TEXT: ™
  
  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, Scott 
  Sizemore, Golda Lloyd, Andrew Harvey, Dale 
  Davies, Ed Rugolo, Scott Walker, Darrell Brooks, 
  Melvin Willis, James Dawsey, Brad Rogers, Jamal 
  Hassan, Jeremy Dawsey
  Delphi missiOns living lanD Team
  Writing: James Dawsey, Greg Gorden, Miranda 
  Horner, Rick Jones, Steve Kenson, Bill Keyes, Henry 
  Lopez, Ron Lundeen, Aaron Pavao, Wendelyn 
  Reischl, John Terra
  Editing: Matthew Cutter 
  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, Chris Bivins, Bien 
  Flores
  Interior Illustrations: Chris Bivins, Dennis 
  Darmody, Talon Dunning, Bien Flores, Ross 
  Grams, Gunship Revolution, Alida Saxon, Scott 
  Schomburg, Steve Wood
  
  OPERATION LAGNIAPPE 
  BY WENDELYN REISCHL 
  4
  Delphi Briefing .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 4
  Threats and Vehicles.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  10
  ESCAPE FROM THE ABYSS 
  BY JAMES DAWSEY 
  12
  Delphi Briefing .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  12
  Killer Crocs  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  13
  The Crystal Tunnel.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  14
  Between Scylla and Charybdis  .  .  .  .  .  .  .  .  .  .  15
  Allies and Treasure  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  17
  SEATTLE UNDERGROUND 
  BY MIRANDA HORNER 
  18
  Mission Briefing  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  18
  Purple Glass  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  19
  The Aftermath  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  23
  THE BATTLE OF PHILADELPHIA 
  BY AARON PAVAO 
  24
  Mission Briefing  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  24
  Philly or Bust .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  24
  The Drums of War  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  27
  Defense Lines.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  27
  The Outcome  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  29
  FINDING CHAMP 
  BY STEVE KENSON 
  30
  Mission Briefing  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  30
  Burlington   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  30
  Unwelcome Company.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  33
  Water Under the Bridge .  .  .  .  .  .  .  .  .  .  .  .  .  .  35
  THE CHANGING STORM 
  BY BILL KEYES 
  36
  Mission Briefing  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  36
  Riverbend Municipal Airport.  .  .  .  .  .  .  .  .  .  .  37
  The story so far.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  38
  The Defenders  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  39
  What’s really Going on?.  .  .  .  .  .  .  .  .  .  .  .  .  .  39
  Resolving the Adventure  .  .  .  .  .  .  .  .  .  .  .  .  .  41
  DEEPER IMPACT 
  BY JOHN TERRA 
  42
  Mission Briefing  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  42
  Oh, The Shark Bites…  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  43
  Azt’Nra of the Jungle?.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  44
  War Zeppelin!   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  46
  Dread Zeppelin.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  46
  Aftermath.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  47
  EARTH’S DINOSAUR 
  BY RON LUNDEEN 
  48
  Mission Briefing  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  48
  Atop the Field Museum  .  .  .  .  .  .  .  .  .  .  .  .  .  .  49
  Ideas for Cosm Cards  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  51
  The Aftermath  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  53
  GOING UPRIVER 
  BY RICK JONES 
  54
  Mission Briefing  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  54
  Race Against Time .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  55
  Gators Gone Wild  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  58
  Keep on Burning .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  59
  PRAYERS TO A DYING TREE 
  BY HENRY LOPEZ 
  60
  Mission Briefing  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  60
  To Catch a Priest  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  62
  Shark Valley   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  64
  Aftermath.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  67
  FIRST WALK 
  BY GREG GORDEN 
  68
  Delphi Briefing .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  68
  The Gotak’s Ways  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  69
  Edeinos Phenomena .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  72
  Sunrise Journey   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  73
  Skyspirit River  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  73
  Hunt in the Mist  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  75
  Enemy Tribe  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  76
  Claw, Fang, and Faith .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  76
  Lanala’s Whisper   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  77
   Aftermath   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  79
  Common Foes  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  80
  2
  
  GENERAL DIRECTIVE #4
  From the desk of Quinn Sebastian
  The Delphi Council is looking for more information on a group calling themselves 
  “The Cult of the Void.” We know almost nothing about them at this point, including 
  whether they represent a new threat or a potential tool to use against the High 
  Lords.
  Quinn Sebastian
  GENERAL DIRECTIVE #3
  From the desk of Quinn Sebastian
  To all Storm Knights: Protect Core Earth Hardpoints!
  We’re fighting to preserve as much of our world as we can, and hardpoints are our 
  reality’s strongest line of defense. Archimedes Division has narrowed down how these 
  phenomena work. They are usually focused around physical items or structures with 
  a significant historical and emotional imprint. 
  Two things are important about that: The imprint is only significant if there are people 
  there to remember it, and physical objects can be destroyed. The High Lords are 
  specifically targeting our hardpoints and vandalizing them or forcing their evacuation. 
  When either happens the hardpoint collapses.
  Moving things around can have the same effect, so if you find a new hardpoint let 
  Archimedes know so they can log it, then leave it alone. If High Lord forces are nearby, 
  eliminate them or draw them away if possible. We need all the pieces of home we can 
  hold onto!
  Quinn Sebastian
  3
  
  COSM: LIVING LAND
  LOCATION:  
  THE GULF OF MEXICO
  Lagniappe (pronounced LAN-yap) is a word chiefly 
  used in southern Louisiana and southeastern 
  Texas: something given or obtained gratuitously or 
  by way of good measure, a bonus. Akin to a baker’s 
  dozen.
  The Delphi Council needs to set up a chain of semi-
  permanent bases for reconnaissance operations 
  and resupply points across the Gulf, just outside 
  the reach of the Living Land’s boundaries. The 
  Storm Knights are called in for what is expected 
  to be a milk run. They join the Cajun Navy off the 
  Mississippi coast to reclaim and abscond with an 
  offshore oil rig for redeployment as a base closer 
  in to enemy territory. Hurricane Mark is rolling 
  in, intel is sparse, and time is of the essence. The 
  Storm Knights’ duty is to clear the platform, and to 
  protect and assist the Ords as they prep the rig and 
  haul it off with a small fleet of tugboats. This is the 
  first attempt of its kind and could help turn the tide 
  in favor of the North American resistance against 
  Baruk Kaah’s forces.
  DELPHI BRIEFING
  Standard Scene. Read or paraphrase the following 
  orders, delivered by a Delphi Council messenger:
  “This covert operation requires that the rig is 
  recovered intact and with minimal collateral damage. 
  Specifically, as a seagoing vessel, damage to the hull 
  would render it useless. Structural damage or loss 
  of the legs or facilities would significantly reduce the 
  rig’s utility as an offshore base. We’ll be sending field 
  experts with you, rig workers and tugboat crews to 
  facilitate and expedite the mission. These brave women 
  and men from the Cajun Navy have volunteered their 
  services to the Delphi Council at great personal risk. 
  Their safety is critical to the mission and in solidifying 
  ties with this influential civilian organization. In 
  addition to guarding the people and the rig, all three 
  tugboats need to be protected to ensure the platform 
  can be effectively moved in the rough, stormy waters. 
  4
  OPERATION 
  LAGNIAPPE 
  BY WENDELYN REISCHL
  
  Intel is limited; we do not know who or what you’ll 
  be up against. We found out about the potential to 
  acquire the rig 36 hours ago, but reports indicate that 
  it has been radio silent for over a week. With Mark 
  rolling in, we can hope the occupiers have abandoned 
  the rig and fled to safety. We are up against the razor’s 
  edge on timing. It is now or never.” 
  APPROACHING THE RIG
  The triangular drilling rig platform is perched 
  on three steel latticework legs 30 feet above the 
  water’s surface. The rig is in 350 feet of water and 
  can be seen from the coast as a smudge or point 
  of light on the horizon depending on the time of 
  day. However, this rig doesn’t appear as well-
  lit as most of the others. Note: there is a perfect 
  360-degree view from the rig. If the group wants to 
  approach undetected, it has to be done under cover 
  of darkness to hide the tugboats. 
  Since a crew lives aboard the rig full time there are 
  several levels of facilities including crew quarters, 
  the galley, recreation room, gym, sick bay, offices, 
  and laundry. The platform also has a helipad (bow), 
  a derrick (aft), a maintenance workshop, a crane, a 
  flare boom used to burn off excess methane, and the 
  central nervous system of the drilling operation: 
  the control room.
  GAME MASTER’S BRIEFING
  The mission requires that the Storm Knights safely 
  escort the Ords onto the rig so that the platform can 
  be lowered and the legs raised for transport. Once 
  that is completed the tugboats can start to pull the 
  platform southeast out of Mark’s path.
  The Shroud and Anishaa face a big problem in the Gulf of Mexico.
  5
  
