TEXT: The Burden of Glory
  
  Torg, The Possibility Wars, and all unique characters, 
  concepts, locations, and creatures are trademarks and / or 
  copyrights of Ulisses Spiele. All rights reserved.
  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 Logo Design: Tom Tomita
  Revised & Expanded Developers: Eric Gibson, 
  Jim Ogle, Gareth Michael Skarka, Nikola Vrtis, 
  Stephen Marsh, Talon Dunning
  TOrg eTerniTy Design Team
  Writing and Design: Shane Lacy Hensley, Darrell 
  Hayhurst, Markus Plötz, Deanna Gilbert, Ross 
  Watson
  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, Jasyn Jones
  Art Director: Aaron Acevedo
  Graphic Design: Aaron Acevedo, Jason Engle
  Playtesting: 
  Jimmy 
  Macias, 
  Michael 
  Conn, 
  Damien Coltice, Michael Mingers, Michelle 
  Hensley, Ron Blessing, Veronica Blessing, Tracy 
  Sizemore, Golda Lloyd, Andrew Harvey, Dale 
  Davies, Ed Rugolo, Scott Walker, Darrell Brooks, 
  Melvin Willis, James Dawsey, Brad Rogers, Jamal 
  Hassan, Jeremy Dawsey
  BurDen Of glOry
  Writing: Darrell Hayhurst
  Contributors: Deanna Gilbert, Shane Hensley
  Editing: Ron Blessing 
  Art Direction: Aaron Acevedo, Maik Schmidt
  Layout: Thomas Michalski, Thomas Shook
  Graphic Design: Aaron Acevedo, Jason Engle, 
  Maik Schmidt
  Additional Graphic Design: Steffen Brand
  Cover: Gunship Revolution
  Interior Illustrations: Chris Bivins, Dennis 
  Darmody, Talon Dunning, Bien Flores, Ross Grams, 
  Deanna Gilbert, Gunship Revolution, Alida Saxon, 
  Scott Schomburg, Steve Wood
  Additional Playtesting: John M. Kahane, Bruce 
  McDiarmid, Daniel Bouchard, Paul-André Beaulieu, 
  Roderick Turner, Steven P. Ross, Charlotte Echlin
  
  THE BURDEN OF 
  GLORY
  2
  T
  his is an adventure created for GenCon 
  2017 and run at special events. It offers the 
  Storm Knights a choice between saving the 
  inhabitants of a hardpoint, uprooting a stela, and 
  making a key discovery about a potential ninth 
  cosm. Based on the results of those adventures the 
  default map changed and the guilt of the elves was 
  revealed—what will happen in your world?
  PLOT SYNOPSIS
  The Possibility Wars have raged for almost a 
  year. The Storm Knights are already a team 
  that's been working together for weeks. They 
  are stationed in Lincoln University, a hardpoint 
  inside the Living Land. In fact, it's one of the last 
  remaining hardpoints in Missouri. Edeinos raids 
  overwhelmed and destroyed the others. The team's 
  mission here was two-fold: defend the Core Earth 
  foothold in the zone against edeinos raiders, and 
  scout the surrounding area for Wonders.
  Lincoln University's campus is heavily fortified. 
  Between the Storm Knights, a mixed force of regular 
  soldiers, and ROTC stationed there, all attacks have 
  been repulsed with minimal casualties. The search 
  for so-called "Wonders" hasn't fared nearly as well. 
  The adventurers themselves have yet to encounter 
  one, and the last group of scouts sent out didn't 
  return—they're one day overdue.
  ORIENTATION
  There are three major personalities found on 
  campus (see below). There are also groups of 
  primitive humans scattered around Jefferson City, 
  all on friendly terms. A few weeks ago news came 
  in from the primitives, tales of great deeds done 
  by Storm Knights fighting in Mark Twain National 
  Forest. Everyone's spirits are up thanks to the tales.
  PrOfessOr Hawkman
  People look up to Hawkman because he is the 
  tallest man in the hardpoint and the most tenured 
  member of the surviving faculty. He's a professor 
  of anthropology and spends much of his time 
  studying the primitive humans who live near the 
  school. Even before the Possibility Wars he was 
  obsessed with the "Mound Builders", an ancient 
  
  The objective is a stela. Time to take it down!
  3
  reBecca Haisley
  Rebecca was Student Body President before the 
  Living Land changed everything. She rose to 
  the occasion and is widely acknowledged as the 
  leader of the entire civilian population, not just 
  the students. She's outgoing, irrepressible, and 
  unabashedly nerdy. She wears her high school 
  mathlete championship medal as a makeshift 
  badge of office.
  Quote: "School spirit is what's keeping us from 
  transforming, so let's see some pep, people!"
  rOmance anD cOnnecTiOns
  Any of these characters are candidates for a 
  Romance card. All will perish if steps aren't taken 
  to save Lincoln University before the end of the 
  adventure! As a Connection, any of the three grant 
  a +2 bonus on attempts to requisition materials—
  see Preparations below.
  tribe who lived in the area and disappeared 
  thousands of years ago. Hawkman believes the 
  Mound Builders are linked to advanced cultures 
  in South America, and he hopes the emerging 
  Wonders across the land will offer proof of that 
  connection.
  Quote: "The Mound Builders knew something, 
  and they were trying to warn us!"
  majOr sHarPe
  Andre Sharpe is the highest ranking military 
  commander on site. He's a dour but distinguished 
  looking older man with dark skin and white hair. 
  Sharpe is an officer with the United States Army 
  Corps of Engineers. His efficient leadership and 
  tireless work to fortify the hardpoint's defenses 
  have earned the respect of all the soldiers under 
  his command. He speaks with measured, precise 
  diction and chooses his words and actions carefully.
  Quote: "Archimedes once boasted that he could 
  move the entire world with a long enough lever."
  
