being caught in possession of such weapons, 
  however, is a serious crime.
  
  MANDEL 
  “MERVIELLE” 
  MONET
  120
  THE RIOT
  A Very Hard (DN 16) find test determines 
  conclusively that the absent loved ones are not in 
  the amphitheater crowd. They’ve either already 
  taken one of the transports to the hospital or are 
  somewhere else entirely. Phone calls still go to 
  voicemail. Any hero who attempts to use a “find 
  my phone“ style application succeeds: The phone 
  is located at Central Hospital.
  But first the searchers must escape the burgeoning 
  riot. Arielle is actually somewhat forgotten in the 
  brawl as tear gas streaks into the crowd and Church 
  Police use riot sticks on the unruly mob. Random 
  fights break out all around.
  Ignore the other fights breaking out. There 
  are many more Church Police in the 
  amphitheater, but they’re busy with the 
  rest of of the crowd� The streetbeaters 
  are intent on subduing the heroes, and 
  fighting back against these invaders 
  definitely triggers a Moment of Crisis.
  Even with a Storm Knight’s 
  abilities 
  these 
  are 
  tough 
  opponents� 
  Interactions 
  are a must for dealing 
  damage� Church Police 
  armor makes them very 
  durable, 
  and 
  thanks 
  to gas masks on their 
  helmets they are immune 
  to the effects of the tear gas (see 
  below)�
  A useful tactic is to grab at a 
  mask. That’s a grapple attempt 
  with a −4 Called Shot penalty. If 
  the streetbeater’s Strength test is 
  lower than the damage then the 
  mask wrenches off and a character 
  may equip it as a simple action�
  The streetbeaters only use their 
  riot sticks and the Tower of Babel, 
  though each carries a GodMeeter� 
  The heroes might attempt to steal 
  a pistol from its holster, only 
  to discover the built-in safety 
  protocols (see Locked Weapons, 
  page 119). Riot sticks aren’t connected, so 
  any Storm Knight may use those once gained 
  from a disarmed or fallen streetbeater�
  Tear gas Stymies any character without a 
  protective mask each turn� Church Police 
  headgear contains a filter mask and goggles. 
  On a Setback any unprotected individual is 
  Very Stymied and takes two Shock.
  If the Storm Knights need help, or once they finish 
  off the nearby Church Police, a bearded man in a 
  ragged robe charges through the teargas and calls 
  out, “Hurry, this way! We must flee before the Host 
  arrive!“
  Locals recognize this man as the priest who came 
  through about a month before, preaching doom 
  and destruction. He introduces himself as 
  Father Anonyme, but he doesn’t wish to say 
  more until they are away from the Roman 
  Theater. He also has weapons he can throw 
  to the Storm Knights if they’re in trouble 
  (see page 122), but prefers to wait 
  until they are safely away before he 
  distributes them.
  Overhead, a bright blue light 
  shimmers through the tear 
  gas, and what sounds like 
  a choir sings. Anonyme 
  looks 
  terror-stricken 
  and 
  flees 
  immediately, 
  begging the Storm Knights 
  to come with him. Any who 
  stay must face the Host, and 
  are likely captured and taken to 
  Central Hospital for processing.
  • Church Police Streetbeaters (1 
  per hero, 1 equipped with a Tower 
  of Babel shield): See page 128.
  • The Host (1): Only if the heroes 
  stay and fight, see page 129.
  
  121
  SCENE TWO: 
  BAPTISM BY METAL
  Standard Scene� Once the group reaches the 
  relative safety of a nearby alley Father Anonyme 
  introduces himself properly.
  FATHER ANONYME
  Anonyme wears simple robes and sandals. Those 
  who saw him a month ago remember he was blind. 
  Now a metal visor sits across his closed eyes and 
  plugs into his temples. His long beard is flecked 
  with gray. 
  Quote: “I may not know my own name, but I 
  know that this is wrong.“
  THe prOClaimer’s sTOry
  Anonyme explains that he is from a realm named 
  Magna Verita, the birthplace of the Cyberpapacy. 
  He was a Proclaimer, a priest who traveled ahead 
  of the crusade—he thought he was spreading the 
  good word. Over his lifetime the crusade changed, 
  and he now believes Jean Malraux has fallen to 
  corruption and spreads destruction rather than 
  salvation. The more time he spent on Core Earth 
  the more he felt in his heart that this realm was 
  closer to God than his own.
  Father Anonyme understands the basics of reality, 
  and recognizes that the characters are Storm 
  Knights. That’s what drew him to them in the riot. 
  According to him, Storm Knights are chosen by 
  God. They’re rare, and he’s never seen so many 
  appear at once before. 
  Anonyme suggests the missing people are likely in 
  Central Hospital being processed for “upgrades.“ 
  He warns that if they’ve already been upgraded it 
  may be physically dangerous to take them outside 
  the Cyberpapacy’s influence:
  “Those at the hospital are being baptized in metal. 
  The weakest organs are replaced. Within the reality of 
  the Church this prolongs life and allows for beneficial 
  enhancements. Outside the Church’s borders such 
  
  122
  advanced machinery…fails. If you wish to flee from 
  here, you must get to them before they are converted. 
  The hospital is a dangerous place, but I have something 
  that may help.“
  gifTs Of THe resisTanCe
  Anonyme has a few hacked weapons to give to 
  the heroes:
  • GodMeeter (1): Damage 15, Range 10/25/40, 
  Ammo 
  25. 
  Unmodified 
  versions 
  switch 
  to different ammo types based on voice 
  commands, but this hacked model can’t do 
  that. Tech Axiom 26.
  • Power Dagger (1): When switched off, the 
  blade still deals Strength +1 damage. Once 
  activated, that increases to Strength +2. Tech 
  Axiom 26.
  • Riot Sticks: The heroes may have any of these 
  they picked up from Church Police in the riot. 
  While powered down it works as a club dealing 
  Strength +2 damage. Switched on the damage 
  increases to Strength +3, and any hit deals an 
  extra Shock. Tech Axiom 26.
  The characters all know the location of Central 
  Hospital. Father Anonyme balks if asked to go 
  along. He’s wanted by the Cyberpapacy, and is 
  afraid being seen could ruin the group’s chances 
  of getting inside. He plans to look for more Storm 
  Knights and hopefully stay ahead of the Church 
  Police.
  ENTERING CLINIQUE D’ORANGE
  Getting into the Clinique d’Orange Hospital is the 
  easy part. A GWI Samson hover tank and a squad 
  of Church Police occupy the parking lot but they 
  aren’t turning people away. Rather, they encourage 
  anyone who approaches to go inside and await 
  processing and medical attention, especially if they 
  look injured from the riot.
  A holographic banner projects from the front 
  of the building, announcing, “Please pardon the 
  mess, we’re upgrading!“ Perched on the roof 
  above, an ominous figure much like the stone 
  gargoyles that adorn cathedrals peers down at the 
  street. It moves from side to side and red beams 
  scan from its eyes.
  If Anonyme is still with the heroes he points it 
  out and cringes back, certain that if the gargoyle 
  spots him it will raise an alarm. A persuasion test 
  or an attempt to disguise him convinces him to go 
  anyway; otherwise he ventures off on his own.
  If the Storm Knights approach directly the 
  gargoyle shifts and looks directly at them, but then 
  continues scanning without an apparent reaction. 
  If they all succeed in a standard stealth test (DN 10) 
  the gargoyle doesn’t react at all.
  THE WAITING ROOM
  Those who have been to the hospital before find 
  if very different now. Technicians wearing Church 
  insignia stand on ladders or crouch near the floor 
  throughout the corridors, working on arrays of 
  glowing cables and hanging wires.
  In place of nurses and staff, nuns in blue habits now 
  roam or sit behind advanced computer terminals. 
  One such nun looks up from her terminal as the 
  heroes approach and asks if she can help them. 
  If the group lets her (or somehow lures her away 
  and operates her terminal themselves with an Easy 
  computers test) they quickly learn disturbing news.
  One of the three sought individuals (Adrien, Darcy, 
  or Raine) is here and being prepped for conversion 
  in chamber B2. The others aren’t here; instead 
  they’ve been tagged as “Collected for Confession“ 
  and are at the train station awaiting transport to 
  Avignon for further processing. Discarded phones 
  and other personal items from all three are in a 
  bin marked for recycling. The bin, if checked, also 
  contains confiscated weapons, including a 9mm 
  pistol (Damage 13, Range 10/25/40, Ammo 15) and 
  several knives (Strength +1 damage).
  CHAMBER OF HORRORS
  How the characters choose to get to Chamber B2 
  is up to them. A Challenging (DN 12) persuasion 
  test spins a convincing enough tale to get past any 
  church orderlies in the halls. The security forces and 
  number of people in the halls makes using stealth to 
  get in without being seen at all Near Impossible (DN 
  20). The intruders could opt to go in guns blazing, 
  but that triggers the Attack of the Cybergoyle 
  below, which complicates the rescue effort.
  