  6
  
  infilTraTing The rig
  The team can infiltrate the rig in many ways but 
  they must get at least one of the Ords onboard with 
  them. Only the Ords have the skills necessary to 
  operate the rig’s equipment. Characters can use 
  stealth to board the rig but, at a minimum, once the 
  generator is turned on (Step B in the Dramatic Skill 
  Resolution) their presence is known.
  On board there are several Rustjaw edeinos. 
  These edeinos are different though. They have 
  transformed to Core Earth reality and now the 
  edeinos can use and understand some mechanical 
  technology. The group is led by Cogeye, an 
  edeinos Gotak. There are twice as many Rustjaws 
  as Storm Knights, plus two Rustjaws and Cogeye 
  somewhere in the crew quarters building. 
  If anyone falls off the rig while it is still elevated 
  they suffer a 10 meter fall when they hit the water’s 
  surface. If they are still conscious and alive they can 
  climb the steel lattice legs and rejoin the fight in two 
  rounds. (See Falling, Swimming, and Drowning 
  in the Torg Eternity core rulebook.)
  • War-Scarred Rustjaws (2 per hero): See page 
  10. 
  MOVING THE RIG
  When the party arrives on the rig floor two things 
  are apparent: The hurricane is much closer than it 
  should be and there is an alarm going off on the 
  rig. Use the Drama Deck and refer to the Dramatic 
  Skill Resolution rules in Torg Eternity.
  One of the Ords, Justin “Savvy” Savoie, hurriedly 
  informs the Storm Knights that something is terribly 
  wrong. The “pressure safety high” alarm means 
  the well soon starts spraying highly flammable oil 
  and methane onto the rig. If left unchecked it could 
  bring down the whole rig.
  sTeps
  Step A: Escort “Savvy” to the control room. 
  Suggested test: Dexterity DN 12.
  Step B: The rig is currently running on emergency 
  power. The Storm Knights need to turn on the 
  generator so the rig move can begin. Suggested 
  test: Mind or science DN 12.
  Once step B is completed the edeinos definitely 
  become aware of the intruders. If not already 
  discovered, the last two Rustjaws in the building 
  take actions to thwart the characters. These 
  countermeasures may not be overt, and could 
  come back to bite the characters later if they don’t 
  thoroughly clear the rig.
  Step C: Power up the generator. Suggested test: 
  Mind or water vehicles DN 10. Note that skill adds 
  increase Mind, not Dexterity, in this case. Once the 
  generator is powered up, a savvy Storm Knight or 
  NPC can go through the rest of the preparations to 
  move the rig without a test.
  Step D: Attach the tow lines at each corner of the 
  platform. Test Dexterity or water vehicles DN 16. 
  Players can negotiate different skills for different 
  approaches, but the DN may increase. If the team is 
  cooperating on this test, members can use different 
  skills as desired. 
  If a Critical Problem Dilemma occurs, the well 
  was not “killed” in time and a high-pressure 
  mix of oil and methane sprays from beneath the 
  derrick and lights on fire. The Storm Knights can 
  only successfully put out the fire after Step C is 
  completed. Otherwise the additional fuel reignites 
  right away.
  If the team took multiple Ords with them onboard 
  the rig, they have to protect them, but the Ords can 
  also help significantly. Each character who works 
  with an Ord gets a –2 penalty on tests related to 
  operating the rig or the tugboats (max one Ord per 
  character). 
  When the rig is powered it is possible to use 
  the crane or drilling equipment. Before the rig is 
  separated from the well there is a large flare boom 
  burning off methane from the side of the platform.
  There is a Sikorsky S-76 helicopter on the helipad. 
  This is a crew transport vehicle so it isn’t armed. 
  Flying it with hurricane winds would be a Very 
  Hard air vehicles test with DN 16.
  “WE NEED SOMEONE WHO CAN 
  SPIN THE DEAD THING ON THE 
  OTHER DEAD THING.” -LEENA
  7
  
  WHAT LURKS BENEATH
  The team lowers the platform only to discover that 
  one of the rig’s legs is stuck and does not lift.
  The tugs can only move at a snail’s pace with the 
  rig as long as the leg is dragging below the water. 
  One of the Storm Knights has to go into the water 
  to determine what the problem is and free the 
  obstruction. 
  This is the Storm Knights’ mission, with the Ords 
  assisting at significant personal risk. The rough 
  waters driven by the oncoming hurricane are too 
  much for an Ord to handle. Sending one of them 
  into the water requires a rescue mission at best and 
  is more likely a death sentence. 
  • Swimming: Make a Hard Strength test (DN 
  14) against the rough waters. 
  • Find: A Challenging find test (DN 12) to 
  locate the obstruction. The Storm Knight finds 
  a shredded Zodiac boat in the lifting gears. If 
  they carefully inspect the Zodiac they find a 
  very large shark’s tooth. 
  •  Dexterity/Kinesis/Science/Strength: Make a 
  Heroic test (DN 18) to remove the obstruction. 
  This may require that multiple Storm Knights 
  work together or use tools to remove the 
  obstruction. Using the crane or a tugboat would 
  reduce it to a Standard test (DN 10).
  While investigating the damaged Zodiac a very 
  large, dark shadow passes close enough to alert the 
  person in the water. Bodies of dead foes floating in 
  the water, possibly cast overboard, or blood from 
  swimmers who have taken one or more Wounds 
  cause the shark attack to begin.
  shark aTTack
  When there is either a character in the water or once 
  towing begins, a giant shark attacks the flotilla. See 
  the stats listed below.
  The shark may sever one of the tow lines in an 
  attempt to get at the people on one of the tugboats. 
  The cable has one Wound and Toughness 9.
  If any Rustjaws escaped the previous fight they 
  may appear riding the shark or elsewhere during 
  this fight.
  savage megalODOn
  Attributes: Charisma 5, Dexterity 12, Mind 5,
  Spirit 10, Strength 17
  Skills: Dodge 14, find 7, intimidation 13, maneuver
  13, taunt (10), trick (10), unarmed combat 15
  Move: —; Tough: 18 (1); Shock: 14; Wounds: 4
  Equipment: —
  Perks: —
  Possibilities: Never
  Special Abilities:
  • Armor: Thick skin +1.
  • Bite: Damage Strength +3 (20).
  • Feeding Frenzy: Once a Wound is done (either 
  to the megalodon or anything else in the water) 
  the creature becomes Mindless (immune to 
  intimidation and taunt) and must All-Out Attack 
  on its action each round.
  • Swim: Move 18 in water.
  • Very Large: These massive sharks are 20 
  meters long and weigh 60 tons. Attackers gain 
  +4 to attack rolls due to its size and bulk.
  COGEYE’S FATE
  Cogeye’s goal is not to confront the Storm Knights 
  and fight to the death. Her goal is to escape and 
  continue her work. The “bright island” had ignited 
  her curiosity and was a well-equipped and isolated 
  place to work. Once the platform has been lowered, 
  or during the shark attack, Cogeye attempts to 
  make her escape.
  There is a second Zodiac boat tied to the rig by a 
  loose line. If there is time, she pulls the boat in close. 
  Otherwise she jumps into the water and swims out 
  to the boat. If the characters attempt to thwart her 
  escape, that is when she uses her miracles against 
  them. Her focus is on creating a distraction so that 
  she can get away. 
  She would be a valuable asset to turn over to the 
  Delphi Council for intelligence on Baruk Kaah’s 
  expansion plans. If she’s captured, intimidation or 
  persuasion can coax Cogeye into telling her plans. 
  How much she shares is based on the success of 
  the roll.
  On a Standard Success things the characters 
  already suspected are clearly confirmed or refuted. 
  A Good result provides information about Cogeye’s 
  plan to use mechanization to break away from the 
  8
  