  4
  A NEW ARRIVAL
  Before a search party for the missing scouts 
  can be formed, the uncommon sound of a loud 
  engine disrupts the everyday noises of the jungle 
  surrounding Lincoln University. A strange looking 
  gyro-copter is incoming, and the Storm Knights 
  and leaders of the school are quick to gather on the 
  football stadium field where it lands to meet the 
  pilot.
  The daring, square-jawed courier introduces 
  himself as Rex Steele, and offers a hearty handshake 
  to everyone and begins speaking quickly and 
  excitedly.
  "I bring news, Storm Knights! Straight from 
  Quinn Sebastian and the Delphi Council. 
  Tales of hope and defiance have been spreading 
  through this zone like wildfire, and you've been 
  given clearance to uproot the stela we found. It 
  was planted in the  Ashland Wildlife Research 
  Area north of here. As far as we can tell there's 
  no backup stelae, so when it goes this whole zone 
  returns to Core Earth! Now we can make Baruk 
  Kaah pay for spreading out so fast, and get back 
  some of our own world!
  "The timing is tricky. The Possibility Energy 
  that spread with the stories has had time to 
  saturate and protect the population, but that 
  fades if we wait too long. Too early or too late 
  and we get a repeat of that nasty business in 
  Nashville, and nobody wants that.
  "Maps aren't that useful in the Living Land, but 
  this should get you close enough to the stela. The 
  edeinos are probably shoring it up, so just look 
  for a ton of bad guys and it should be easy to 
  find. Reality storms have been thick along the 
  border, so it doesn't look like we can attack from 
  the Core Earth side. They thought I was crazy to 
  try to fly through and get the message to you. I 
  admit, it was touch and go for a bit there. You're 
  the closest group with a chance on this side, 
  you've got to get rid of that stela before they 
  install a backup or hope starts to fade."
  Rex sticks around long enough to repair his plane 
  and answer any questions he can, then climbs 
  back into his gyro-copter and heads back north. 
  The most likely line of questioning involves the 
  Nashville stela tragedy. A group of rogue Stormers 
  and operatives uprooted a stela near Nashville that 
  connected three zones. 
  AVAILABLE WEAPONS AND EQUIPMENT
  Weapons
  Tech
  Result
  Damage
  Ammo Notes
  Frag Grenades (2)
  22
  Always
  18
  1
  Range 10/20/30, Medium Blast
  Machete
  23
  Always
  Str +2
  —
  Survival becomes Favored
  C4 Explosive
  23
  Success
  18
  1
  Small Blast, AP 10, timer detonation
  M-4 Carbine
  23
  Success
  13
  30
  Range 50/100/200, Short Burst
  M-240 Machinegun
  23
  Good
  15
  100
  Range 100/500/1k, Long Burst, 
  Bulky
  Barret M-82
  23
  Outstanding
  16
  10
  Range 100/1K/2K, Bulky
  LAW Rocket
  23
  Outstanding
  25
  1
  Range 100/250/500, AP 4, heavy 
  weapons
  Other Gear
  Tech
  Notes
  First Aid Kit
  23
  Always
  First aid tests are Favored
  Stab Vest
  23
  Always
  +3 Armor, Torso, Max Dex 10
  Laser Sight
  23
  Success
  Ignore 1 point of fire combat penalties
  Nightvision Goggles
  23
  Success
  Eliminates Darkness penalties
  Riot Shield
  23
  Good
  +3 defense, Min Str 6
  Tactical Armor
  23
  Good
  Max Dex 8, Armor +4, Fatigues
  
  5
  The attack was a success and the zones flipped 
  back to Core Earth, but countless civilians within 
  were reduced to "What Ifs" in the process. The 
  assault wasn't approved by the Delphi Council. 
  Rex repeats a rumor that a rogue government 
  group sponsored the attack.
  According to Quinn, the energy generated by 
  the stories circulating in this zone will prevent the 
  same thing from happening again. Rex believes 
  him, but not everyone does.
  PREPARATIONS
  If they haven't already, let the Storm Knights 
  introduce themselves to each other. The strike 
  team leaving for the stela has a few options. 
  Lincoln University has weapons and equipment 
  which could come in handy, but they can't take 
  everything—the Ord soldiers need that equipment 
  in case the hardpoint is attacked. 
  Each character must try a persuasion test against 
  Major Sharpe to see what he can spare. Even on a 
  failure he offers a first aid kit, two frag grenades, 
  and a machete. A successful test means he offers 
  any  "Success" items from the Available Weapons 
  and Equipment chart as well, and so on.
  He's reluctant to offer the "Outstanding" items 
  because he believes their loss puts the hardpoint at 
  risk. The persuasion test assuages those fears. Note 
  that some characters may not actually want any 
  of the items at all. If their personal axioms don't 
  support them, those items just make a disconnection 
  more likely during a Surge. Storm Knights know 
  they don't need weapons or explosives to destroy 
  the stela, only their control over reality.
  recruiTing sOlDiers
  The force may consider recruiting soldiers from 
  the hardpoint to come along. Sharpe is against the 
  idea, noting they're already undermanned thanks 
  to the disappearance of the recon team. 
  The Storm Knights also know that Ords won't be 
  much help against the stela anyway. Since its right 
  on the edge of dangerous reality storms, the odds 
  of any troops actually making it to the conflict are 
  low.
  COSM CARDS DURING 
  SCENE ONE
  Don't bother dealing Cosm cards until the 
  group sets off for the stela in Scene One. During 
  the trip out (or back), cards may have the 
  following effects.
  Deep Mist: If the Deep Mist Cosm card is 
  played the reality storm worsens and engulfs 
  the attackers. Any Ord soldiers flee and are 
  never seen again. Storm Knights must make a 
  DN 14 reality test to weather the storm's effects:
  • Mishap: The hero loses an add in reality. 
  If the character has no adds, he transforms.
  • Failure: The character disconnects.
  • Standard: No effect.
  • Good: The character gains 1 Possibility.
  • Outstanding: The character gains 2 
  Possibilities.
  After the storm's effects are resolved, each 
  player gains 1 Possibility for the inconvenience 
  posed by the card.
  Dino Attack: A Tyrannosaur affected by the 
  nightmare tree growing through the temple 
  described in Scene Three attacks the travelers. 
  See Horrorsaurus-Rex on page 18.
  Lost Treasure: This card produces the 
  Commtrol (see page 11) if it hasn't already been 
  found. Away from the temple it's found in the 
  clutches of a dead body—one of the missing 
  scouts. Wearing the Commtrol guides the user 
  unerringly towards the vanishing temple. If 
  played after the temple has been dealt with, 
  it provides a bio-tech device that heals three 
  Wounds (from the same person or between 
  different people) before it runs out of power.
  Perils of the Living Land: This card either 
  triggers the reality storm described in the Deep 
  Mist above or applies a –2 penalty on attempts 
  to cross The Tarpit (see page 6). Each player 
  gains one Possibility for the added danger.
  