  A cybergoyle scans the horizon for enemies of the Cyberchurch.
  123
  However the group travels to Chamber B2, they 
  arrive just in time. The prisoner is strapped into 
  the machine but it hasn’t been activated yet. One 
  Church Police streetbeater stands guard, and two 
  orderlies work the machine. The rescuers may 
  have Surprise depending on how they entered. 
  Freeing the captive from the gurney is an Easy (DN 
  8) Dexterity test. Church personnel resist the heroes 
  if they can, but after one round an alert is sounded 
  (see below) and they obey the mandate to remain 
  still after that.
  • Church Police Streetbeaters (1): See page 128.
  • Church Orderlies (2): See page 128.
  In each of the other chambers a person is strapped 
  to a kind of gurney, arms spread as if on a cross. 
  Machines whir and cut flesh, replacing organs or 
  limbs with cybernetic equivalents. Each victim 
  sweats, mouth contorted in a grimace of pain 
  or rapture as some kind of beam feeds visions 
  provided by the Church directly into his eyes. 
  Disrupting this process, once begun, is fatal to the 
  patient. If the raiders wish to disable the operating 
  machines anyway each is Toughness 15, or a Very 
  Hard (DN 16) Mind test to sabotage. Any such 
  attempt certainly triggers alarms and brings the 
  cybergoyle.
  ATTACK OF THE CYBERGOYLE
  Once the workings of the hospital or conversion 
  chambers are disrupted, a humorless voice booms 
  from speakers throughout the hospital.
  “An admonition is now in effect. All faithful shall 
  remain still and silent. For the sake of your body 
  and eternal soul, comply. I repeat, this is a Church 
  admonition, remain motionless and silent.“
  The hospital becomes eerily silent. No one speaks 
  to the Storm Knights or impedes their progress if 
  they choose to move. 
  
  The train station offers many opportunities for rescue or escape.
  124
  There are two exits from the waiting room, one that 
  leads out the main doors to the parking lot—and 
  into the Samson tank and Church Police who now 
  lie in wait—or deeper back through the hallways 
  toward a rear entrance. If the group heads for the 
  main entrance they meet the cybergoyle head-on 
  as it enters. If they flee toward the back (or try to 
  remain in place) they hear its heavy form stomping 
  toward them through the halls.
  The metallic gargoyle from atop the building 
  hunches inside the hospital, its wings folded close 
  against its body. It stares with blue, glowing eyes 
  and launches itself at the interlopers immediately 
  if it spots them. Just standing still won’t work; the 
  creature already knows what the group looks like 
  thanks to the ubiquitous security cameras.
  This encounter might play out as a Chase or 
  as a combat depending on the Storm Knights’ 
  approach� The DN for each step of the Chase 
  is highest Dexterity involved� Once a person 
  finishes Step D he gets away through the rear 
  exit� Don’t test for the rescued person; he or 
  she escapes if the rest of the group does�
  The cybergoyle doesn’t stun or capture people. 
  It strikes to kill. It cuts through hostages without 
  concern, regardless of their rank or pleas. If the 
  party fights and manages to defeat the cybergoyle 
  they may leave without further incident, while 
  everyone else remains completely still. Anyone 
  captured is taken to the train station in Scene 
  Three for transport to Avignon with the rest of the 
  undesirables!
  • Cybergoyle (1): See page 128.
  
  125
  SCENE THREE: ALL 
  ABOARD!
  Standard 
  Scene� 
  The 
  Storm 
  Knights 
  have 
  discovered that the remaining missing people and 
  other “disruptive” figures are being loaded onto 
  a train bound for Avignon. There’s only one train 
  station in Orange, and approaching it undetected 
  is an Easy (DN 8) stealth test thanks to the winding 
  streets and ongoing storm. If the test fails, the 
  herald patrolling the yard spots the infiltrators (see 
  Caught in the Act below).
  A sleek locomotive unlike anything the rebels have 
  ever seen hums on the tracks. It faces south, toward 
  Avignon. The tracks at the station stretch northwest 
  across the Rhonde. The train has only three cars. 
  One looks like a troop car, complete with a wicked-
  looking laser in a turret atop it (Damage 16, Ammo 
  50, Rapid-fire). A second car seems empty, and the 
  third is locked—but protesting voices from inside 
  reveal that it’s filled with prisoners. 
  On a parallel track, a standard diesel engine slowly 
  moves up alongside the cybertrain, shuttling 
  toward a junction for a different mission. 
  There are four Church Police in the area for every 
  hero present. Half are inside the troop car and only 
  come out if there’s trouble. The rest are inside the 
  station or wandering the platform and yard. They 
  are on guard, but they’re not expecting trouble or 
  paying much attention.
  • Church Police Streetbeaters (4 per hero): See 
  page 128.
  • Herald (1): See page 129.
  CONJUNCTION JUNCTION
  The heroes have many options on how to proceed. 
  Show players the map and point out the 
  major features like the station, the older 
  locomotive, and the cars� Give an idea of 
  where the Church troops are, and note the 
  hovering herald that patrols the whole yard� 
  Don’t be afraid to list the details of possible 
  tasks, and give the players time to discuss 
  their approach and make a plan� An Idea 
  card played here outlines all the options, 
  including any drawbacks�
  Some possible tasks include:
  DisTraCTing THe guarDs
  Some of the team may try to draw the attention of 
  the guards away. Pretending to be someone who 
  belongs there is likely a persuasion test, and is Hard 
  (DN 14) since the train station is supposed to be 
  clear. Other skills may be substituted depending 
  on just what the players are trying to do.
  Simply making some noise and then escaping 
  is a standard stealth test. Success draws away the 
  herald, a Good success sends two of the Church 
  Police on a fruitless search far away, and an 
  Outstanding result increases that to four Church 
  Police. On a failure four streetbeaters open fire on 
  the prowler with their GodMeeters but don’t leave 
  the site.
  reCOnneCTing THe lOCOmOTive
  The man currently operating the diesel engine isn’t 
  part of the Cyberpapacy, and has little idea what’s 
  going on. He received strange orders to move this 
  locomotive and make room for an unscheduled 
  express from Avignon. A Standard persuasion test 
  convinces the engineer of the situation and he offers 
  to help. He can either move the locomotive onto 
  the other train’s track and hook up to the prisoners’ 
  car, or people can pile aboard his locomotive and 
  he can head straight out on the current track. If 
  the Storm Knights don’t wish to deal with him, a 
  Standard unarmed combat or melee weapons test KO’s 
  him. 
  With the engineer’s help, the tracks are switched 
  and the locomotive is hooked to the prison car 
  without a test. Without the engineer’s help, a Hard 
  (DN 14) land vehicles test completes the job. The 
  movement of the locomotive is certainly noticed 
  by the Church Police, but it doesn’t seem unusual 
  in and of itself—unless the test fails and a small 
  accident draws their attention!
  freeing THe prisOners
  The car holding 20 prisoners, including the 
  remaining loved ones, is padlocked on the outside 
  (−4 to lockpicking). Once it’s opened, the prisoners 
  follow the Storm Knights’ lead, either staying in 
  place or scattering if bidden. When any prisoners 
  leave the car, the herald or any Church Police in the 
  