  Living Land. An Outstanding Success reveals that 
  the Rustjaws are a renegade faction at odds with 
  Baruk Kaah. Cogeye wants to uplift her people 
  and learn about Core Earth. There are indications 
  that she may be willing to organize additional 
  resistance against Kaah.
  If she escapes or is killed, some of the plan is 
  discoverable on smartphone camera footage 
  recorded by one of the (now deceased) members 
  of the original rig crew. Everything is spoken 
  in edeinos but can be translated by anyone 
  who knows their language. A character 
  searching for more information can 
  make a Hard computer test (DN 
  14) to find the footage saved 
  either on a phone or backed up 
  on the main computer system. 
  Since the rig worker did 
  not understand what was 
  being said, compare the 
  computer 
  skill 
  success 
  level to the intimidation 
  success chart for results 
  to see how much 
  was filmed or 
  omitted. 
  AFTER THE 
  FIGHT
  In the rough seas and high winds, 
  if the team has lost one of the three 
  tugboats or one or more lines are 
  disconnected, the rig capsizes due to 
  being top-heavy while the legs are 
  up. In this situation the team has five 
  rounds to take some kind of action to 
  prevent capsizing (e.g., reattaching a 
  severed line or lowering the legs).
  inspecTing The bODies
  In the heat of battle the Storm knight 
  may not have thought much about 
  the modifications to the war-scarred. If 
  the bodies are inspected, heroes easily notice 
  the replaced jaws. 
  If anyone explores the crew quarters or offices it 
  becomes clear that the edeinos have been living 
  onboard for a week or two. There are signs of a 
  struggle but no sign of the rig workers, unless the 
  galley is thoroughly inspected. The sick bay has 
  been used.
  SUCCESS
  The 
  rig 
  is 
  secured. If the team 
  successfully reclaims and moves 
  the rig out of the way of the hurricane, the 
  Delphi Council asks the team to rename the 
  platform for redeployment as the original 
  offshore base. The team just secured an asset 
  worth over $200 million.
  • One or more edeinos escape: Surviving 
  members of the Rustjaw clan move into 
  the bayous and swamps along the coast 
  and plan their next move. If Cogeye is 
  killed and word of her work gets back 
  WAR-SCARRED 
  RUSTJAW
  9
  
  to other Gotaks, she becomes a folk hero and 
  others may seek to replicate her work.
  • All edeinos are eliminated: The team has not 
  only acquired a valuable asset, but it has kept 
  the rig move secret. This is an important step 
  forward in thwarting the spread of the Living 
  Land.
  • Cogeye is captured and all other edeinos are 
  captured or eliminated: The Delphi Council is 
  exceptionally pleased with the Storm Knight’s 
  work. They begin the process to flip Cogeye 
  and possibly the Rustjaw edeinos. When the 
  platform is set up in its final location, the team 
  gets word from Troy, the Cajun chef, that they 
  are invited for a crawfish boil. The Council 
  grants the team time for rest and relaxation. 
  The team can negotiate a “favor” promised by 
  Quinn Sebastian.
  FAILURE
  The rig capsizes or is substantially destroyed. 
  The Delphi Council is disappointed in the team. 
  This was an asset worth over $200 million and of 
  substantial strategic value to resisting Baruk Kaah. 
  Countless other platforms have already been 
  lost to the destruction caused by being inside the 
  Living Land zone. This reflects badly on the team 
  and means they have heavy oversight on their next 
  mission “to ensure everything is done right.”
  Additionally, Cogeye or other edeinos escape. 
  The Rustjaw clan grows and seeks out its own 
  territory in Core Earth. The incursion of Rustjaw 
  edeinos into North America employs vehicles and 
  increasingly more technology as they learn. This 
  is a wild-card faction that could help or hinder 
  the fight against Baruk Kaah, whatever is to their 
  advantage.
  THREATS AND VEHICLES
  COGEYE
  Cogeye is a potentially important renegade leader. 
  Her vision is to uplift the edeinos by adapting to 
  Core Earth and claiming territory for her Rustjaw 
  clan. In order to do so she seeks to understand 
  technology, specifically mechanization, in order 
  to escape Baruk Kaah’s influence. She has used 
  rudimentary mechanical knowledge to modify the 
  elite war-scarred who have joined her. This fusing 
  of metal with living tissue is cursed in the eyes of 
  Lanala, so her new clansmen cannot return to the 
  Living Land where their modified bodies would 
  crumble. She is not necessarily opposed to an 
  alliance against Baruk Kaah, but her loyalty is to 
  whatever is best for her Rustjaw clan. 
  Attributes: Charisma 7, Dexterity, 9, Mind 10, 
  Spirit 11, Strength 10
  Skills: Dodge 10, faith 14, find 8, fire weapons 10, 
  intimidation 13, maneuver 11, melee weapons 11, 
  reality 12, survival 9, unarmed combat 11
  Move: 9; Tough: 14 (4); Shock: 11; Wounds: 3
  Equipment: .45 Colt automatic (Damage 13), 
  Kevlar vest (Armor +4)
  Perks: Miracles (bless, curse, ward enemy) 
  Possibilities: 3
  Special Abilities:
  • Bite/Claws: Damage Strength +2 (12).
  WAR-SCARRED RUSTJAW
  These former members of the Redjaw clan have 
  been modified by Cogeye, who has worked to 
  fuse metal into their bodies and form an offshoot 
  clan known as the Rustjaws. Rustjaws are easily 
  identified by their metallic maws, sharp metal 
  teeth, and the rusty saliva that has stained it all red.
  Attributes: Charisma 8, Dexterity 10 (–1), Mind 9, 
  Spirit 11, Strength 12
  Skills: Beast riding 12, dodge 12, faith 12, find 8, 
  fire weapons 12, intimidation 12, maneuver 12, 
  melee weapons 14, stealth 12, survival 8, tracking 
  8, trick 11, unarmed combat 13
  Move: 11; Tough: 16 (4); Shock: 11; Wounds: 1
  Equipment: .308 Hunting Rifle (Damage 13), 
  Kevlar vest (Armor +4) 
  Perks: Star Eyes, Whip Tail
  “THEY USE GUNS?! LIKE THEY 
  WEREN’T BAD ENOUGH WITH 
  JUST POINTY STICKS.” 
  -ZHI ZHANG
  10
  
  Possibilities: Common (2)
  Special Abilities:
  • Bite/Claws: Replaced metal jaw and upgraded 
  metal-tipped claws. Damage Strength +3 (15).
  • Heavy Metal: Any tests made to swim are at 
  a +2 DN due to the added weight of the metal.
  • Iron Tail: Steel cables woven beneath the skin 
  of the tail. Damage Strength +1 (13).
  RIG AND TUGBOAT CREW
  Justin “Savvy” Savoie, Michelle Kelley, Raymond 
  Smith, Shaw Yazzie, Dickie Eberhardt, Laura 
  Ikerd, Chip LaLuz, Elaine Ramirez, Troy Dolan, 
  and Lorelei Bonin.
  These are professionals who are highly motivated 
  and have all volunteered.
  Attributes: Charisma 7, Dexterity, 7, Mind 9, Spirit 
  8, Strength 8
  Skills: Dodge 8, find 8, fire combat 8, intimidation 
  8, melee weapons 8, science 10, taunt 8, unarmed 
  combat 8, water vehicles 9
  Move: 7; Tough: 11 (3); Shock: 8; Wounds: —
  Equipment: 9mm pistol (Damage 13), stab vest 
  (Armor +3)
  Perks: — 
  Possibilities: Never
  Special Abilities: —
  TUGBOAT
  The engines of a tugboat generate much more 
  power than it needs for itself, so they can move at 
  a good clip when not towing or pushing another 
  vessel.
  Speed: 40 kph (10); Tough: 18; Wounds: 3
  • Passengers: 18.
  • Maneuverability: −2 penalty to water vehicles 
  for defenses or chases.
  • Reinforced: A tugboat gains an extra 5 
  Toughness against collisions.
  • Very Large: Attacks against the tugboat gain a 
  +4 bonus due to its size.
  OFFSHORE OIL RIG
  The oil rig is not self-propelled and requires other 
  vehicles in order to move.
  Speed: 0 kph (0); Tough: 22; Wounds: 5
  • Fast: Speed grants a +2 bonus to complete 
  steps in a Chase or a −2 penalty to be hit.
  • Passengers: 50.
  • Maneuverability: 
  −6 
  penalty 
  to 
  water 
  vehicles for defenses or chases if it has external 
  propulsion.
  • Very Large: Attacks against the platfom gain 
  a +4 bonus due to its size.
  SIKORSKY S-76
  This civilian passenger helicopter was stationed on 
  the oil rig and has sat exposed on the helipad since 
  the edeinos took over. It may require maintenance 
  to operate correctly. Use an air vehicles test based on 
  Mind in place of Dexterity to get it working. 
  Speed: 280 kph (14); Tough: 17; Wounds: 3
  • Fast: Speed grants a +2 bonus to complete 
  steps in a Chase or a −2 penalty to be hit.
  • Passengers: 8.
  • Maneuverability: −2 penalty to air vehicles for 
  defenses or chases.
  • Very Large: Attacks against the helicopter 
  gain a +4 bonus due to its size.
  11
  