  The landscape of the Living Land is dotted with new hazards for the unwary!
  6
  SCENE ONE: THE 
  JOURNEY NORTH
  Standard Scene. Sporadic mist covers the Missouri 
  jungles and a massive reality storm rages in the 
  distance to the north. Compasses don't work in 
  the Living Land, but enough natural landmarks 
  remain to keep navigation by triangulation 
  possible. Taking a vehicle moves the group north 
  quickly at first, along vestigial roads and clearings, 
  but as soon as they hit the vicinity of the  Ashland 
  Wildlife Research Area the trees become too thick 
  for driving.
  THE TARPIT
  An entirely new feature in the area is a wide tarpit 
  inside the boundaries of the thickest jungle, and 
  the assault team must cross it to reach the stela. 
  Traversing the pit is an Easy (DN 8) survival test. 
  On a failure the character loses one weapon (his 
  choice) to the sticky swamp. A success allows 
  passage without incident. A Good success lets the 
  player "pass on" a +2 bonus to the next character to 
  pass over, and an Outstanding result decreases the 
  DN by two for all subsequent travelers. Remember 
  a machete makes these tests favored!
  THE TRAPPED EDEINOS
  After the team completes their passage across, they 
  hear the strangled cries of an edeinos out in the tar. 
  It hisses in desperation.  
  "Humansssss, help me!" 
  Some may not be kindly disposed towards 
  edeinos, and there aren't any known friendly tribes 
  in the area. If the squad ignores his plea or attacks, 
  the lizard-man attempts one last gambit: 
  "I have information...important information! I 
  trade it for my life!"
  Rescuing the pitiful creature is a Dramatic Skill 
  Resolution. All four steps are survival, DN 8. Wary 
  adventurers may be on the lookout for an ambush, 
  but a find test or Alertness card proves the creature 
  is alone in the area.
  If the heroes move to help the trapped edeinos 
  immediately they have five rounds to complete the 
  
  7
  rescue. If they negotiate first or tarry then they only 
  have four rounds to save him. At the end of the last 
  round he disappears under the tar after warning 
  the group that a massive warband of Redjaws is 
  headed for Lincoln University. 
  If a good natured attempt was made these last 
  words are a warning given in gratitude for at least 
  trying. If not, they are a curse spat at the humans 
  with his last breath, exulting that the Redjaws will 
  gain some measure of revenge for him.
  DAYBASKER'S STORY
  If rescued, the miserable creature introduces 
  himself as Daybasker, a scout for the Goldsun tribe. 
  His tribe are no friends of the local Redjaw clan. 
  Baruk Kaah's Redjaws are driving them steadily 
  west. The Goldsuns aren't interested in war, they 
  just want to hunt these lands and enjoy Lanala's 
  bounty. Daybasker saw several things of interest to 
  the strike team while he was scouting.
  The Redjaw Attack: A massive Redjaw warband 
  is heading towards Lincoln University, or "the 
  human village" as Daybasker calls it. The force is 
  a hundred strong, and led by Atanakta. He's easy 
  to spot in a fight. He's the fat one with the orange 
  neck flaps...riding a Tyrannosaur!
  The Temple on the Mound: There is a strange 
  temple an hour away, one of the wonders that 
  sometimes appears in the Living Lands. He was 
  afraid to enter, but he saw a number of humans 
  with guns (the missing recon team) go inside. 
  Only one emerged, and he was heavily wounded. 
  Daybasker comforted the dying man as he babbled 
  about how important the site was, and how it could 
  change the course of the war. The human perished 
  before he could say why.
  Once Daybasker finishes his tale he asks to leave 
  so he can report back to his tribe. He says nothing 
  about it, but if the encounter is friendly the 
  Goldsuns aid Lincoln University (see Scene Four). 
  If the rescuers are rude or threatening he's grateful 
  for his life, but counts the information he shared 
  as fair exchange and no more help is forthcoming.
  DayBasker
  It's hard to tell much about Daybasker's appearance 
  while he's covered in tar. A find test spots his bright 
  blue eyes, quite different from the usual yellow-
  slitted eyes of edeinos. He also wears yellow paint, 
  rather than the familiar red of the local tribe. He 
  avoids conflict when possible, and has a reputation 
  among his tribe for being incredibly lazy.
  Quote: (Raspily) "Ifff you help me, I'll help you..."
  DIFFICULT DECISIONS
  With the new information from Daybasker the 
  assault team has a difficult choice to make. They 
  can go off mission and investigate the temple, 
  proceed as planned, or head straight back to 
  Lincoln University to help defend it. There's no 
  wrong call here, but circumstances make it likely 
  that the force can accomplish any two of these 
  tasks—not all three.
  Press on to the stela: If they head straight for 
  the stela and uproot it, the temple in Scene Three 
  vanishes without the Law of Wonder to support 
  it. The conquering heroes may return to Lincoln 
  University just in time to participate in the battle, 
  and it's a Core Earth zone if they succeeded!
  Divert towards the temple: If the team goes for 
  the temple first it takes enough time that they 
  must choose between defending their base and 
  proceeding with the mission. If they try to repel the 
  attack against the campus, a backup is installed in 
  the meantime and the zone remains intact.
  Head back to the hardpoint: If they head back 
  first and repel the attack the assault group can 
  re-provision and head back out after the temple 
  or the stela. As above, if they hit the stela first the 
  zone collapses and the temple disappears. If they 
  do it last a backup stela is in place in a secret new 
  location and the zone remains intact even if the 
  known stela is uprooted.
  Give the players time to discuss their choices, and 
  remind them that whatever they choose is being 
  recorded at the end of this session and affects the 
  course of the Possibility Wars!
  • If they choose to go to the stela proceed to 
  Scene Two.
  • If they divert to the temple jump to Scene 
  Three.
  • If they return back to the hardpoint see Scene 
  Four.
  