  126
  yard notice them and raise the alarm.
  saBOTaging THe TraCks
  The Storm Knights may wish to disrupt pursuit by 
  locking the brakes on the cybertrain’s cars, or even 
  destroying the tracks at a strategic spot. Locking 
  the wheels on the empty car only requires a 
  standard stealth test to accomplish. Anything more 
  requires moving onto the troop car itself—a Near 
  Impossible (DN 20) stealth test. Once in position the 
  saboteur could padlock the troop car’s doors shut 
  from the outside, or even take control of the laser 
  turret atop the car. The tracks are Toughness 12, 
  and a Wound makes them impassible for trains.
  CAUGHT IN THE ACT
  A failure on any test alerts the hovering herald, 
  which floats down to check out what’s going on. 
  The team may try to eliminate it before it can raise 
  an alarm, or avoid it by testing stealth against the 
  herald’s find (DN 10). If the herald issues a warning, 
  combat rounds begin and all the Church Police act. 
  The rescuers may fight it out or continue trying to 
  execute their plan while under fire.
  A Setback for the heroes marks the arrival of the 
  Host (see Scene Four).
  SCENE FOUR: THE 
  HEAVENLY HOST
  Dramatic Scene� A bright blue light streaks across 
  the sky and descends directly toward the fugitives. 
  Hopefully the Storm Knights rescued the prisoners, 
  including the last of their missing loved ones, and 
  are racing northwest on the diesel locomotive. They 
  may also be at the train station or on foot, in which 
  case escape is unlikely. They must face Malraux’s 
  angel of death and defeat it to escape alive!
  If they’re on the train, it barrels northward at top 
  speed toward a raging storm wall. If the riders took 
  any measures to prevent pursuit they face only 
  the Host. Otherwise any remaining Church Police 
  follow in the other train and take Long Range shots 
  with their GodMeeters. Destroying the tracks as 
  noted above puts an end to any pursuit other than 
  the Host.
  The Host is a powerful opponent. It’s skilled 
  enough to Multi-Target anyone near it, or Multi-
  Action to attack some heroes and use interactions 
  against others. If it suffers a Wound it flares a 
  righteous orange color and its wings spread like 
  blazing fire.
  There’s a major benefit to facing the Host on the 
  train: the reality storm still raging to the north. 
  The storm hits after one minute and marks the 
  border of a Core Earth hardpoint. When it hits 
  each side must attempt a reality test. Failure loses a 
  Possibility, success avoids losing anything, a Good 
  Success gains a Possibility, and an Outstanding 
  Success gains two.
  Inside, the axioms and World Laws switch to 
  Core Earth! The Law of the Underdog triggers 
  immediately, allowing the players to put an extra 
  Destiny card in their Action Pools. The Law of 
  Glory is also active. Anyone who still has an 
  unplayed Cyberpapacy Cosm card must exchange 
  it for a Core Earth Cosm card at this point.
  The Cyberpapacy World Laws and axioms 
  are no longer in effect. 
  Cyberpapacy weapons are no longer supported 
  by the local Tech Axiom, which means the escapees 
  may have to deal with One Case or Four Case 
  Contradictions depending on their origins. The 
  Host also causes a One Case Contradiction, and 
  disconnects on a Mishap.
  If the Host disconnects it gives up the pursuit 
  immediately. It also turns back at the end of the 
  ninth round, presumably to find and eliminate 
  whatever is creating this hardpoint. If the Host isn’t 
  destroyed before it’s forced to break off pursuit it 
  hovers to a stop in the air as the train slips away. 
  It’s music-like voice rumbles as the Storm Knights 
  speed away.
  “We know who you are. We do not forget. As the 
  Church spreads, we shall find you. The storm knows 
  your name.“ 
  It points at the heroes, and then its glowing light 
  fades and it disappears in the distance.
  • The Host (1): See page 129.
  
  The Host are incredibly dangerous, powerful, and utterly ruthless.
  127
  EPILOGUE
  Weeks later, any surviving escapees hide in the 
  underground catacombs of Paris. Much of France 
  is dominated by the Cyberpapacy, which spreads 
  across Europe like a cancer. Parts of Paris, at least, 
  remain free and fighting.
  Whispers spread of a visitor from the United 
  Nations, a warrior with special ties to La Resistance 
  who is organizing counterstrikes. He wishes to 
  speak to the Knights of Orange specifically. The 
  stranger is an older man, with close-cropped gray 
  hair and leathery skin. He introduces himself as 
  Quinn Sebastian.
  “I’m with the Delphi Council, a special resistance 
  group tasked with fighting Jean Malraux and those 
  like him. We’re looking for people—the brave and 
  resourceful type—to take the fight to these High Lords. 
  Can I count on your help?“
  
  128
  CYBERPAPACY THREATS
  CHURCH ORDERLY
  As the Church takes over institutes, they install 
  their own specialized staff. The nuns and orderlies 
  who populate most hospitals oversee cybernetic 
  conversions and look after the residents’ physical 
  and spiritual health.
  Attributes: Charisma 7, Dexterity 8, Mind 8, Spirit 
  7, Strength 7
  Skills: Energy weapons 9, evidence analysis 9, 
  faith 10, find 10, first aid 10, medicine 2, melee 
  weapons 9, science 2, taunt 8, trick 9
  Move: 8; Tough: 7; Shock: 7; Wounds: 1
  Equipment: —
  Perks: —
  Possibilities: Rare (2)
  Special Abilities: —
  CHURCH POLICE STREETBEATER
  The Cyberpapacy’s police forces can be found 
  on most every corner in major cities. They are 
  trained in basic detection, crowd control, and of 
  course, combat. Streetbeaters are equipped with 
  audio-visual recording equipment in their helmets 
  connected to the GodNet. They aren’t given 
  cyberware or other enhancements—those are 
  saved for the more elite CAT teams.
  Attributes: Charisma 7, Dexterity 8, Mind 7, Spirit 
  7, Strength 8
  Skills: Dodge 9, energy weapons 9, evidence 
  analysis 9, faith 10, find 9, fire combat 10, heavy 
  weapons 9, intimidation 10, land vehicles 9, 
  melee weapons 9, taunt 8, trick 9, willpower 8
  Move: 8; Tough: 12 (4); Shock: 7; Wounds: —
  Equipment: Armor of God (+4), GodMeeter 
  (Damage 15, Range 10/25/40), riot stick (Strength 
  +3/11 damage, non-lethal), one officer is equipped 
  with a Tower of Babel shield (+3, may not move 
  and attack without Strength 10+)
  Perks: —
  Possibilities: Rare (2)
  Special Abilities: —
  CYBERGOYLE
  Cybergoyles are mechanical constructs, pure robot 
  with a projected “skin” of stone. The type of stone 
  varies, but most appear gray or obsidian. Rare 
  specimens show chrome trim along their wings, 
  claws, and teeth—their true metallic frame showing 
  through. As a cybergoyle suffers damage more of 
  its projected skin fades. They all have wings, and 
  their faces resemble snarling beasts. Cybergoyles 
  can speak but usually remain eerily quiet.
  Attributes: Charisma 5, Dexterity 10, Mind 8, 
  Spirit 10, Strength 13
  Skills: Dodge 11, find 10, intimidation 12, stealth 
  10, tracking 10, trick 13, unarmed combat 13
  Move: 10; Tough: 16 (3); Shock: —; Wounds: 1
  Equipment: Belleview 20-20 Cyber Eye
  Perks: —
  Possibilities: Never
  Special Abilities:
  • Armor: Metal frame (+3).
  • Camouflage: Cybergoyles gain a +5 to stealth 
  when they remain still in an urban environment.
  • Bite/Claws: Damage Strength +3 (16).
  • Fear: If a motionless cybergoyle suddenly 
  activates and begins moving, a witnessing hero 
  must test Spirit or become Very Stymied.
  • Flight: Move 10 in the air. 
  • Mindless: Cybergoyles are programmed 
  machines, and are immune to intimidation, 
  taunt, and telepathy.
  • Relentless: Cybergoyles ignore Shock.
  
  129
  HERALD
  A herald is small drone with holographic projectors 
  set to make it appear as a bird or cherub. Heralds 
  are designed to observe or broadcast images and 
  sounds, but not to directly engage the Church’s 
  foes.
  Attributes: Charisma 8, Dexterity 12, Mind 7, 
  Spirit 7, Strength 5
  Skills: Dodge 11, find 10, intimidation 12, stealth 
  10, taunt 9, trick 13, unarmed combat 13
  Move: 12; Tough: 7 (2); Shock: —; Wounds: —
  Equipment: Belleview 20-20 Cyber Eye
  Perks: —
  Possibilities: Never
  Special Abilities:
  • Armor: Metal frame (+2).
  • Flight: Move 12 in the air.
  • Mindless: 
  Heralds 
  are 
  programmed
  machines, and are immune to intimidation,
  taunt, and telepathy.
  • Relentless: Heralds ignore Shock.
  • Small: Attacks against the Herald suffer a −2
  penalty for Size.
  THE HOST
  The Host are terrifying holographic projections 
  of glowing war angels. The hovering device at 
  the center contains an artificial intelligence and 
  projects light and forcefields to create a physical 
  manifestation of the GodNet’s will. The projection 
  changes color depending on the angel’s mood and 
  purpose. Few people see a red angel and live.
  The Host mostly remain quiet, but when they 
  speak their voices are loud and multifaceted, more 
  like a choir singing than a person speaking. 
  Attributes: Charisma 12, Dexterity 12, Mind 15, 
  Spirit 15, Strength 15
  Skills: Dodge 14, energy weapons 15, faith 18, find 
  16, intimidation 16, maneuver 13, melee weapons 
  15, reality 16, taunt 13, willpower 16
  Move: 6; Tough: 20 (5); Shock: 15; Wounds: 3
  Equipment: —
  Perks: —
  Possibilities: 5
  Special Abilities:
  • Armor: Protected core +5.
  • Energy Lash/Sword: The Host’s projected
  weaponry can reach up to five meters away,
  and deals Strength +3 (18) damage. On an
  Outstanding hit the Host may choose to either
  grapple the target or apply the damage as fire.
  • Energy Shield: If the Host uses an Active
  Defense it projects layers of forcefields. Its
  Toughness increases +4 until its next turn.
  • Flight: Move 12 in the air.
  