  COSM: LIVING LAND
  LOCATION: LAKE LANIER, 
  GEORGIA
  12
  ESCAPE FROM 
  THE ABYSS 
  BY JAMES DAWSEY
  The location of this adventure assumes that the 
  heroes are deep inside Living Land territory, but 
  spending much of their time in a Lost World. You 
  may wish to locate this Lost World in a familiar 
  real-world location, such as a famous lake in your 
  favorite city, but any area with a body of water the 
  heroes can use as an entrance to the Lost World 
  will do.
  Deep behind enemy lines, the Storm Knights have 
  met with two allies in need of their aid. Megan 
  Darrow is an intrepid reporter, and her friend 
  Dahwen is a Bluespine edeinos who has been 
  serving as a guide. Dahwen, “Dwayne” to her 
  friends, has led the heroes to a lake surrounded by 
  marsh.
  DELPHI BRIEFING
  Standard Scene. The Delphi Council’s contact, 
  Megan Darrow, has requested help for a rescue 
  mission and the recovery of a Eternity Shard. The 
  Storm Knights must enter the lake, bypass some 
  territorial dinosaurs, and make their way into a 
  network of caves.
  Darrow’s friend Dahwen, a Bluespine edeinos, 
  has managed to escape from a Lost World that 
  is connected to a vast underground network 
  of tunnels, some of which are flooded. She has 
  gathered enough deepweed to help her friends 
  escape, but needs the help of the Storm Knights 
  to get the civilians past a megapredator that is 
  guarding an Eternity Shard.
  When the characters arrive on the scene, Megan 
  points to the lake and gives the Storm Knights a 
  brief summary:
   “There, see that red and blue glow shining in the 
  water? Beneath the surface is the entrance to the Lost 
  World. We need to hurry; Lost Worlds don’t last long. 
  With luck, our friends will still be there, but there’s 
  no knowing how long they’ll be safe. There’s also the 
  Eternity Shard to recover, so we have no time to waste.”
  
  What waits in the dark water below the surface?
  13
  • The Lost World looks out into an undersea 
  ruin, which features an ancient Core Earth 
  shipwreck.
  • The shipwreck clearly has an Eternity Shard 
  within it, but the wreck is guarded by a massive 
  megapredator. One of the civilians named the 
  creature “Scylla” after the Greek myth.
  KILLER CROCS
  Standard Scene. After the heroes have eaten 
  the deepweed, Dahwen leads them toward the 
  lake. Hiding in the lake is a family of territorial 
  crocodiles, which surface and attack anyone in the 
  shallow water. As they enter the water, have the 
  heroes roll a find test against the crocodiles’ stealth 
  skill (DN 8). Any hero who fails is taken by surprise 
  when the crocodiles attack.
  • Crocodiles (2 per hero): See Torg Eternity. 
  Megan and Dahwen can take turns answering 
  the questions of the Storm Knights, but what they 
  know is:
  • Dahwen was helping escort a group of 
  civilians from behind enemy lines when they 
  discovered an underground network of tunnels 
  that led to the Lost World.
  • The civilians (a group of biologists and 
  soldiers providing escort) are trapped inside, 
  as the entrance they used collapsed while they 
  were exploring.
  • The entrance she used to escape is flooded, 
  so Dahwen needs to bring the deepweed to the 
  civilians if they are to leave the tunnels safely.
  • Dahwen gathered the deepweed between 
  escaping the tunnels and meeting the Storm 
  Knights.
  • All the cavern entrances are flooded or 
  collapsed now, but there is a large crystalline 
  cavern in the network of tunnels that opens 
  into a “Lost World.”
  
  14
  windows, and through them you look out into a foreign 
  ocean. Red and blue lightning flickers from above the 
  surface of the water, and you sense a distant reality 
  storm raging above the alien sea.
  The crystal tunnel continues upward along a ridge 
  under the alien sea. As the heroes press onward, 
  they see a massive shape swim up from a crevasse 
  that runs alongside the tunnel. It is a massive eel-
  like creature, at least a hundred feet long and with 
  a head the size of a tractor. If the Storm Knights are 
  being stealthy, have them roll a stealth test against 
  Scylla’s find (DN 8). If she notices them, she turns 
  and slams her head against the window, causing it 
  to crack.
  If she doesn’t notice them, the heroes have a sense 
  of dread as she passes by, sensing great malice 
  from her.
  Either as a direct result of Scylla smashing into the 
  mountainside, or after moving forward after her 
  passing, the heroes feel a lurching beneath their 
  feet as the cavern around them begins to collapse. 
  Treat the collapse as an explosive attack, with the 
  heroes attempting to dive for cover to avoid being 
  crushed. Anyone failing a Dexterity test suffers 
  12+1BD damage from falling rocks.
  The tunnel behind them isn’t sealed, but it is 
  becoming progressively more dangerous to linger.
  “Come on, Storm Knights! The Lost World won’t 
  last much longer! Our friends are in the observatory 
  just ahead!”
  BEYOND UNDERDOME
  The heroes emerge into a large dome-shaped 
  crystal room in which the civilians have camped. 
  There are several tunnels leading out from this 
  central chamber, but they all seem choked with 
  rubble now. The dome itself overlooks a set of 
  strange, cyclopean ruins and an old shipwreck. 
  Beyond the ship, there is a boiling, seething 
  portal under the sea. Anyone with a telescope or 
  binoculars can try to see through the portal, and 
  may catch glimpses of the lake shore they left 
  behind.
  In the middle of this chamber is a large “moon 
  pool.” This opening in the floor allows direct access 
  to the ocean and ruins outside, and is the only 
  DEEPWEED 
  Deepweed is a kelp-like plant used by the 
  Bluespine tribe of edeinos to “train” their 
  bodies how to breathe underwater. 
  While the Bluespine edeinos are known for 
  having used the plant so long they no longer 
  need it, it can be used by any species to enable 
  them to survive underwater for long stretches 
  with some minor side effects. 
  After eating a handful of the chewy, almost 
  rubbery leaves, a character may breathe 
  underwater for eight hours before they need 
  to eat a second dose. While breathing water, a 
  hero takes +1 Shock from any Fatigued results 
  due to the additional exertion. 
  When the heroes have clearly gained the advantage 
  over the crocodiles, the surviving creatures swim 
  away toward the far end of the lake.
  If the team tries to swim past the crocodiles 
  without battling them, the crocodiles attempt to 
  grapple and crush them in their powerful jaws. The 
  crocodiles clearly have the advantage against most 
  swimmers, so the Storm Knights are hard pressed 
  to outmaneuver them in the water.
  THE CRYSTAL TUNNEL
  Standard Scene. At the bottom of the marshy lake, 
  scintillating red and blue lights beckon the heroes 
  closer. The entrance to the Lost World is a large, 
  artificial-looking underwater cave festooned with 
  glowing crystals. Read the following:
  At the bottom of the lake, there is a strange, circular 
  entrance to a shimmering tunnel. Passing through 
  the entrance, you feel a strange shift, as if reality 
  around you hiccups slightly. As you swim down into 
  the crystal cave, a sense of vertigo passes over you. 
  Dahwen beckons you deeper. As you follow, your 
  sense of direction shifts and you find yourselves 
  climbing up and out of the water into a rising tunnel. 
  The partially flooded chamber seems to be carved from 
  smooth, chalk-white stone inset with long, crystalline 
  windows. Shimmering light filters in from the strange 
  
  15
  BETWEEN SCYLLA AND 
  CHARYBDIS
  Dramatic Scene. Once the heroes have entered the 
  water, they need to race to the Fancy II and recover 
  the Sextant of Henry Avery in order to pass safely 
  through the portal. The dangerous swim through 
  the Atlantean ruins and past the great sea serpent 
  Scylla are treated as segments of a Dramatic Skill 
  Resolution. 
  Along the way, heroes may encounter the 
  following setbacks:
  • No one left behind: One of the civilians is 
  pinned beneath some falling masonry and must 
  be freed. This takes a Very Hard (16) Strength 
  test to successfully move the stone enough for 
  a person to swim free, or a Standard test if the 
  hero uses a decent lever.
  • Swept by the tide: One of the characters, 
  or one of the scientists guided by them, loses 
  their footing, or otherwise is pushed toward 
  the whirlpool by the mad currents rushing 
  through the ruins. A hero may try to use a 
  standard Strength test to pull themselves back 
  into position, or a maneuver skill test to find 
  a way around the current. They may use the 
  same skill tests to attempt to catch or rescue 
  one of their charges.
  Possible complications that might arise include the 
  sudden awakening of undead pirate skeletons! If 
  the heroes are inside the Fancy II’s wreckage, some 
  of the skeletal crew animate and move to attack 
  or prevent the heroes from seizing the captain’s 
  sextant. They use grasping, skeletal hands to 
  restrain the heroes and pull them away from their 
  goal.
  A Critical Problem means one of the heroes has 
  caught the eye of Scylla, and she attacks them 
  directly. They may need to escape her fearsome 
  grapple, or find a way to evade her attacks and 
  distract her from attacking, somehow.
  Step A: Into the Maelstrom. The water around 
  the ruins is rushing with swirling currents that 
  shift and change due to the pulsing size of the 
  undersea portal. Moving safely through them is a 
  Standard Strength test, increased to Challenging if 
  a given Storm Knight is assisting one or more of 
  remaining exit from the room. Some mysterious 
  force keeps the water from rising into the chamber 
  and flooding it, despite the room being deep under 
  the ocean’s surface.
  In the makeshift camp, there is one civilian for 
  every two heroes, and one of them is busy sketching 
  in a moleskin notebook. This man, a biologist, 
  has been filling his notebook with observations 
  about the incredible alien world outside the dome. 
  His name is Doctor Andrew Cheney, and he is 
  bursting with excitement. Barely patient enough 
  to introduce himself, he attempts to explain his 
  findings, pointing out into the ocean while Megan 
  moves to join him at the window:
  “Look! Look! Those stones are not natural! Ruins 
  of some kind! And that ship? It’s a pirate ship from 
  Earth, at least 300 years old! If I’m not mistaken, that 
  is the Fancy II, flagship of the famous pirate captain 
  Henry Avery!”
  Dahwen interrupts here, and also points to the 
  ship:
  “Something inside the ship shines with energy. What 
  you call an Eternity Shard must be within the dead 
  thing. There is a portal near the ship we can use to 
  return to the land above, but we must hurry before 
  this place collapses around us.”
  The scientist jumps in,
  “An Eternity Shard? What is that? Can we collect it 
  using this deepweed of yours?”
  Doctor Cheney grills the Storm Knights on what 
  they know of Eternity Shards and promptly insists 
  on helping them retrieve it. He is not particularly 
  capable in combat or exploration, but his 
  enthusiasm for the adventure should ensure the 
  players know he won’t be left behind. The other 
  civilians, a mix of soldiers and scientists who were 
  exploring the Living Land when they came upon 
  the Lost World, follow the Storm Knights’ lead 
  as well. If the heroes are unsure, have one of the 
  civilians mention, “With the tunnel collapse, that 
  portal is our only way out, right? We need Storm 
  Knights to make it through safely.”
  Spend the rest of the scene letting the heroes help 
  Dahwen distribute the deepweed to the civilians, 
  explore their surroundings, and make a plan for 
  escaping the collapsing Lost World.
  