  8
  SCENE TWO: THE STELA
  Standard Scene. The assault team crests a hill and 
  sights the stela jutting out of the valley below. It's in 
  the center of a clearing, with thick trees all around. 
  The top of the hill makes a good sniper's position, 
  overlooking the stela about 50 meters away. The 
  attackers may approach using stealth (DN 8) or 
  simply attack. 
  An Easy (DN 8) find test spots skeletal gospog 
  wrapped in the vines of the trees below—silent 
  guardians for the stela below. A Good result or 
  better detects that a few of the trees don't contain 
  gospog, they are massive undead creatures 
  themselves!
  Once the intruders are spotted, attack a tree, 
  or start the contest against the stela, the 
  gospog pull free of the vined trees and 
  shamble towards the fray.
  UPROOTING THE 
  STELA
  Storm Knight know that physical 
  attacks are useless against a 
  stela—actually 
  harming 
  it 
  requires them to get within 10 
  meters and start a Dramatic 
  Skill 
  Resolution 
  using 
  reality 
  to 
  disconnect 
  the stela from the 
  Darkness 
  Device's 
  network. This is a 
  Dominant Zone so the DN 
  is 14.  
  Once Step B is completed, 
  Rec Pakken dimthreads more 
  gospog in, adjacent to each 
  attacker—including 
  any 
  distant snipers! If all the initial 
  defenders are defeated 
  before Step B finishes, 
  these 
  reinforcements 
  appear immediately.
  Once Step C is finished, the 
  ravagon Pakkoat appears on the 
  scene via dimthread next to the 
  stela, eager to tear apart any 
  Storm Knight he encounters. If every Gospog of 
  the Fourth planting is defeated before Step C then 
  Pakkoat appears on the scene early, flying from the 
  south and landing atop the ridge. 
  The DN of the reality test increases to 16 for the 
  final step. Once its completed the stela crumbles 
  and the axioms immediately shift to Core Earth. 
  Any Living Land Cosm cards are replaced with 
  powerful Core Earth cards!
  What happens next depends on the situation. 
  If there won't be time for another encounter, the 
  ravagon and any remaining gospog stand 
  and fight. If time is tight or it's early enough 
  for another battle the ravagon flees and any 
  remaining gospog are swept away by the Core 
  Earth axiom wash.
  • Gospog of the Fourth Planting (one per two 
  heroes): See page 17. 
  • Gospog of the First Planting (two per 
  hero to start, two more per hero arrive via 
  dimthread after Step B is completed): See 
  page 17.
  • Pakkoat, 
  The 
  Hunter 
  (Arrives 
  via 
  dimthread 
   
  after 
  Step 
  C 
  is 
  completed): See page 18.
  gOsPOg TacTics
  The gospog are fearless but not very 
  bright. When first activated they shake 
  loose from the trees and move towards 
  any Storm Knights they see. When in 
  doubt, a character may test stealth 
  against the gospog's find (DN 8) to 
  avoid becoming a target. If anyone 
  is within reach they All-Out Attack. 
  After the first round they Run towards 
  opponents and Multi-Action to attack if 
  they can.
  PakkOaT's TacTics
  Unlike the gospog, the 
  ravagon is more concerned 
  with protecting the stela 
  than 
  chasing 
  after 
  Storm 
  Knights. He's bloodthirsty and 
  delights in doing the latter, 
  but he stays focused on the 
  
  RIDGE
  STELA
  GOSPOG
  STORM 
  KNIGHTS
  9
  stela and remains close by. He uses maneuver or 
  intimidate to Stymie those working on uprooting 
  it, and Multi-Actions to slash at them with his 
  claws as well. He'll use the trees or the stela itself 
  as cover from attackers at a distance.
  OuT Of Time?
  If the session is nearly over and the stela is still 
  standing, announce that the Storm Knights can 
  feel a growing charge near the object—it must be 
  the backup stela activating. Overhead dozens of 
  dimthreads are forming, meaning reinforcements 
  are imminent. The assault team has one final round 
  to try to remove the stela before the opportunity is 
  lost for good.
  If the right Steps don't appear on the Drama card 
  all isn't lost, remind the players about the Last 
  Ditch Effort option. They have to make the last 
  test with an extra –2, and another –2 for each step 
  needed, but if they succeed the stela is uprooted 
  and the day is won!
  If they fail, any steps they gained are lost and 
  have to be attempted all over again. That means a 
  second player may try, but now at –8! If the stela is 
  still intact after the heroes' turn ends, the battle is 
  over and they are forced to flee.
  If it's still early in the session, the group can head 
  back home to help fend off the Redjaws, whether 
  they know about the impending attack or not. The 
  temple, however, has disappeared for good.
  