  130
  DRAMATIS PERSONAE: ORRORSH
  DIVYA NALAN
  Divya has been invited to Rajan’s wedding because she’s good friends with his little sister, Koeyli. 
  Divya is aimless, pursuing a career in chemistry due to pressure from her family, but she’s still trying 
  to figure out what she really wants for herself.
  Quote: “With this gun I have found my purpose. Monsters beware.“
  Cosm: [Orrorsh]
  Attributes: Charisma 8, Dexterity 10, Mind 7, Spirit 8, Strength 7
  Skills: Dodge 1, evidence analysis 1, find 1, [fire combat 3], language (English) 1, maneuver 2, [melee 
  weapons 1], missile weapons 1, [reality 1], science 2, stealth 1, taunt 1
  Move: 10; Tough: 7; Shock: 8; Wounds: 3
  Equipment: [Slayers gun], [silver shells ×6], large purse (contents become slayer’s gun and ammo)
  Perks: [Bulletsmith], [Sniper]
  SHILPA REVENKAR
  Shilpa is going to the wedding as one of Rajan’s co-workers. The two dated some time ago but nothing 
  came of it. She was surprised he agreed to go through with the wedding, and she’s agreed to come 
  along with Shyam and support the union as a friend.
  Quote: “Heedless flight is not a strategy, it’s a consequence.“
  Cosm: Core Earth
  Attributes: Charisma 7, Dexterity 8, Mind 10, Spirit 8, Strength 7
  Skills: Dodge 1, evidence analysis 2, find 2, language (English) 1, language (Kannada) 1, melee 
  weapons 1, [reality 2], science 2, stealth 1, trick 3
  Move: 8; Tough: 7; Shock: 8 [10]; Wounds: 3
  Equipment: Camera, mobile phone, blender (wrapped for the wedding)
  Perks: [Endurance], [Situational Awareness]
  KOEYLI AJEN
  Koeyli is guaranteed a place at the wedding because she’s Rajan’s younger sister. She’s just graduated 
  from Senior Secondary school. She’s visited her brother at work often and knows Shilpa and Shayam 
  from there, but she’s spent much more time with Divya, who works nearer to her school.
  Quote: “I can take care of myself. Let me show you.“
  Cosm: Core Earth
  Attributes: Charisma 8, Dexterity 8, Mind 8, Spirit 8, Strength 8
  Skills: Dodge 2, find 2, first aid 2, language (English) 1, land vehicles 1, maneuver 1, missile weapons 
  1, [reality 1], stealth 1, survival 1, [unarmed combat 3]
  Move: 8; Tough: 8 [9]; Shock: 8; Wounds: 3
  Equipment: Video camera, mobile phone
  Perks: [Brawler], [Indomitable]
  
  131
  SHYAM VEERAPUR
  Shyam is Rajan’s best friend and best man. They have worked together for years. Along with Shilpa 
  they were the inseparable “terrible three“ in the office. He’s not sure this wedding is right for his friend.
  Quote: “I don’t know what’s happened to my friend, but whoever did this is going to pay.“
  Cosm: Core Earth
  Attributes: Charisma 10, Dexterity 7, Mind 8, Spirit 7, Strength 8
  Skills: Dodge 2, find 1, land vehicles 1, language (English) 1, language (Kannada) 1, melee weapons 2, 
  persuasion 2, [reality 2], science 1, taunt 3
  Move: 7; Tough: 8; Shock: 7; Wounds: 3
  Equipment: Mobile phone, bottle of tequila (wrapped for the wedding)
  Perks: [Grant Possibilities], [Tenacious]
  SUJIT THAMIKAN
  Sujit is a transport driver. He owns his own mini-bus and usually charters it to drive into the protected 
  forests throughout the area. The trip started badly, with a surprise mechanical issue putting them 
  behind schedule (and calling his competence into question). He’s dead set on proving that was a fluke.
  Quote: “It’s not my fault! This vehicle is in peak condition.“
  Cosm: Core Earth
  Attributes: Charisma 7, Dexterity 10, Mind 7, Spirit 8, Strength 8
  Skills: Dodge 1, find 1, faith 1, fire combat 2, land vehicles 3, lockpicking 1, maneuver 1, melee weapons 
  2, [reality 2], streetwise 1, stealth 1
  Move: 10; Tough: 8; Shock: 8; Wounds: 3
  Equipment: Mobile phone, bus, multi-tool
  Perks: [Prodigy], [Realm Runner]
  VIKAS KARUNANITHI
  Vikas is a Hindu puraji. He’s known the groom for years, and is both a friend of his family and his 
  spiritual counselor. Rajan’s bride has asked him to give her away (her father died when she was young) 
  and preside over the ceremony, much to his pride and joy.
  Quote: “Ganesha protect us from sorrow and fear.“
  Cosm: Core Earth
  Attributes: Charisma 8, Dexterity 7, Mind 8, Spirit 10, Strength 7
  Skills: Dodge 1, faith 3, find 1, intimidation 1, language (English), language (Sanskrit) 1, melee weapons 
  1, persuasion 1, [reality 2], scholar 2, taunt 1, trick 1
  Move: 7; Tough: 7; Shock: 10; Wounds: 3
  Equipment: Bronze bell, bronze bowl, prayer beads, mantra book
  Perks: [Miracles (bless, soothe, ward enemy)], [Protected]
  
  ACT ONE: 
  ORRORSH
  132
  A 
  formal wedding is scheduled to happen 
  in two days at the small rural village of 
  Chokmalli. The characters are participants 
  or guests making the trip in a rented bus.
  The trip is perilous. The road is empty and fraught 
  with ill omens. At an out-of-the-way petrol station, 
  the heroes encounter monsters for the first time and 
  a survivor with information about what happened 
  the night before.
  Chokmalli itself is abandoned. The visitors must 
  race against time to investigate what happened 
  there and to prepare for nightfall. When the sun 
  sets, the monsters come out whether the Storm 
  Knights are ready or not!
  The village is home to a backup stela and its 
  guardian. Swarms of corrupted bats sweep across 
  the countryside after dark. A powerful figure called 
  the Tiller oversees the planting of a gospog field all 
  too near Chokmalli. The group must face all these 
  horrors and survive until morning.
  SCENE ONE: BAD TRIP
  Standard Scene� The characters are staying in 
  Madurai, on their way north to a small village 
  named Chokmalli for a wedding. Chokmalli is the 
  home town of the groom, Rajan. Rajan, the bride, 
  and her parents went on ahead in his car. The rest 
  of the travelers hired a bus to get there, but they fell 
  behind when the vehicle had mechanical troubles.
  Last night one of the characters received a call 
  from Rajan saying he was nearly home, but that 
  unseasonal storms are forming. Chokmalli is 
  nestled in the jungle and reached by unpaved 
  roads which become quite treacherous during 
  storms or at night, so it’s important the bus arrive 
  before dark. 
  There are no more messages from Rajan in the 
  morning, but mobile phone coverage is notoriously 
  spotty there. In fact, the network went down 
  completely last night, and this morning no one is 
  getting signal, e-mail, or anything else. 
  Around Madurai everything seems normal, but 
  as soon as the group hits the road heading north 
  everyone aboard feels a weird tingle, like someone 
  walking over their graves. Because Madurai is a 
  
  The Gaunt Man’s terrifying creatures spread quickly during the Night of Screams.
  133
  hardpoint, the shiver passing through the potential 
  Storm Knights marks them crossing from the Core 
  Earth reality within its borders into the Orrorsh 
  zone that was established last night.
  The Orrorsh World Laws and axioms are 
  now in effect. Deal each hero an Orrorsh 
  Cosm card�
  THE TICKING CLOCK
  Put six tokens on the table. Let the players know 
  that each token represents several hours of time, 
  and once all the tokens are gone it grows dark and 
  the roads become even more dangerous.
  In reality, this tracks the number of hours of 
  daylight remaining� Orrorsh becomes much 
  more dangerous in the dark� If a player uses 
  the Sunset?! Cosm card, take six hours off the 
  clock� If the players dally along the road start 
  reaching toward the tokens� Make a show 
  of removing an hour if the players continue 
  undeterred� 
  BAD OMENS
  The road to Chokmalli isn’t usually busy, but 
  today the road is completely empty. At first there 
  are a few abandoned cars pushed off the side of the 
  road, or in some cases still on the road, forcing the 
  bus to dart around them. There isn’t a soul in sight, 
  as if everyone is at some festival rather than out 
  traveling. There are a few carts mixed in with the 
  cars, but no oxen in sight.
  If any of the group asks to stop the bus and check 
  the cars, they start and run normally. There’s no 
  sign of the drivers or passengers. If the characters 
  take too long investigating (or take the time to 
  siphon petrol or search the vehicles for tools) reach 
  for the time tokens and remove one if they persist. 
  