  More danger lurks beneath the waves than just the 
  threat of drowning..
  16
  the scientists (by pulling them or guiding them 
  with a rope). Rather than measuring time in turns, 
  we telescope out a bit here to allow one skill test 
  to measure a minute or so of time as they struggle 
  across the sea floor.
  As heroes arrive at the edge of the ruins, they are 
  able to grasp the edges of marble columns and hide 
  in the lee of masonry, which grants them some 
  safety until Scylla begins attacking the ruins to try 
  to flush them out in Step B.
  Step B: A little off column A, a little off column 
  B. Scylla or debris from the whirlpool begins to 
  ram some of the taller ruins, sending strange, rune-
  covered rocks slowly toppling toward them. To 
  make it to the shipwreck of the Fancy II, the heroes 
  must succeed at a Hard (DN 14) maneuver test, or a 
  Very Hard (DN 16) stealth test. A hero with a solid 
  understanding of construction or engineering may 
  make substitute an appropriate profession skill 
  test to find a safe(-ish) path through the tumbling 
  debris.
  Step C: Find the Captain. Once at the sunken 
  treasure ship, Fancy II, the heroes need to find a 
  path through the murky shadows of the upturned 
  vessel. They must succeed at a Hard (DN 14) find 
  test, even though the artifact is giving off brilliant 
  flashes of blue and red light because of its proximity 
  to the portal. On a Good Success or better, they 
  notice the many figures of skeletal pirates who 
  perished while locked in combat with each other, 
  covered with a layer of muck. They look like they 
  could animate at any moment, but they don’t.
  Step D: Henry Avery’s Treasure. The corpse of 
  Captain Henry Avery still clings to his greatest 
  treasure, even as the escalating reality storm 
  pushing through the whirlpool-like portal begins 
  to tear the wreckage of the ship apart. As the heroes 
  reach for it, the captain animates and struggles to 
  hold onto his treasure, swinging a rusty old saber 
  to defend it. The heroes must make a Good Success 
  or better with a Standard melee weapons or unarmed 
  combat test to snatch it away from the sluggish 
  skeleton. 
  Their way out is now through the nearby portal 
  underwater, which leads them to the lake where 
  they met Megan and Dahwen. Whoever holds 
  the sextant, and anyone they lead by hand, 
  automatically succeeds at a reality test to pass 
  through the storm. Anyone else must make a 
  Challenging (DN 12) reality test or suffer the effects 
  as a reality storm from Torg Eternity as they fall into 
  the portal. The portal closes behind them.
  SCYLLA, THE GREAT EEL
  In Greek mythology, Scylla was a dragon-like 
  monster which guarded one side of a strait, forcing 
  sailors to brave the narrow space between her 
  and a deadly whirlpool named Charybdis. Doctor 
  Alexandra Pramas, one of the marine biologists 
  trapped in the Lost World observatory, named this 
  giant sea monster Scylla after the myth.
  Scylla is a monstrously huge eel, whose gaping 
  maw is filled with prehensile, snake-like tentacles 
  that can grab smaller prey and drag them into her 
  throat. Her standard attack is to open her jaw and 
  attempt to grapple targets, drawing them into her 
  maw and swallowing them whole. 
  
  17
  Attributes: Charisma 3, Dexterity 12, Mind 3, 
  Spirit 10, Strength 17
  Skills: Dodge 13, find 8, intimidation 15, maneuver 
  13, reality 12, trick (8), taunt (13), unarmed 
  combat 16
  Move: 12; Tough: 19 (2); Shock: 14; Wounds: 5
  Equipment: —
  Perks: —
  Possibilities: 3
  Special Abilities:
  • Armor: Thick, slippery skin +2.
  • Bite: Strength +2 (19) damage.
  • Grapple: Scylla attempts to Grab targets with 
  the snake-like tentacles in her mouth. Any Good 
  hit or better from Scylla’s Bite also Restrains the 
  target until they can break out against her 17 
  Strength.
  • Swim: Move 12 in deep water.
  • Very Large: Scylla is a megapredator, over 20 
  meters long. Attackers gain +4 to their attack 
  rolls because of her size.
  ALLIES AND TREASURE
  Dahwen, The bluespine scOuT
  Dahwen (sometimes called “Dwayne” by her 
  friends) is friendly, especially for the normally 
  reclusive Bluespine tribe. Her travels led her 
  to discover kindred spirits among humankind, 
  and a desire to help them free their world from 
  the tyranny of Baruk Kaah. As a Bluespine, she 
  is skilled in navigating wetlands and undersea 
  areas, and has become a specialist in helping Storm 
  Knights find safe paths behind enemy lines. She 
  loves stories about explorers and foreign lands, 
  and often trades tales with talkative Storm Knights.
  DOcTOr anDrew cheney
  Doctor Andrew Cheney is a biologist with some 
  modest survival skills. A friend of Dahwen and 
  Megan Darrow, he has been traveling with them 
  to document as many of the different kinds of 
  dinosaurs as he can in the Living Land, as well as 
  making notes about the plantlife and other strange 
  phenomena. He keeps his notes in a moleskin 
  notebook in a ziplock bag, hoping to return them 
  to Core Earth for publication. He is excitable and 
  adventurous...probably more adventurous than he 
  should be considering he isn’t Possibility-rated.
  megan DarrOw
  Prior to the Possibility Wars, Megan was a well-
  traveled ace reporter for a prestigious newspaper. 
  She is perky, energetic, and an incurable optimist. 
  She has a strong faith in the inherent “goodness” of 
  humanity, and offers her trust easily—perhaps too 
  easily. Megan genuinely believes in the mission of 
  the Delphi Council.
  The sexTanT Of henry avery
  Cosm: Core Earth
  Possibilities: 3
  Tapping Difficulty: 14
  Purpose: To find safe paths through storms.
  Description: Henry Avery was a notorious pirate 
  in the 1690s, who managed to steal the greatest 
  treasure haul of the age, inspiring pirates for 
  generations. However, his ultimate fate is 
  unknown and many different theories of what 
  happened to him exist. With the aid of this 
  sextant, he was able to find a hidden sea route 
  that took him safely away from the ships hunting 
  for him, leading him toward the legendary 
  treasure of Atlantis. Unfortunately for him, his 
  crew mutinied and the ship caught fire and sank 
  right atop his ultimate goal, leaving his sextant 
  lost for generations. It appears as a golden sextant 
  decorated with rubies and sapphires, which 
  glimmer when held by a reality-rated character.
  Powers: When the pilot of a vehicle uses this 
  sextant to help guide them, they can find safe 
  paths through reality storms (reducing the 
  difficulty of traversing them to a Standard test, 
  in most cases). They can also use this sextant 
  to find shelter against inclement weather when 
  outdoors. Peering through the sextant when it 
  is held toward the horizon reveals five red-and-
  blue stars that are invisible without the use of 
  the sextant, which acts to guide the user toward 
  safety.
  Restrictions: The sextant’s Possibilities may only 
  be used for survival or vehicle skill tests related to 
  avoiding storms, seeking shelter from storms, or 
  finding safe paths through storms.
  