  10
  SCENE THREE: THE 
  VANISHING TEMPLE
  Visible over the tree-line nearby is a surprising 
  structure, a four-tiered temple of gleaming gold. 
  Twisted roots and branches interlace across the 
  outside, as if they were holding it down or trapping 
  it in a web. There wasn't a mound in this area, but 
  the temple is shaped much like one, and sized to 
  completely cover one. As the explorers approach 
  they feel goosebumps rise on their flesh.
  The World Laws and axioms of Orrorsh are now 
  in effect.
  Anyone with unused Cosm cards must exchange 
  them for an Orrorsh Cosm card now. The vegetation 
  strangling the temple is all part of a single, massive 
  nightmare tree, but it's only present here because 
  of the Law of Wonders in the first place.
  Outside the edifice is a rusted M-16 jammed into 
  the ground before a pile of rocks just large enough 
  to cover a human body. This is the resting place of 
  the scout who Daybasker met, and the lizard-man 
  tried to give him a "human burial." 
  If uncovered, the scout looks dried and 
  mummified. That's notable since usually corpses 
  rot down to nothing but bone after mere hours in 
  the jungle. The body sustained wounds from some 
  kind of cutting weapon, possibly a pincer. His 
  equipment is decayed beyond use.
  THE FIRST RING
  The only visible opening is a hole blasted into the 
  lowest level of the temple. A successful evidence 
  analysis test determines it was a C4 charge, and the 
  explosives were definitely placed on the outside by 
  the missing recon team.
   It's dark inside, so the expedition must provide 
  its own light. An Easy (DN 8) survival test makes 
  torches if no other options are available. Enough 
  light comes through the opening that there's only a 
  –2 Darkness penalty within the first ring if no light 
  source is present.
  The surfaces inside look like cool, dark stone. 
  Golden circuitry and embossed plates appear 
  on many surfaces and walls. The roots visible 
  from the outside wind along the interior as well, 
  completely choking off some passages and making 
  the chambers feel more claustrophobic than they 
  normally would.
  There are abstract pictographs all around the 
  chamber, and a metallic door at the top of a set 
  of steep stairs leading up towards the next tier. 
  If the explorers spend a little time examining the 
  pictographs (and a successful evidence analysis test) 
  the abstract shapes begin to make sense and tell a 
  story.
  An advanced civilization with a passing 
  resemblance to the Aztecs or Incas thrives on 
  another world. They explore other realities, and 
  then discover an unstoppable Doom headed 
  towards their world from the sky. They use their 
  knowledge of the cosmverse to flee their native 
  cosm and set up colony sites on others. Their 
  ships, temples like this one, are called "lifeboats." 
  The lifeboats travel and spread pieces of their 
  culture to many worlds. Most of the peoples they 
  interact with are strange and unrecognizable. 
  The ancient elves of Aysle stand out clearly and 
  unmistakably as one of the races contacted.
  THe ascenDing sTairs
  There are two bodies in this ring, and they have 
  the same shriveled appearance and wounds as the 
  soldier buried outside. Dried blood leads from their 
  current position, up the steep stairs, to an archway 
  that connects to the next level up. 
  With the unfortunate troopers is another kind of 
  body, a dessicated humanoid beetle larger than 
  a man. Its shell is shattered from bullet impacts, 
  and its pincers and mandibles match the wounds 
  found on the dead men. Evidence analysis reveals 
  the creature, whatever it is, was dead long before 
  the gunfire hit it.
  The door in the archway is already open, and the 
  stairs continue into a darker set of chambers on 
  the next tier of the temple. The only sound is a low 
  ambient hum that courses through the temple.
  THE SECOND RING
  It's darker here (-4) without a light source. The 
  vegetation is thicker as well, covering entire 
  patches of the floor. If anyone tries to cut into the 
  roots a dark red sap oozes from them like blood.
  
  ORRORSH COSM CARDS
  The nightmare tree that engulfs the temple 
  makes the area an Orrorsh hardpoint. Once 
  within 100 meters, anyone with a Cosm card 
  must replace it with a fresh draw from the 
  Orrorsh Cosm cards. A few of these are notable 
  in this scenario:
  Sinister Secrets allows the character to 
  read the pictographs in each room without 
  syncing up to the Commtrol device. While 
  inside the temple the character hears constant 
  low whispers complaining about how the 
  emergency power is failing, and how "they" are 
  coming.
  Sunset?! causes time to pass more quickly 
  inside the temple. One way or another, when 
  the explorers emerge, it's dark outside and 
  they no longer have time to complete any other 
  objective. If it's still early in the session they can 
  pursue the objective and battle the forces in the 
  area, but the Lincoln University hardpoint is 
  already destroyed and a backup stela is in place 
  by the time they do.
  Unholy Interest doesn't really apply in this 
  scenario. Remove it from the deck.
  11
   More bodies litter the floor here, both humans 
  and the beetle creatures. If the explorers haven't 
  already found the Commtrol (see below) via the 
  Lost Treasure card, it's here in this chamber. One 
  of the dead soldiers is slumped over it, protecting 
  it with his body.
  The pictographs in this chamber continue the tale 
  started from the first ring.
  Unfortunately where they go the Doom always 
  follows. The lifeboats begin pulling away out 
  of hope that the Doom won't find those worlds 
  without the travelers to bring it.
  In one realm they linger, working with the 
  elves to create mighty trees with a mixture of 
  technology and magic. These trees allow the 
  cursed travelers to continue living in the dark 
  space between cosms without withering away 
  and dying. They leave the elves with a means 
  of contacting them should their cosm fall to the 
  Doom after all.
  THe cOmmTrOl
  This strange headdress is mostly gold, and crafted 
  to look like various biological forms. A tentacle 
  shape hangs down over each temple, and what 
  look like feathers fan from the top. Circuitry traces 
  the inside of the helmet portion.
  The headdress is actually a complex bio-
  mechanical control device. If a character dares to 
  wear it he must attempt a Standard (DN 10) Mind 
  test. The difficulty drops to Easy (DN 8) if the 
  character has any psychic powers.
   Failure causes a Wound from psychic backlash. 
  On a success the user connects to the device and 
  the door to the Command Chamber (see page 
  12) rumbles open and immediately unleashes the 
  lorbaat locked inside.
  THe arcHway
  Unlike the previous two doors, the one leading 
  up to the next tier of the temple here is closed. If 
  a character wearing the Commtrol touches the 
  door it simply opens. Without the device, the door 
  can either be blasted open with C4 charges or the 
  appropriate controls may be discovered with a 
  standard find test.
  ORRORSH
  Magic
  Social
  Spirit
  Tech
  16
  18
  16
  18
  The nightmare tree makes the temple and 
  the jungle within 50 meters of it an Orrorsh 
  Dominant Zone.
  • Perseverance: A standard success when 
  soaking negates Shock but not a Wound. 
  A Good success negates one Wound, and 
  an Outstanding success negates all damage 
  normally.
  