  SHYAM 
  VEERAPUR
  134
  THe Carriage
  Farther down the road the jungle grows thicker 
  and greener than the locals remember. Stranger 
  still, they pass what looks like an old horse-drawn 
  carriage along the side of the road, rather than a car 
  or motorcycle. It looks fancy, but dinged and worn 
  from use, but there’s no sign of horses or oxen. If 
  the group takes the time to check it out they find 
  a kerosene lantern and a short sword (Strength+2 
  damage) inside. There is blood in the carriage, 
  and on the sword, but no other evidence of what 
  happened here.
  rain anD muD
  As the journey progresses, the strange 
  storm grows worse. The dirt road gets 
  muddy and difficult. Have the driver 
  make a Challenging (DN 12) land 
  vehicles test. On a failure take away 
  three time tokens as the bus gets 
  stuck in the mud and must be 
  freed. A success only drops 
  one token to slowed travel; a 
  Good or Outstanding success 
  makes great time and no time 
  tokens are eliminated. 
  On a Mishap the driver disconnects 
  and can no longer operate the vehicle. In 
  part, he’s lost all muscle memory related 
  to driving, and in part the vehicle just 
  won’t start while he sits in the driver’s 
  seat. He can’t reconnect until his Moment 
  of Crisis arrives and he becomes a Storm 
  Knight. Another character may continue 
  the drive to the petrol station.
  This is a situation many Ords face, hence 
  the cars abandoned along the road. Unlike 
  a Storm Knight, Ords can only reconnect 
  inside Core Earth’s axioms. 
  THE PETROL STATION
  As the bus travels deeper into the rural surroundings 
  the road grows rockier. The jungle becomes even 
  more oppressive, branches scraping along the side 
  of the vehicle as it grinds forward. Finally the road 
  opens up into a clearing, which any locals recognize 
  as the lone petrol station servicing vehicles from 
  outlying villages. The bus doesn’t need fuel, but a 
  top-off wouldn’t hurt.
  Whether the bus stops or not, the occupants hear 
  a child’s scream from inside the station—the first 
  sign of anyone along the road at all. They 
  may choose to keep going at the expense 
  of a possible Moment of Crisis and vital 
  information.
  Inside the station’s garage is a young boy. 
  He clings to a pulley on the ceiling used 
  to lift engines. He’s just out of reach of 
  the monsters lunging at him from 
  the ground below. The creatures 
  look like dessicated human corpses 
  with jungle vines entwined all 
  throughout their rotting flesh. The 
  few patches of rotting clothing on 
  the bodies is strange, both Western 
  and archaic. The things turn to 
  face the new arrivals and attack!
  • 
  Gospog 
  of 
  the 
  First 
  Planting (1 per 2 heroes): See 
  page 142.
  This is a moment of truth for the 
  travelers. If they try to fend off the 
  creatures or at least rescue the 
  child, they experience a Moment 
  of 
  Crisis. 
  Unfortunately, 
  a 
  Storm 
  Knight 
  in 
  Orrorsh 
  doesn’t have quite as much 
  protection as elsewhere thanks to the 
  Law of Perseverance!
  arming up
  At least finding weapons in the garage 
  is a fairly simple matter. A Very 
  Easy (DN 6) find test spots various 
  hammers, pipes, or tools that work 
  well as improvised clubs (Strength 
  +2 damage, become Vulnerable on 
  
  135
  a miss). A Good Success spots tools with better 
  reach or balance, dealing Strength +2 damage with 
  no extra consequence for a miss. An Outstanding 
  result discovers a welding torch that can be lit 
  and deals Damage 12. The torch is Tech Axiom 
  20, and has fuel for one minute of operation. It 
  Malfunctions on a roll of 2 or less, and becomes 
  useless on a Mishap.
  jayasH
  If the young boy, Jayash, is rescued he has quite 
  a tale to tell. He and his parents lived in a home 
  nearby until last night. In the dead of the night 
  many of those creatures broke in. His parents 
  bought Jayash time to escape and screamed for him 
  to run. He saw his parents killed and ran weeping 
  toward the road to hide in the garage. 
  A standard persuasion test calms Jayash down 
  and he remembers a few more details. There 
  was another figure with the monsters, wearing a 
  mask and not covered in vines like they were. He 
  was speaking English and called the creatures 
  “gospog.“ The man ordered some of the gospog 
  to take his parents’ bodies north, assigned a few 
  to chase Jayash, and took the rest to, “continue the 
  night’s work.“
  From this point on Jayash clings to whichever hero 
  shows him the most kindness. He mostly remains 
  quiet and tries to stay out of the way or help out if 
  he can. 
  If the travelers want to try to go back to 
  Madurai after hearing Jayash’s tale, let them 
  try. After 10 to 20 minutes of driving the 
  road simply disappears, swallowed by a wall 
  of thick jungle� The bus must be driven in 
  reverse to get back to the petrol station; the 
  jungle doesn’t even leave enough room to 
  turn around� The side trip costs a time token�
  ON THE EDGE
  There’s one last problem to face before reaching 
  the village. Part of the road runs alongside a now 
  swollen and raging river, and one section has 
  partially fallen away. What’s left is barely wide 
  enough for the bus, and the weight of the vehicle 
  could cause further crumbling once it starts across.
  Getting to the other side is a Dramatic Skill 
  Resolution. All four steps test land vehicles. Steps 
  A and D are Standard (DN 10), but steps B and C 
  are both Difficult (DN 12). There’s no reason for 
  anyone but the driver to be aboard the bus as it 
  crosses, and characters walking ahead can even try 
  to guide the bus and cooperate with their own land 
  vehicles skill. 
  After five rounds, if the bus hasn’t completed Step 
  D the section of road collapses. The driver has time 
  to jump out without a test before the bus tumbles 
  into the river below. Losing the bus eliminates two 
  more time tokens as the unhappy wedding party 
  must walk the rest of the way to the village. If the 
  task succeeds they keep the bus and no time is lost.
  Note that the heroes might choose to simply leave 
  the bus on the safe side of the road. They lose the 
  two tokens for walking, but the bus is still there on 
  the road if they manage to return for it later.
  WHEN DARKNESS FALLS
  If the last time token is eliminated move on to 
  Scene Two, skipping anything else from Scene One 
  the heroes didn’t get a chance to deal with. They 
  enter Chokmalli just as night falls, so they don’t 
  have time to investigate before the monsters arrive!
  SCENE TWO:  
  HOME SWEET HOME
  No one comes to meet the heroes as they arrive in 
  Chokmalli. The small town is silent and empty, 
  much to the horror of those who have family here. 
  If the time tokens from Scene One haven’t run out 
  there’s still daylight remaining. The new arrivals 
  may search the houses of the village looking for 
  survivors or clues to what happened. If darkness 
  has already fallen, describe the village and then 
  skip to Scene Three—the heroes are in trouble!
  THE VILLAGE
  Chokmalli is tucked on the hillside, near the edge of 
  the jungle. Or it was, but now the thick vegetation 
  has thickened and encroached to engulf some of 
  the outlying buildings, and touches most of those 
  in the center of town.
  