  COSM: LIVING LAND
  LOCATION: SEATTLE, 
  WASHINGTON
  18
  SEATTLE 
  UNDERGROUND 
  BY MIRANDA HORNER
  After Baruk Kaah’s earthquakes destroyed the 
  resistance in Seattle, the area has grown quiet. A 
  few hardy souls have moved back into the ruins 
  of the city, which extend down into the famous 
  underground portion. Sinister forces are closing in 
  on these survivors.
  MISSION BRIEFING
  “Ghost” Burton shows up at a point near the 
  end of the current mission the Storm Knights are 
  handling—preferably in some spot that only the 
  heroes have access to. (As she states dryly to any 
  queries as to how she got there: “Don’t ask.”) 
  Simply put: As soon as they’re done with their 
  current mission, the Delphi Council wants them 
  to head to Seattle to handle something that’s just 
  come to their attention there. If asked what the 
  mission is, Burton states, “It’s complicated.”
  Aren’t they all?
  With as few words as possible, she continues:
  “We have word of several things happening in 
  Seattle. Not only has Pan-Pacifica’s Kanawa mapped 
  a way through deep cave systems to Seattle for its own 
  reasons, but also Nile agents are in place to snag a 
  Wonder that recently transformed a creature into 
  something...unusual. The monstrosity itself is on 
  target to destroy a hard-won settlement in the Seattle 
  Underground. Apparently, it eats a lot of dirt and is 
  only getting bigger as it does so.
  “Your goal is to stop the creature, keep the Wonder 
  from being claimed by Nile, and destroy the survey 
  team from Pan-Pacifica. If you can somehow sabotage 
  the Pan-Pacifica data, you’re golden.
  “Think that’s enough excitement for you?”
  Burton sticks around only long enough to reiterate 
  that she has to keep this short, plus arranges for 
  transportation to Seattle as the Storm Knights 
  wish—immediately after their current mission.
  
  A massive beast was sighted threatening survivors in the ruined remains of Seattle.
  19
  test shows a way down into the depths of the 
  underground. Just then, a young lookout named 
  Rhias pops out of a makeshift alcove, demanding 
  to know who the heroes are.
  It doesn’t take much convincing to have her lead 
  them to the main settlement—unless the heroes 
  seem hostile. She can be suspicious, but the 
  settlement could use more help.
  Once among the settlers, the Storm Knights 
  can find out more about what’s going on from 
  Leisha, the community’s current leader. Each bit 
  of information leads to a section that describes it 
  further.
  • Rhias and others have seen a strange worm 
  moving around the areas outside their 
  settlement. Rhias insists it’s getting bigger. (See 
  The Nature of the Wonder sidebar.)
  PURPLE GLASS
  Standard Scene. After the Storm Knights get to 
  Seattle, they’re set down in a rubble-strewn street 
  with a directive of sorts: Look for the purple glass 
  in the ground. There should be some nearby.
  The amethyst-hued glass served to allow light 
  into the underground back when Seattle was 
  restructuring the city after a fire. While parts of 
  the underground did get damaged further in the 
  recent devastation, the Delphi Council figured out 
  that the spot the heroes currently stand in is close 
  to where some intact underground architecture 
  remains.
  It doesn’t take long to find some of the glass set 
  into the cement next to a crumpled building. A bit 
  of investigation and an Easy (DN 8) find or tracking 
  
  20
  • Recently, the tunnels beyond their settlement, 
  which were mostly collapsed, have started 
  opening on their own, expanding into some 
  places where the geometry doesn’t seem quite 
  right. (See This Place Is Getting Weird.)
  • A group of people in high-tech suits are 
  camping in one of those locations nearby. They 
  tried to kill off the local edeinos tribe, which 
  had just started to make overtures toward them. 
  That action on the part of these strangers has 
  put everyone on high alert now, which Leisha 
  finds regretful. (See The Neighbors Seemed 
  Friendly at First.)
  • A shadowy form showed up a couple of days 
  ago. It “bampfed around the area, then left.” 
  Leisha feels like it was scouting. They never got 
  a good look at it. (See The Bampfing Scout.)
  THIS PLACE IS GETTING WEIRD
  Before the Living Land and the destruction that 
  followed in Seattle, the underground spaces in the 
  city were open for tours. Over time, parts were 
  closed off due to safety concerns. More recently, 
  though, the passages and areas below became one 
  of the safer places to be in Seattle—for a variety of 
  creatures. 
  Of late, some areas that had been rubble-filled 
  opened up, seemingly on their own, and now lead 
  to underground streets that lead deeper into the 
  earth. Hazy storefronts from yesteryear line these 
  streets, and occasionally ghostly horses fall onto 
  spirits that roam the streets, mimicking incidents 
  from Seattle’s early-1900s past.
  Each day that passes bring these storefronts into 
  sharper focus, but where you might expect an 
  old-time haberdashery or general store, observers 
  instead see places selling items that are slightly off 
  in some way. Instead of ghostly children grasping 
  peppermint sticks or sucking on horehound drops, 
  there are feline bipedal creatures rubbing sachets 
  against their whiskers and faces.
  The edeinos live down a side street on the right. 
  The Pan-Pacifica explorers are camping in an old 
  storefront that has mostly phased into being down 
  the street and to the left. The worm’s passage 
  soon takes it straight down this newly created 
  underground main street.
  THE NATURE OF THE WONDER
  The Wonder that has appeared near this 
  settlement has a form, plus several curious 
  abilities that morph based on the needs of 
  nearby sentient life. 
  Right now, one of the traits it has is the 
  ability to draw a creature to it, increasing its 
  size as it approaches. The creature affected 
  was a simple earthworm, which has only just 
  started working through the outer areas of 
  the collapsed Seattle underground. It’s on a 
  trajectory to the settlement, but first circling a 
  bit as it grows in size.
  The Wonder in its current form looks as if it 
  were crafted from twigs bound together by 
  tough vine to take the shape of a six-pointed 
  star, and it has other abilities based on things 
  you ask the players before you begin playing. 
  Answer these questions, in any order, picking 
  one player per question. Take notes so that 
  you can assign other powers to this item. The 
  players’ answers determine the Wonder’s 
  current other latent one-time abilities.
  1. What power did your Storm Knight dream 
  about in his or her last dream?
  2. What magical ability did the last musician 
  sing about within your Storm Knight’s 
  hearing?
  3. The last book your Storm Knight looked 
  at featured a hero who had what special 
  ability?
  4. When your character was growing up, 
  what super power or magical ability did 
  he or she want?
  5. The villain in your Storm Knight’s favorite 
  tale has what ability?
  The sixth ability of the star Wonder is already 
  in place thanks to Rhias, who found it a few 
  days ago while exploring nearby passages that 
  have opened up over the past few weeks. 
  (Continued on next page...)
  
  21
  THE NEIGHBORS SEEMED 
  FRIENDLY AT FIRST
  A group of Kanawa explorers has set up camp 
  in a storefront, nearly opposite a side street that 
  leads to the local edeinos encampment. The 
  edeinos are currently on guard against them due 
  to the explorers’ attempt to clear them out a few 
  days ago, and the Pan-Pacifica group has people 
  watching the area. They have made no attempt 
  to travel farther—yet. They are in the process of 
  organizing their travel information into something 
  they can send back to their managers, plus keeping 
  an eye on the area.
  A group of edeinos warriors is also nearby, 
  watching the road to the Core settlement and 
  the Kanawa explorers. They are likely to attack 
  whichever side gains the upperhand early.
  The Storm Knights can attempt to disrupt the 
  Pan-Pacifica group. Doing so brings the edeinos to 
  their side quickly, creating a bond of sorts that the 
  Storm Knights can transfer to the settlement. If the 
  heroes instead take time to use some sneaky means 
  to sabotage the Pan-Pacifica faction’s information, 
  set the DN to Challenging (12) for any tests they 
  make to sneak in and change any data the group is 
  organizing.
  • Kanawa Security Troopers (2 per hero): See 
  below. 
  • Ghost Clan Mistwalkers (5): See page 80. 
  KANAWA SECURITY TROOPERS
  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), SC Kyogo T11 (Damage 14, Long 
  Burst, Range 50/100/200).
  Perks: —
  Possibilities: Rare (2)
  Special Abilities: —
  THE NATURE OF THE WONDER 
  (CONT.)
  She has already seen the worm a couple of 
  times as it has grown larger and larger, and 
  she has this dream about riding it out of Seattle 
  and to safer places, taking all her settlement 
  companions with her.
  If you have more than five players at the 
  table, you can ask other questions to involve 
  everyone, including these, in regard to their 
  Storm Knight characters: What’s your Storm 
  Knight’s favorite scent? What color is magic? 
  What is your hero’s favorite food? What tactile 
  sensation does he or she love most? Use these 
  things to describe what happens if the Wonder 
  is used by Rhias again and appeal to the senses 
  of taste, sight, and smell results due to the 
  additional exertion.
  THE BAMPFING SCOUT
  The Nile Empire, aware of a Wonder in this area, 
  has sent a scout and some shocktroopers to try to 
  figure out the nature of it, plus secure it if at all 
  possible. To that end, they sent a Masked Marauder 
  who has a gadget that allows her to pop around 
  areas in a cloak of darkness.
  The Marauder has already figured out that Rhias 
  holds what she sees as the key to the Wonder, 
  but she hasn’t yet figured out her approach. She’s 
  bound to make a move soon—probably when the 
  Storm Knights are dealing with the Kanawa group, 
  the edeinos group, or the giant worm. In other 
  words, use this encounter as a pacing technique 
  or if the current encounter seems too weak to 
  challenge the heroes.
  • Dark Victoria: Use the Masked Marauder 
  from Torg Eternity. Use the Masked Marauder 
  from Torg Eternity. In addition to the listed 
  powers, she is enveloped in a cloak of darkness 
  with a 1 meter radius that gives enemies a 
  -2 Darkness penalty to hit her, and she may 
  