  STAIRS
  ROOTS
  ROOTS
  ROOTS
  ROOTS
  ROOTS
  12
  THE THIRD RING
  As this door grinds open, several branches crack 
  and strips of bark flake off the vegetation. The fresh 
  sap makes the entire room look like it's bleeding.
  Darkness is complete (–6) this far in without 
  torches or flashlights. This chamber is smaller than 
  the others and filled with thick tree trunks. Stairs 
  on the opposite side of the chamber lead to one 
  last room at the top of the structure. There are no 
  bodies in here at all.
  The pictographs here show a darker story than 
  those below.
  The elves are on the cusp of destruction 
  themselves at the hands of a dark figure, wielding 
  an ax and a wand. They look away and point to 
  the lifeboats of the travelers. The travelers didn't 
  return to Aysle because this was not the Doom 
  that follows them—the dark one is something 
  else. The dark one beckons a thin figure, one who 
  can only be the Gaunt Man. The Gaunt Man 
  spreads corruption among the traveler's temples, 
  twisting the reality trees and creating shambling 
  undead that wipe out every lifeboat waiting in 
  the darkness between cosms. This imagery lays 
  bare the shame of the elves, the dark fate of the 
  Mound Builders, and gives a clue to the origin of 
  the Gaunt Man's tools!
  lOrBaaT aTTack!
  The thick vegetation in this room contains more 
  of the monsters that wiped out the reconnaissance 
  squad. A Hard (DN 14) find test or an Alertness 
  
  STAKE OF WARNING
  Cosm: Orrorsh
  Possibilities: 5
  Tapping Difficulty: 14
  Purpose: To warn of coming disasters.
  Description: A slender golden spike with 
  embossed pictographs in red and blue. The 
  spike has four sides, and isn't sharp enough 
  to count as a weapon.
  Powers: The Stake may be tapped as part of an 
  Active Defense, and if the Tapping Difficulty 
  is achieved the final defense bonus increases 
  by +6.   
  Restrictions: The stake's Possibilities may only 
  be used for Active Defenses, soaking, or tests 
  based on Mind.
  13
  If a Storm Knight takes a turn to rush up the 
  stairs and grab the spike, she feels the power of an 
  Eternity Shard in her grip!
  THe cOllaPse
  The nightmare tree is crumbling, and taking this 
  entire outpost with it. There's no need for a chase 
  or test here, if the Storm Knights run they escape in 
  time. If someone wants to make a mad dash for the 
  Command Chamber a Difficult (DN 12) Dexterity 
  test allows them to get in there—and back out— in 
  time.
  After the temple crumbles it vanishes, leaving 
  only a tiered mound of earth behind. If anyone is 
  still wearing the Commtrol they feel another signal 
  similar to the one that led here. It's weak and very 
  far to the south—an adventure for another day!
  OuT Of Time?
  If the session is nearly over hasten the collapse 
  and disappearance of the structure. If the delvers 
  haven't gotten to the command chamber or seen all 
  the murals yet, the spike and information are lost. 
  Perhaps they'll turn up somewhere else someday.
  card notes that the trunks here are thick enough to 
  contain entire creatures. They aren't exposed yet, 
  but when conditions are right the vegetation bursts 
  open and the beetle-men lurch out.
  A few different things can trigger the attack. If 
  the final door opens the things emerge and either 
  attack anyone present or run down the stairway to 
  pounce those inside the Second Ring. If a suspicious 
  character goes digging through the bark and blood 
  looking for something inside, they find a pincer—
  which suddenly starts moving and the assault 
  begins. Finally, a Jump Scare Cosm card could be a 
  cracking branch...or the onset of the monsters!
  This is not an ambush. If the creatures go first they 
  spend their first turn extracting themselves from 
  the nightmare tree. If the heroes go first they may 
  attack if they like (the tree doesn't provide any extra 
  protection at this point) and then the creatures act 
  normally.
  No matter how the attack starts, once the terrifying 
  creatures spill out, the tree that winds through the 
  stones of the temple begins to writhe and shift. The 
  entire building is unstable. The explorers need to 
  fend off this attack and get outside, quick! See The 
  Collapse below.
  • Infected Lorbaat Warriors (2 per hero): See 
  page 19.
  THE COMMAND CHAMBER
  The topmost compartment is only accessible for 
  a minute before the imminent destruction of the 
  temple cuts it off. The door is sealed, and only 
  opens for the Commtrol device or a well-placed C4 
  charge.
  The walls show images of the night sky and a 
  vast cosmos. The projection makes the room look 
  much larger than it actually is. The displays show 
  the locations of hundreds of other lifeboats and 
  outposts—all dead except for one.
  In the center of the room is an altar with golden 
  dials and mechanisms, some form of control 
  station. Hovering atop the altar is a golden spike, 
  pointed on both ends. No roots or branches touch 
  this room, but it shakes violently like the rest of the 
  temple!
  