  136
  Previously, the most notable feature of the village 
  was the expansive rice fields to the east, closer to 
  the flooding river that threatened the bus on the 
  way here. The fields are accessed from a wide path 
  that winds down the hill.
  There is a public well in the center of town. There 
  wasn’t central power or telephone here before, and 
  mobile phone coverage was weak at best. Some 
  of the houses had portable generators, a fact any 
  locals know.
  The largest house in the village belongs to Rajan’s 
  family. It’s two stories tall, sturdily built, and 
  brightly painted and decorated for the upcoming 
  wedding. See the Scavenging in Chokmalli table 
  for what the characters may find. There’s also a 
  ghastly new addition to the village, The Hanging 
  Bones (see below).
  
  137
  SCAVENGING IN CHOKMALLI
  Find
  Usable Items
  Fail
  Kerosene Lamp: Provides light, or may be used as a Damage 10 petrol bomb.
  Farming Tools: Strength +2 damage.
  Barricade Materials: Five tokens’ worth, or +5 tokens for each level of success.
  Standard
  Portable Generator: Tech 22. Enough fuel to provide power for lights all night.
  Shotgun: Tech 18, Damage 13, Range 10/20/40, ammo 2.
  Hunting Rifle: Tech 18, Damage 13, Range 20/50/100, ammo 10.
  Good
  .38 Revolver: Tech 22, Damage 12, Range 10/20/40, Rapid-fire, Ammo 6
  Medical Kit: Tech 23. Gain a +1 bonus on first aid or medicine tests.
  Petrol Bombs (3): Tech 22, Damage 14 Fire, Medium Burst Radius
  Outstanding
  Ganesh Talisman: Spirit 18. It has one Possibility the holder may spend.
  Silver Cudgel: Tech 18, Damage Strength +3, has embossed images of Hanuman.
  Ammunition: 20 extra shots for each firearm (shotgun, rifile, pistol).
  SEARCHING THE VILLAGE
  The houses of the village are empty of people, but 
  evidence abounds that something terrible happened 
  last night. Find lets the investigator scavenge for 
  items, or evidence analysis discovers clues about 
  what happened. Searching or scavenging uses up a 
  time token. If enough are left the newcomers have 
  time for multiple tests. 
  If the evidence analysis test fails, the examiner finds 
  bloodstains, broken-in doors, shattered windows, 
  and damaged furniture in every house checked. 
  The walls and what’s left of doors have small 
  scratches all over them. A success determines each 
  house was broken into, the occupants fought back 
  the best they could, and the bodies were dragged 
  outside and down the path toward the rice fields 
  for some unfathomable reason. A Good success 
  uncovers small bits of vine, implicating gospog 
  creatures like those encountered at the petrol 
  station. An Outstanding success reveals that 
  battery-powered clocks all stopped at 3:42 a.m. 
  There’s nothing wrong with the clocks. In fact, the 
  clock begins ticking again for about 10 seconds if a 
  Storm Knight fidgets with the batteries.
  All the vehicles expected by the natives (several 
  motorcycles and Rajan’s car) are still in town, but 
  an Easy (DN 8) tracking test finds furrows in the 
  muddy road to the west toward Dindigul where 
  someone drove in or out. If the heroes continue 
  down the road, see Leaving Town (page 140).
  THE SURVIVOR
  In Rajan’s family home there’s one more difference 
  beyond the wedding decorations: a survivor! The 
  only living person in the village lies wounded on the 
  floor, unconscious and bleeding. He’s Caucasian 
  with brown hair and an elaborate mustache and 
  beard. He’s barefoot and wearing only trousers, 
  though his chest is wrapped in makeshift bandages. 
  An Easy (DN 8) first aid test brings him around to 
  answer some questions.
  THe viCTOrian
  The stranger’s name is Edward Gant, and he speaks 
  English with a pronounced British accent. At first 
  he’s confused about where he is, can’t remember 
  how he came to be there, or what happened. On 
  the other hand, he’s desperate to know what time it 
  is, specifically how long until nightfall. As Edward 
  calms down he remembers and shares more and 
  more.
  Last night there was an attack. He remembers 
  swarms of vicious bats, and decaying corpses 
  he knows are called gospog. They were led by a 
  
  138
  creature called the Tiller. Everyone was killed, and 
  the Tiller took the bodies down to the rice fields to 
  the east.
  Gant isn’t from Earth. He’s from a world named 
  Gaea. His world was invaded much like this one, 
  and a dread figure known as the Gaunt Man turned 
  it into a realm of nightmares and endless horror 
  and corruption known as Orrorsh. He knows the 
  basic workings of reality, about Storm Knights, and 
  a few things about what’s happening in rice fields:
  • The gospog the Tiller uses are from Gaea, 
  brought 
  here 
  through 
  constructs 
  called 
  maelstrom bridges. He can make more, and 
  that’s what he plans to do with all those corpses.
  • The altar in town is called a stela, and serves 
  as a boundary for Orrorsh. This stela is a 
  backup, so destroying it won’t affect reality, 
  but may still draw the wrath of the Gaunt Man. 
  Stelae usually have guardians, so Gant warns 
  everyone to stay well away from it.
  • The Tiller and his creatures likely 
  sense living people in the village and 
  are awaiting nightfall to attack. Gant 
  doesn’t think they could get far 
  enough away if they run, and 
  suggests fortifying one of the 
  houses until sunrise instead. 
  Gant doesn’t quite realize it, 
  but he himself is a monster. 
  He 
  arrived 
  via 
  the 
  maelstrom bridge, and 
  murdered 
  many—
  including Rajan. When 
  darkness falls he’ll 
  become 
  a 
  beast, 
  some 
  kind 
  of 
  monstrous 
  bat, 
  and 
  kill 
  again. 
  He 
  begins to remember if his 
  questioners treat him with 
  kindness, or as soon as the 
  light of day begins to fade.
  He shakes with horror and 
  weeps when he comes to this last 
  realization. He doesn’t wish to kill 
  or be killed. If the heroes decide 
  to kill him, he puts up 
  weak resistance but 
  succumbs (no combat is needed)…only to rise 
  again days later unless he’s killed with silver.
  A Very Hard (DN 16) persuasion test convinces 
  Gant that his death is for the best. He suggests 
  silver as an effective weapon against him. There 
  is silver in the house, none of it in the form of a 
  weapon, but definitely usable to finish the deed 
  while Gant is cooperating.
  • Edward Gant: See page 142.
  THE HANGING BONES
  Near the edge of the village square’s clearing, 
  impossible to miss, is a grisly structure. From 
  a distance it looks like a figure made of bound-
  together sticks. A little closer up it becomes clear 
  that it’s made of bones, distinctly human bones, 
  and fused together into a kind of altar. 
  The bones still have traces of blood on them. 
  The site crackles with a kind 
  of power that all the heroes 
  can feel. More than that, 
  investigators definitely feel 
  like 
  something 
  is 
  watching them, and 
  a low growl from 
  inside the jungle or a 
  glimpse of red eyes 
  alerts them that some 
  kind of creature stalks 
  nearby.
  The altar is a stela, actually 
  a backup stela in this case. 
  The heroes have no way of 
  knowing what that means. If they 
  try to physically destroy the foul 
  thing or pull it apart they’re actually 
  attempting to uproot the stela. That 
  immediately starts a Dramatic Skill 
  Resolution and brings the creature 
  tasked with guarding it (see Attack of 
  the Guardian). Regardless of how the 
  heroes try to destroy or dismantle the 
  stela, they test reality with a Standard 
  difficulty to complete each Step. 
  A Setback means Heketon, 
  the connected Darkness 
  