  Giving the refugees in Seattle a little hope could make or break the mission to save them.
  22
  move out of close combat without becoming 
  Vulnerable. Her attacks against a foe in close 
  combat are Favored.
  • Nile Empire Shocktroopers (2 per hero): See 
  Torg Eternity.
  THE WORM APPROACHES
  The biggest problem for the Core Earthers right 
  now is a sense that the worm they’ve seen is 
  destined to demolish their settlement, forcing them 
  to find a new place to live. While Rhias protests 
  this if she’s around for the conversation (she tries 
  to be!), the others are ready for the worst. So when 
  the rumbles of the approaching worm herald its 
  arrival, they each go to their stations behind the 
  stone-and-wood barricades they’ve built over the 
  preceding months.
  If the Storm Knights helped the underground 
  settlers gain the edeinos’ friendship, they join 
  forces. Both settlements have nearly equivalent 
  barriers up for protection, so it’s up to the heroes to 
  help Leisha broker which area they defend.
  When the worm arrives, Rhias and the Storm 
  Knights have only a minute to figure out how to 
  control it—a Hard (DN 14) willpower test which 
  requires the use of the star Wonder she carries with 
  her. Whether the Storm Knights help her focus or 
  persuade her to part with it so that one of their 
  number can use it is up to the party. 
  If the worm comes under the full control of the 
  user of the star, it could potentially be ridden as a 
  mount. If the heroes choose to fight it instead, be 
  sure to describe how the worm flows into and out 
  the earth to attack and dodge.
  
  GHOST CLAN 
  SCOUT
  “CORPORATE SPIES, VILLAINS 
  FROM THE NILE EMPIRE, AND 
  GIANT WORMS...SEATTLE IS 
  WEIRD.”
  -AIDEN
  23
  THE AFFECTED EARTHWORM
  Attributes: Charisma 3, Dexterity 6, Mind 3, Spirit 
  9, Strength 15
  Skills: Dodge 10, find 6, maneuver 9, taunt 7, 
  unarmed combat 10
  Move: 8; Tough: 17 (2); Shock: 11; Wounds: 4
  Equipment: —
  Perks: —
  Possibilities: None
  Special Abilities: 
  • Armor: Scaly skin +2.
  • Burrow: The creature may move through 
  rock underground at the same speed it moves 
  on the surface.
  • Smash: Damage Strength +2 (17), Reach 10 
  meters, Favored.
  • Swallow: Damage Strength (15). This attack 
  counts as Favored against any creature smaller 
  than Very Large.
  • Very Large: This worm is over 40 meters in 
  length and six meters in diameter. Attackers 
  gain +4 to attack rolls to hit due to its huge size.
  THE AFTERMATH
  The Storm Knights are victorious if they keep t h e 
  locals—both Core and edeinos—from 
  losing their shelter. They can also 
  attempt to recruit Rhias, who is a 
  potential Storm Knight, and bring her 
  star Wonder to the Delphi Council with 
  her in tow. Otherwise, she reluctantly gives 
  it up while attempting to somehow keep the 
  worm as a mount. Whether she does so or 
  not is up to the GM, but it could be fun 
  for Seattle to have a worm-rider trying 
  to help set the place to rights!
  As for the other groups, if the 
  heroes disrupted the Kanawa 
  exploration 
  efforts, 
  keep 
  track of that—you could 
  make use of that later 
  in another game. And 
  if they thwart the Nile 
  Empire, they can have 
  fun dealing with the 
  repercussions there, too!
  
  COSM: LIVING LAND
  LOCATION: PHILADELPHIA, 
  PENNSYLVANIA
  24
  THE BATTLE OF 
  PHILADELPHIA 
  BY AARON PAVAO
  The beleaguered city of Philadelphia is bracing for 
  a major offensive by the forces of Baruk Kaah. The 
  historic site near Independence Hall in Philadelphia 
  is full of important Core Earth artifacts that have 
  created a hardpoint that extends a Mixed Zone in 
  a 10-kilometer radius around the historic building. 
  The city’s resident Storm Knights have been drawn 
  into a diversion or killed. 
  The city is in peril, and needs Storm Knights to 
  come to its aid.
  MISSION BRIEFING
  A Delphi messenger arrives with urgent orders for 
  everyone in the area to head for Philadelphia as 
  quickly as possible.
  Air travel may be an option but the Deep Mist has 
  appeared around the city, which makes navigation 
  and landings very difficult. Sea travel up the 
  Delaware River is also a possibility, but fraught 
  with dangers from edeinos bands, giant monsters, 
  and the axioms and World Laws of the Living Land 
  itself. 
  PHILLY OR BUST
  Standard Scene. When the Storm Knights arrive out 
  of the mist and enter the Philadelphia hardpoint, 
  read or paraphrase the following:
  The jungle and the mist suddenly part, exposing a 
  baseball field. There is a large building off to the right, 
  with a sign reading, “Cherry Hill High School West 
  (Go Lions!).” The field is somewhat overgrown with 
  both Earth and alien plants, but there is no jungle and 
  much less decay. The elements of the environment are 
  still the Living Land, but they are now mixed with 
  something familiar, something comforting: the reality 
  of Core Earth.
  The Storm Knights have arrived in the 
  Philadelphia suburbs of Camden County, New 
  
  The defenses of Philadelphia.
  25
  vanish into the mist, never to be seen again. They 
  are frightened by the horrible sounds coming from 
  the impenetrable jungle or worse, the stories about 
  the monsters roaming the suburbs.
  The militia questions the Storm Knights before 
  letting them in. They become excited, even hopeful, 
  when they hear that the group is made up of Storm 
  Knights. If the team asks about the local Storm 
  Knights, or ask to see the leadership, they are 
  escorted to City Hall to meet the mayor.
  The city itself is bustling: people moving and 
  storing supplies, training in small arms and first 
  aid, and turning every green piece of land into a 
  garden for food. Here and there, generators are 
  running and solar panels are installed on every 
  rooftop, providing electricity for vital services, but 
  for the most part the citizens of Philadelphia are 
  Jersey. The historic site near Independence Hall 
  is full of important Core Earth artifacts, including 
  the Liberty Bell (see Living Land Sourcebook), 
  that create a hardpoint that extends a Mixed 
  Zone roughly 10 kilometers out from the historic 
  building.
  As the party approaches the town, they see lights 
  in the taller buildings across the river. The Betsy 
  Ross Bridge has been destroyed to the north, and 
  the Walt Whitman Bridge has been completely 
  blocked and barricaded along its entire length by 
  the defenders to the south. The Benjamin Franklin 
  Bridge is open, but heavily guarded on the west 
  side of the river by barricades and a makeshift gate.
  The defenders are wary but reasonably relaxed 
  around obvious Storm Knights. They have all had 
  friends or family die by some strange plant or 
  