  GUN 
  EMPLACEMENT
  BROKEN 
  BARRICADE
  14
  USING THE FORTIFICATIONS 
  The soldiers in this area were pushed back or slain 
  by Atanakta, but their gun emplacements remain. 
  Both nests have a mounted M240 Machinegun 
  (see page 4) with 200 bullets on an ammunition 
  belt. Either of these weapons may be turned in any 
  direction.
  Climbing the walls or buildings requires a 
  standard Strength test and uses up all the character's 
  movement. Edeinos won't climb unless they must 
  to reach a foe. The tyrannosaur is tall enough to 
  reach characters atop the buildings or wall without 
  needing to climb up!
   If the stela was uprooted the defenders were even 
  more successful. Half the edeinos warriors are 
  eliminated, and the dinosaur has taken one Wound 
  already.
  SCENE FOUR: THE SIEGE 
  OF LINCOLN UNIVERSITY
  By the time the group returns the walls have been 
  breached and attack is already underway. This is 
  true even if the axioms are Core Earth, it's just been 
  more costly for the invaders. 
  The main group of edeinos is inside, rampaging. 
  The rest are fighting soldiers elsewhere along 
  the wall and campus. Atanakta is here, riding his 
  tyrannosaur and causing havoc. If he's brought 
  down the rest of the edeinos break and run.
  • Atanakta: See page 16.
  • Tyrannosaurus Rex (1): See page 16.
  • Sata Eaters (1 per hero): See page 16.
  • Edeinos Warriors (2 per hero): See page 16.
  
  That;s something you don't see every day..
  15
  cOmPlicaTiOns
  Any characters the group became attached to 
  (usually thanks to a Connection or Romance card) 
  are present at the battle. They take cover by the far 
  gun emplacement, but two of the warriors break 
  off from the main assault to go after them.
  If Core Earth is Dominant, Atanakta may 
  disconnect on any Mishap. When he does, he loses 
  control of his mount and the mighty dinosaur 
  cranes its head and swallows him with one bite!
  OuT Of Time?
  If the session is nearly over Atanakta feels the tide 
  turning and calls a retreat. Alternatively, if the 
  heroes were kind to Daybasker, let him return 
  to his tribe, and the Living Land still rules the 
  zone, reinforcements suddenly arrive—a Goldsun 
  war party! These new allies help drive away the 
  Redjaws and hope to strike up a peaceful accord 
  with the human survivors.
  WRAP UP
  Congratulate the players for what they have 
  accomplished. If they saved Lincoln University the 
  grateful population throws a celebration in their 
  honor.
  If the stela was uprooted the zone is freed of the 
  Living Land and in time it becomes clear almost 
  no civilians were reduced to "What Ifs"—a major 
  victory for the Delphi Council!
  If the Commtrol was recovered, it pulls those 
  curious enough to follow it ever south. The Delphi 
  Council is highly interested in both the device and 
  the Stake of Warning, and asks to study both. 
  Check off what each group finished on the survey 
  page, and let the players know their actions have 
  affected the future course of the game. Whatever 
  the majority of groups finished determines whether 
  this zone is Core Earth or Living Land, which 
  characters live or die, and what becomes known 
  about the mysterious Mound Builders!
  
  16
   THREATS
  ATANAKTA
  Atanakta is a distinctive figure within the Redjaws. 
  His neck is bright orange, with red markings 
  around the side. When he is agitated, flaps along 
  his neck puff out, making him appear even larger. 
  He rides a Tyrannosaurus, and has painted its neck 
  the same orange and red as his own.
  Quote: "Yesss my sssweeet, eat your fill today!"
  Attributes: Charisma 8, Dexterity 11, Mind 7, 
  Spirit 11, Strength 12
  Skills: Beast riding 11, dodge 10, faith 9, 
  intimidation 10, maneuver 10, melee weapons 
  11, missile weapons 10, stealth 10, survival 8, 
  tracking 8, unarmed combat 11
  Move: 11; Tough: 12; Shock: 11; Wounds: 3
  Equipment: Hrockt-shoot spear (Damage Strength 
  +2/14 or 16 when his mount moves).
  Perks: Beast Rider.
  Possibilities: 3.
  Special Abilities:
  • Beast Affinity: The rider may divert 1 Wound 
  from an attack to hit his mount instead of 
  himself, or use his Possibilities to soak attacks 
  against his mount.
  • Bite/Claws: Damage Strength +2 (14).
  EDEINOS SATA EATER
  Edeinos "Sata Eaters" consume the toxic root in 
  mass quantities and train their bodies until they 
  feel no pain. This is considered a sacrifice, since 
  Keta Kalles demands sensation above all—but they 
  make effective shock troops.
  Attributes: Charisma 5, Dexterity 9, Mind 6, Spirit 
  8, Strength 11
  Skills: Beast riding 10, dodge 10, faith 9, 
  intimidation 10, maneuver 10, melee weapons 
  11, stealth 10, survival 8, tracking 8, unarmed 
  combat 11
  Move: 9; Tough: 11; Shock: —; Wounds: 1
  Equipment: Hrockt shoot spear (Strength +2/13).
  Perks: Berserk.
  Possibilities: Rare (2).
  Special Abilities:
  • Bite/Claws: Damage Strength +2 (12).
  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, 
  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).
  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 triggers 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.
  