  Gospog are frightening creatures of supernatural evil that emit an aura of fear.
  139
  Device, notices the intrusion and uses a dimthread 
  to move two gospog for each hero from the nearby 
  fields into the village to protect the stela.
  If the attempt fails, blood oozes from the altar itself, 
  and the skulls fused into it emit bloodcurdling 
  screams. A physical wave of force pushes the Storm 
  Knights away. If the heroes withdraw there’s no 
  further effect, although if the guardian is still 
  active it pursues them. If they try again Heketon 
  reanimates every destroyed creature, and sends in 
  another wave of gospog as reinforcements.
  If the Storm Knights succeed, the bones crack and 
  burst apart. Each hero gains two Possibilities, a boon 
  from Core Earth itself for their role in fighting back 
  against the invaders. This was a backup stela, so 
  the zone doesn’t collapse or change, but it’s still an 
  impressive victory—one the Tiller wishes to avenge.
  PREPARING DEFENSES
  Even on failed find tests the Storm Knights find 
  materials to board over windows, cover doors 
  with furniture, and get lights going either through 
  a portable generator or kerosene lamps. An Easy 
  (DN 8) Strength test builds up the barricade. Each 
  level of success gives it one Wound (maximum 
  three).
  Storm Knights inside a barricaded house gain 
  Concealment (−4) if they fight back (attacking 
  through windows, cracks in the doorways, and so 
  on) and Cover (+6 Toughness). Anyone who isn’t 
  trying to fight back can’t be targeted at all.
  No more than three villains can attack a character 
  who’s fighting back; there’s just not enough room 
  for more. Any unoccupied villains try to break in. 
  They roll a regular attack against an inanimate 
  object (DN 6) with Toughness 12. Once the 
  barricade’s Wounds are eliminated the antagonists 
  may enter the house and attack normally.
  THE GOSPOG FIELDS
  If any Storm Knights choose to follow the trail to the 
  east to check the rice fields, each must make a DN 8 
  stealth test to gain a vantage on the grisly spectacle 
  below without being seen. Otherwise they see the 
  Tiller, but he sees them as well and immediately 
  dispatches his gospog to chase intruders back to 
  the village and destroy them all.
  There are dozens of hunched figures working the 
  former rice fields. Most of them are gospog digging 
  shallow, muddy graves in the fields or dragging 
  bodies down the sodden rows. One figure stands 
  apart: a hunchback wearing what looks like 
  
  The jungles are filled with ominous totems constructed by the Gaunt Man’s grim forces.
  140
  Victorian-styled clothing and a stylized mask with 
  a ghoulish, frowning face. When the heroes first see 
  him he’s driving his clawed fingers into a corpse’s 
  chest, pushing something into the cavity. Then he 
  waves to one of the gospog and orders it in formal-
  sounding English to plant the body down a row 
  where he’s gesturing.
  The true horror of this operation is its scale. There 
  are piles of hundreds, perhaps thousands of dead 
  bodies in the fields, and evidence that many more 
  have already been buried here.
  It uses up a time token getting down to the fields 
  and back to the village. It’s probably not a good 
  idea to engage the gospog and their leader, “Tiller“ 
  here if the heroes have a choice. It’s also possible 
  the heroes may be ambushed by the stela guardian 
  (see below) on the way there or back!
  • The Tiller: See page 142.
  • Gospog of the First Planting (5 per hero): See 
  page 142.
  ATTACK OF THE GUARDIAN
  The backup stela in Chokmalli has a full-time 
  guardian—the flayed corpse of a large tiger, 
  repurposed by the Darkness Device to prowl the 
  area and destroy any intruders. It slinks through 
  the dark jungle around the village. 
  It attacks immediately if the heroes attempt to 
  uproot the stela, or if anyone is foolish enough 
  to venture into the jungle. Otherwise it stalks the 
  heroes and strikes if an opportunity arises.
  If it attacks from Surprise give the heroes a chance 
  to spot it in time, a Hard (DN 14) combined find test. 
  If they fail it ambushes them—the Storm Knights 
  don’t get to play cards into their Action Pool on the 
  first turn!
  • The Stela Guardian: See page 143.
  LEAVING TOWN
  If the Storm Knights choose to drive away rather 
  than fortify and hold out through the night (via 
  either road), they manage to travel about an hour 
  before the vehicle becomes completely mired in a 
  thick tract of mud. The trees close in as if the jungle 
  
  141
  itself were against the escapees. They have just 
  enough time to return to the village before dark, 
  or press on and face whatever the night brings in 
  the jungle.
  Wherever the wanderers end up, the creatures 
  from the final scene find them and attack, although 
  only half the gospog make the trip.
  The bat swarm (see Scene Three) can’t be outrun. 
  The gospog can be outrun for a time, but the 
  corrupted bat swarm (see Scene Three) and Gant 
  catch up quickly. Although the gospog are slower 
  they are relentless and never need to rest!
  SCENE THREE:  
  DEAD BY DAWN
  Night has fallen, and now the survivors must fight 
  for their lives. Depending on how the previous 
  scenes played out, the Storm Knights are likely 
  either barricaded inside the village, on the road 
  somewhere in the jungle, or just arriving in 
  Chokmalli. Ready or not, now the monsters are 
  coming.
  DEVIL BATS
  As the last of the light fades behind the storm 
  clouds an unearthly chorus of shrill screeches 
  erupts across the jungle, and a mass of innumerable 
  large bats winds into the sky like a ribbon. The bats 
  spread out to form a thick blanket, illuminated by 
  occasional flashes of lightning. The screeches grow 
  louder as the mass approaches.
  If any characters are on watch and witness the bats 
  approach, they notice the creatures flinch and dart 
  away from lightning whenever it flashes—a clue to 
  their aversion to light of any kind.
  The bats cover the entire village, but won’t come 
  within two meters of a light source. That won’t 
  stop them from attacking anyone out in the dark!
  If the swarm of bats suffers enough damage to KO 
  it then the bats separate and fly away. If Edward 
  Gant hasn’t been dealt with, he leads the attack of 
  the bats and specifically targets light sources! If 
  he’s slain the swarm disperses immediately.
  • Edward Gant: See page 142.
  • Corrupted Bat Swarm: See page 142.
  TILLER AND HIS CROP
  The gospog arrive in two waves, drawn from the 
  monsters still at the gospog fields. The first wave 
  contains three gospog per hero and arrives shortly 
  after after the attack of Gant and the bats. The 
  defenders have time to recover Shock and attempt 
  first aid between the attacks.
  The second wave arrives after another lull to 
  recover Shock. This wave contains the Tiller and 
  any remaining gospog from the fields—probably 
  two per hero unless their numbers were cut down 
  earlier. This is the final assault. Any survivors 
  remain untouched for the rest of the night. 
  • The Tiller: See page 142.
  • Gospog of the First Planting (3 per hero, 
  then 2 per hero with the Tiller): See page 142.
  EPILOGUE
  When the sun rises, the storms have settled and 
  the remaining members of the party have time to 
  get back to the relative safety of Madurai before 
  darkness falls again.
  Any survivors are helping to fortify and defend 
  Madurai from the tides of monsters that now swarm 
  across almost all of India. The situation is beyond 
  grim. Millions are dead, and untold millions more 
  are still in the clutches of the Gaunt Man.
  Aircraft of any kind are a rarity these days, so it 
  causes quite a stir across the city when an advanced 
  jet swoops in, and then its wings rotate so it can 
  hover to land in an open market square.
  A weary-looking American disembarks, and 
  asks to meet the gallant group who returned from 
  Chokmalli specifically. He introduces himself as 
  Quinn Sebastian.
  “I’m here as an envoy from the Delphi Council, an 
  organization formed to fight these invaders, and free 
  the Earth. Things are bad all over, but here is where 
  it’s worst. The Gaunt Man is the most powerful, 
  the most evil of these High Lords. Will you join us? 
  Together maybe we can beat him, and if we can beat 
  him, we can beat the rest of them.“
  
  142
  ORRORSH THREATS
  GOSPOG OF THE FIRST 
  PLANTING
  Gospog of the First Planting are human corpses 
  entwined with rotting vegetation and putrid flesh. 
  They are common to all realms, a gracious gift of 
  death from the Gaunt Man to his fellow Reality 
  Raiders. They are strangely adaptable and function 
  without Contradiction in every realm. 
  Attributes: Charisma 5, Dexterity 7, Mind 7, Spirit 
  7, Strength 8
  Skills: Dodge 8, find 8, maneuver 8, melee weapons 
  8, stealth 8, unarmed combat 10
  Move: 7; Tough: 8; Shock: —; Wounds: —
  Equipment: —
  Perks: —
  Possibilities: Never
  Special Abilities:
  • Claws: Damage Strength +2 (10).
  • Fear: Gospog are horrific amalgamations of a 
  corpse and rotten plant matter. Test willpower 
  or Spirit or become Very Stymied.
  • Mindless: Gospog are immune to intimidation 
  and taunt interactions.
  • Relentless: Gospog ignore Shock.
  • Undead: Gospog are immune to poison and 
  other effects that require breathing, eating, or 
  other “living“ processes.
  TILLER
  The Tiller is a broad-shouldered hunchback in a 
  tattered Victorian coat. There are traces of mold 
  and fungus growing in different spots across his 
  clothing and his flesh. His face is obscured by a 
  mask. If the mask is removed its revealed the Tiller 
  has no face, only a disgusting growth of mold 
  where his features would be and a slit for a mouth.
  Quote: “Once your body goes into the ground it 
  becomes mine. “ 
  Attributes: Charisma 5, Dexterity 8, Mind 10, 
  Spirit 12, Strength 11
  Skills: Alteration 13, divination 14, dodge 9, find 
  13, intimidation 15, maneuver 9, stealth 11, 
  tracking 13, unarmed combat 11
  Move: 8; Tough: 11; Shock: 12; Wounds: 3
  Equipment:  Pick (Strength +2 damage)
  Perks: —
  Possibilities: 3
  Special Abilities:
  • Cloak of Darkness: Tiller gains a bonus to 
  his Toughness equal to the current Darkness 
  penalty.
  • Mold Touch: Tiller may make a melee attack 
  using his alteration skill. If he succeeds, the 
  target is Stymied by growing mold. A Good 
  Success makes the target Very Stymied. An 
  Outstanding Success KO’s the target until a 
  first aid test frees the target’s face from the foul 
  growth.
  CORRUPTED BAT SWARM
  This huge swarm of bats blots out the sky. Each bat 
  has glowing red eyes and rotting, blistered skin. 
  Eliminating one or even dozens of bats has no real 
  effect on the swarm as a whole. 
  Attributes: Charisma 5, Dexterity 9, Mind 5, Spirit 
  8, Strength 5
  Skills: Find 10, intimidation 10, maneuver 10, 
  stealth 10, tracking 10, unarmed combat 10
  Move: 5; Tough: 5; Shock: 8; Wounds: 5
  Equipment:  —
  Perks: —
  Possibilities: Never
  Special Abilities:
  • Bite/Claws: Each round when a swarm 
  acts, anyone inside during any portion of its 
  movement suffers 2 Shock. The swarm may 
  make a single attack against barricades or 
  fortifications, dealing Strength +1 damage.
  • Echolocation: The swarm ignores Darkness 
  penalties.
  • Flight: Move 9 in the air.
  • Swarm: Unarmed and crushing weapons 
  deal base damage normally and automatically 
  hit without a test. Area attacks deal damage 
  normally. Blades, bullets, or weapons that can’t 
  hit dozens of creatures at once deal no damage 
  at all.
  EDWARD GANT
  Gant is cursed to become a rampaging beast as 
  darkness falls, part man and part bat. During the 
  day he’s nearly lucid, but suffering from memory 
  
  143
  loss and wounds. At night he becomes pure animal, 
  and viciously attacks even those who were kind to 
  him during the day. During the day he loses all 
  Special Abilities except for Lycanthrope.
  Quote: “If you value your lives then run. The 
  accursed creature who hounds my every footstep 
  has no mercy.“
  Attributes: Charisma 5, Dexterity 11, Mind 5, 
  Spirit 8, Strength 14
  Skills: Dodge 12, find 10, intimidation 12, 
  maneuver 11, reality 9, stealth 11, tracking 9, 
  unarmed combat 14
  Move: 11; Tough: 17 (3); Shock: 8; Wounds: 3
  Equipment:  —
  Perks: —
  Possibilities: 1
  Special Abilities:
  • Armor: Thick, furry hide +3.
  • Bite/Claws: 16 Damage.
  • Cloak of Darkness: Gant gains a 
  bonus to his Toughness equal to 
  the current Darkness penalty.
  • Echolocation: Gant ignores 
  Darkness penalties.
  • Flight: Move 11 in the air.
  • Lycanthrope: 
  Silver 
  weapons deal +4 damage 
  against this creature. Wounds 
  inflicted by other types of 
  weapons automatically heal at 
  the end of each Scene.
  STELA GUARDIAN
  This particular guardian is a large 
  Bengal tiger, its corpse corrupted and 
  repurposed by Heketon to watch over 
  a backup stela. Although a mindless 
  undead creature, the guardian stalks 
  and hunts with the same instincts that 
  served it as a living predator.
  Attributes: Charisma 4, Dexterity 10, 
  Mind 4, Spirit 8, Strength 13
  Skills: Dodge 11, find 8, intimidation 
  10, stealth 11, unarmed combat 11
  Move: 10; Tough: 13; Shock: —; 
  Wounds: 2
  Equipment: —
  Perks: —
  Possibilities: None
  Special Abilities: —
  • Bite/Claws: Damage 15.
  • Fear: This unnatural beast looks like it should 
  be dead and decaying. Test willpower or Spirit 
  or become Very Stymied.
  • Large: Attacks against the guardian gain a +2 
  bonus due to its large size.
  • Mindless: The creature is immune to 
  intimidation 
  and 
  taunt 
  interactions 
  and 
  telepathic powers.
  • Relentless: The guardian ignores Shock.
  • Undead: The guardian is immune to effects 
  that require breathing, eating, or other 
  “living“ processes.
  SHILPA 
  REVENKAR
  
  144
  INDEX
  A
  Act and Scene Breaks  7
  Ammunition  46
  Archive  38–39
  LL-A Entry 5995A4  38
  LL-B Entry 7325B6  39
  LL-C Entry 1002C4  39
  B
  Bitten  80
  Brick-Knuckle BranKo  112
  C
  Captured Weapons  91
  Church Police Streetbeater  128
  Corrupted Bat Swarm  142
  Cosm cards  68
  Cybergoyle  128
  D
  Dramatis Personae  6, 8, 40, 62, 82, 98, 
  114, 130
  Aysle  40–41
  The Cyberpapacy  114–115
  The Nile Empire  98–99
  Orrorsh  130–131
  Pan-Pacifica  62–63
  Tharkold  82–83
  The Living Land  8–9
  E
  Edeinos Beast Rider  36
  Edeinos Gotak  36
  Edeinos Warrior  36
  Edward Gant  142
  F
  First Planting  60
  G
  GAZ Tigr Transport  97
  Gender and Customization  87
  Ghuls  95
  Giant Stone Scorpion  108
  Gorgabuus  96
  Gospog of the First Planting  60, 142
  H
  Herald  128
  Hooded Cobra  112
  The Host  128
  I
  Infected Cards  80–81
  Infected Human  78
  Items and Transformation  103
  J
  Jiangshi  78
  K
  Kamaz Truck  97
  Kanawa Researcher  78
  Kanawa Security Trooper  79
  Khepera Tank  113
  Komar Drone  96
  L
  Lady Hourglass  112
  Lakten  36
  Locked Weapons  119
  Lurks  60
  M
  Mixed Zone  24
  Moment of Crisis  6
  Mosasaurus  36
  N
  Nibikrids  60
  Nile Shocktroopers  112
  Nile Zeppelin  113
  P
  PM1 Paket  113
  Priests of Corba’al  60
  Primitive Humans  37
  Q
  Quinn Sebastian  35, 59, 111, 127, 141
  R
  Rakaya  61
  S
  Dr. Smirnov  96
  Stela Guardian  143
  T
  T-90 Tank  97
  Tables
  Scavenging in Chokmalli  137
  Scavenging In the Shop  69
  Scavenging In Ukhaan  25
  Scavenging on Manhattan Island  21
  Searching the Ship  16
  The Egypt that never was  105
  Theeklik  35
  Thralls  96
  Tiller  142
  Transcendence  6
  Transformation  17, 45, 103
  Traps and Treasure  49
  Triceratops  37
  Troop Transport Truck  113
  Tyrannosaurus Rex  37
  U
  Ukhaan  24
  V
  Visions of the Future  71
  Y
  Yamaha R1 Motorcycle  97
  Yokai  79
  
  THE POSSIBILITY WARS HAVE BEGUN...
  All across the world the maelstrom 
  bridges land, heralding the invasion of the 
  High Lords. Experience the chaos and 
  uncertainty of the opening minutes of the 
  Possibility War first hand. Players take on 
  the roles of ordinary people all over the 
  world caught up in events beyond their 
  comprehension and control. Will you 
  survive to become a Storm Knight?
  Gain new insight about each cosm as they 
  first arrive on Core Earth, and discover clues 
  about the High Lords’ methods and plans. 
  Play an inexperienced hero as they undergo their ”Moment of Crisis” and become heroes.
  INSIDE YOU‘LL FIND:
  • Seven adventures across ten game sessions, set all 
  around the world. 
  • Pre-generated characters that let you jump right into 
  the action.
  • New threats, vehicles, and guidance for Game Masters 
  new to Torg Eternity.
  • Experience the Possibility War starting from the 
  opening day!
  Adventures for use with the 
  Torg Eternity core book
  UNA10004PDF
  UlissesNorthAmerica.com
  
SOURCE: textdata/thevault/Torg Eternity/Torg Eternity Corebook/Day One Adventures (Updated).pdf