  Rec Pakken knows this stela is a target, and sends its best gospog to defend it.
  17
  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.
  GOSPOG OF THE FOURTH 
  PLANTING
  Gospog of the Fourth Planting grow with a stronger 
  connection to the land and form an outer shell 
  that looks, at first glance, like a bare and sickly 
  humanoid tree. These gospog are significantly 
  larger and tougher than their lesser planting kin. 
  The Saar uses gospog of this planting as living siege 
  weapons, forcing breaches into Core Earth defenses 
  that can then be followed up by other forces. These 
  gospog cause deep, profound revulsion to any 
  priests of Lanala, for their forms are a perversion 
  of the Goddess’ expression of life.
  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. Gospog are ferocious, and commonly use 
  the All-Out Attack option.
  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 
  
  18
  Attributes: Charisma 5, Dexterity 6, Mind 7, Spirit 
  10, Strength 14
  Skills: Dodge 8, find 8, intimidation (15, maneuver 
  8, stealth 6, taunt (10), trick (9), unarmed combat 
  16
  Move: 6; Tough: 17 (4); Shock: —; Wounds: 2
  Equipment: —
  Perks: —
  Possibilities: Never.
  Special Abilities:
  • Armor: Bark-like flesh +3.
  • Bash: Damage Strength +2/16, reach 4 meters.
  • Fear (–2): When a character first encounter 
  this creature in an act, he must make a Spirit or 
  willpower test at -2 or be Very Stymied.
  • Immunity: Intimidation, disease, poison.
  • Size: +2 to attack rolls to hit this creature due 
  to its size and bulk
  • Relentless: Gospog ignore Shock.
  • Undead: Gospog are immune to poison and 
  other effects that require breathing, eating, or 
  other "living" processes.
  PAKKOAT, THE HUNTER
  This deadly ravagon has earned his name  hunting in 
  the Living Land since the first days of the invasion. 
  He's especially enjoys stalking Tyrannosaurs, and 
  wears the large tooth of one on a necklace. Pakkoat 
  has black scales and wings. He wears the markings 
  of the Redjaws, and his claws are unusually long 
  and look like they're composed of obsidian rather 
  than flesh.
  Quote: "I've had good hunts in this land, lets see 
  how you compare."
  Attributes: Charisma 7, Dexterity 11, Mind 8, 
  Spirit 12, Strength 14
  Skills: Dodge 12, find 12, intimidation 14, 
  maneuver 15, reality 14, stealth 12, survival 10, 
  taunt 10, tracking 12, unarmed combat 16
  Move: 11; Tough: 17 (3); Shock: 12; Wounds: 3
  Equipment: —
  Perks: Deathclaw, Vengeful.
  Possibilities: 5.
  Special Abilities:
  • Armor: Thick hide +3.
  • Claws: Damage Strength +3 (17), AP 2.
  • Dread: When a ravagon is present Standard 
  Scenes count as Dramatic Scenes instead.
  • Flight: Move 13 in the air.
  HORRORSAURUS REX
  This mighty reptile has been infected by the 
  corruption that festers near the vanishing temple. 
  Its muscles are wound and knotted, standing out 
  against its scales and making the creature look stiff 
  and emaciated. Its eyes are glassy and crazed, and 
  black liquid drips from its ravening mouth.
  Attributes: Charisma 4, Dexterity 9, Mind 4, Spirit 
  10, Strength 19
  Skills: Dodge 10, intimidation 15, find 8, maneuver 
  10, stealth 10, taunt (9), tracking 9, unarmed 
  combat 12
  Move: 11; Tough: 22 (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 triggers instinctive terror. Test 
  Spirit or become Very Stymied.
  • Jump: A horrorsaurus may leap double its 
  movement as a simple action, but doing so 
  leaves it Vulnerable.
  • Very Large: Most adult specimens are up to 
  18 meters long. Attacks against them gain a +4 
  bonus.
  
  19
  INFECTED LORBAAT WARRIOR
  These creatures are two meter tall, humanoid 
  beetles. They have six limbs: two to stand on, two 
  with smaller appendages for manipulating objects, 
  and two massive claws. 
  They appear to have been dead for quite some 
  time. Their faceted eyes are glossy, and their 
  armored plates are split by sickly, tightly wound 
  muscle. A disgusting black ooze drips from their 
  mouth cavities and seeps between some plates.
  Tactically, the mindless lorbaat swarm Storm 
  Knights and All-Out attack with no concern for 
  their own well-being.
  Attributes: Charisma 5, Dexterity 9, Mind 5, Spirit 
  5, Strength 10
  Skills: Dodge 10, intimidation (15), maneuver 10, 
  stealth 10, taunt (10), trick (10), unarmed combat 
  12
  Move: 9; Tough: 13 (3); Shock: —; Wounds: —
  Equipment: —
  Perks: —
  Possibilities: None.
  Special Abilities:
  • Armor: Chitaneous shell +3.
  • Bite/Claws: Damage Strength 
  +3 (13). Lorbaat  attempt to 
  grapple unless a foe is already restrained, so a 
  standard hit causes less damage (11), a Good 
  hit deals full damage (13) and restrains the 
  target, and an Outstanding also makes the 
  target Vulnerable and Stymied.
  • Cloak of Darkness: These lorbaat gain a 
  bonus to Toughness equal to the current 
  Darkness penalty.
  • Fear: Upon first encountering this twisted 
  creature a hero must test willpower or Spirit or 
  become Very Stymied.
  • Horde: Lorbaat seem connected, and they 
  crowd together to overwhelm their prey. Apply 
  any bonus from a Combined Action to Damage 
  as well as the attack itself when multiple 
  infected attack a single target.
  • Relentless: Lorbaat ignore Shock.
  • Undead: These creatures are immune to 
  poison and other effects that require breathing, 
  eating, or other "living" processes.
  
SOURCE: textdata/thevault/Torg Eternity/Burden of Glory.pdf