  26
  Storm Knights give them a sense of community, 
  and of hope. 
  The crowd parts and Mayor Bowen approaches 
  the heroes to ask for their help in leading the 
  defense of the city. They are the most qualified 
  people in the entire area to set the defenses, and 
  the people, the mayor included, believe in them. If 
  the Storm Knights agree, there is a jubilant cheer 
  from the crowd and they are escorted back to City 
  Hall to plan.
  THE SITUATION
  The city has the following forces at its disposal.
  • Philadelphia Defense Force: An untrained 
  militia comprised of 800 citizen volunteers, 
  thrown together over the last two days. They 
  are disorganized and led by a retired Air Force 
  sergeant in her mid-50s. Everyone is armed, 
  but ammunition is scarce so these defenders 
  can’t hold out long against determined edeinos. 
  Every 100 militia count as a Defense Line (see 
  sidebar).
  • Pennsylvania 
  National 
  Guard: 
  There 
  are about 150 troops left after the former 
  commander’s excursions resulted in the loss 
  of more than half the unit and herself. The 
  ranking officer is a first lieutenant financial 
  management officer. He merged the remaining 
  Army and Air National Guard troops into a 
  single command, but hasn’t done much else 
  yet. Each 50 guards count as a Defense Line.
  • First Troop Philadelphia City Cavalry: The 
  First City Troop is a unit of actual horse-riding 
  cavalry 50 strong. The unit has a history that goes 
  all the way back to the American Revolution. 
  One of their traditions is that they elect their 
  own commanding officer, and proudly tell the 
  Storm Knights that they have unanimously 
  elected one of their number (choose the most 
  appropriate from among the player characters) 
  after hearing about the heroes’ exploits. The 
  First City Troop has been vital in scouting the 
  areas near the jungle—when fuel is rationed for 
  critical uses only, it’s good to have a horse to 
  get around. Every 25 cavalry count as a Defense 
  Line wherever they fight.
  using low-tech tools and techniques to conserve 
  energy. The mood is grim, but optimistic.
  CITY HALL
  The team is led to the City Hall. The lights are out 
  to conserve energy (the city has only three small 
  power plants that are rationing fossil fuels), and 
  every room and hallway is lit by daylight and 
  hand-cranked survival lanterns.
  Mayor Bradley Bowen is glad to hear of the heroes’ 
  arrival. The Philadelphia Free Militia, a group of 
  Storm Knights who make up the core of the city’s 
  defense forces, were drawn away by reports of an 
  Eternity Shard to the west. There has been no news 
  of the militia for three weeks, and sightings of a 
  mass of edeinos approaching has put everyone on 
  edge. He is very glad to have new Storm Knights 
  visiting, and listens to them with great interest.
  There’s a very good reason for this: There is very 
  definitely an army of Baruk Kaah’s forces marching 
  toward the city from the direction of New York. 
  Given the absence of the Free Militia, Bowen 
  believes the current situation is unsustainable. 
  His plan is to gather everyone together, take what 
  historic artifacts they can (which canny Storm 
  Knights know would obliterate the hardpoint), 
  and try to get out. On the other hand, if the heroes 
  would be willing to lead the city’s forces in defense 
  of Philadelphia, he is ready to stand fast. Either 
  way, he offers the team a place to rest and get food 
  and drink at the aid stations in Love Park across the 
  street where they can plan their next move.
  TALES OF ADVENTURE
  As the group rests, give the players a chance to 
  roleplay the Storm Knights’ conversations about 
  what has come before and what to do next. As they 
  talk, locals begin to be drawn near them, curious 
  about the travelers’ story. At an opportune moment, 
  a teenager approaches and asks the group to tell 
  them the story of the world beyond the edge of the 
  jungle, and what has happened to the world; the 
  other Philadelphians nod in interest.
  If the heroes tell their amazing stories, the audience 
  becomes rapt. More and more people come to 
  listen. They ask for details, gasp in wonder, laugh, 
  weep, and even sing along if songs are sung. The 
  
  27
  THE FRONTS
  Available forces, including the Storm Knights 
  themselves, may be stationed at various key 
  defense points.
  • Betsy Ross Bridge: Although the bridge is 
  destroyed, edeinos might attempt to swim or 
  fly across this point of the river. Any who try 
  are Very Vulnerable and quickly wiped out...so 
  long as a line of defenders are present.
  • Walt Whitman Bridge: This bridge is 
  completely blockaded and counts as three 
  Defense Lines on its own. If left completely 
  unmanned the edeinos switch tactics and try to 
  batter through the debris and cross here.
  • Benjamin Franklin Bridge: This bridge counts 
  as a Defense Line on its own, and is where the 
  majority of the edeinos attack is expected. Only 
  one line can fight at a time, but reserves can 
  quickly move from Downtown (see below) to 
  reinforce the bridege.
  • City Hall: The heart of the Philadephia 
  hardpoint. If edeinos raiders manage to 
  vandalize it the Core Earth Mixed Zone falters 
  and fails, rendering all Ord defenders useless.
  • Downtown: The majority of the city’s people 
  and resources are spread throughout the area 
  surrounding City Hall. It may not be the main 
  focus of an attack, but edeinos are known to 
  target civilians if they have an opportunity.
  • Camden 
  Suburbs: 
  Abandoned 
  and 
  unnecessary to defend, but an advanced force 
  could cause serious disruption to any edeinos 
  attack—at the potential cost of all the brave 
  people surrounded by swarms of enemies. 
  Any Storm Knights fighting here get to fight 
  Theeklik and one Attack Wave of opponents of 
  every type. The benefit is each hero and Defense 
  Line of troops used here counts as an extra 
  Defense Line on the first attack at every other 
  location.
  When evening comes, an army of edeinos with 
  dinosaurs and gospog breaks out of the trees and 
  marches toward the city. If left alone, the edeinos 
  make camp about five kilometers from the river 
  and begin a long night of chanting and drumming. 
  DEFENSE LINES
  When the attack comes, some of the forces 
  are fought by the Storm Knights, while others 
  are canceled out by the city’s defenders. Each 
  “Defense Line” removes some portion of the 
  attacking force, and enough layers can hold 
  a position indefinitely with no help at all. 
  Storm Knights understand roughly how many 
  troops constitute a Defense Line when they’re 
  distributing their forces, described with each 
  troop type. 
  The attack comes on multiple fronts and 
  in multiple waves. A Defense Line becomes 
  “exhausted” after facing an Attack Wave. An 
  exhausted line is no longer able to contribute to 
  the battle, either because it’s out of ammunition 
  or suffered significant casualties.
  A DN 20 persuasion test between attacks can 
  inspire an exhausted line to reform and fight 
  again.
  THE DRUMS OF WAR
  Dramatic Scene. The edeinos have just been 
  waiting for dawn to begin their attack. When they 
  do, read or paraphrase the following aloud.
  Dawn breaks and a red sun rises over the City of 
  Brotherly Love. In the distance, drums begin to pound, 
  and a cacophony of inhuman cries rises up from the 
  east.
  Nearby defenders quietly check their weapons one 
  final time. One trooper, a young man of maybe 19 or 
  20, looks up at you and grins. As one, the city awaits 
  the approach of the invaders.
  The setup for this scene relies entirely on the 
  plans laid by the Storm Knights. They might dig 
  in to defend the Franklin Bridge. They might cross 
  the Delaware under the cover of darkness to set up 
  ambushes in the streets of Camden. They might 
  march out to engage the army head-on.
  This scene describes the invaders’ side of the 
  battle. It’s up to you, the Game Master, to play out 
  the scene, whether it’s a battle or a siege.
  
  28
  THE EDEINOS’ PLAN
  The edeinos aren’t known for deep strategic 
  planning, especially thanks to the low Social 
  Axiom of the Living Land. The leader of the war 
  band, Theeklik, has her own ideas about how to 
  run the battle.
  She plans to first send in the majority of her 
  gospog as shock troops. The main assault is aimed 
  at the Franklin Bridge. The width of the bridge only 
  allows for about 20 gospog in the front rank at once. 
  The gospogs’ orders are to destroy the barricades 
  and kill every human they find. The first five waves 
  attack alone to draw defenders to the bridge.
  They come in ten Attack Waves of 100, and every 
  Defense Line destroys one Attack Wave before 
  becoming exhausted. There’s time between waves 
  to replace an exhausted Defense Line with troops 
  from somewhere else. If all Defense Lines are 
  exhausted the Storm Knights can fight a battle 
  against the gospog to hold the bridge, or pull back 
  and allow the gospog to enter downtown where 
  they disperse seeking humans.
  After the gospog come the triceratops riders. If the 
  Walt Whitman Bridge is lightlynmanned Theeklik 
  commits her triceratops to that location while the 
  gospog attack the Franklin Bridge. Their job isn’t 
  hard: It’s to smash through anything in their way 
  and then head for City Hall. If the Whitman Bridge  
  looks defended or if the gospog broke through she 
  sends them to the Franklin bridge. 
  Once the defenses are down or both the gospog 
  and Triceraptios have failed the Redjaw troops 
  attack with the intent to slaughtering every human 
  they can sink their spears into.
   They spread through Downtown in warbands 
  of 20. Any remaining Defense Lines eliminate 
  one warband each before being exhausted. If the 
  defenses are not broken by the gospog or the 
  triceratops riders, they abandon the bridge and 
  swim across the Delaware in the same warbands, 
  coming up all along the coast. Remaining Defense 
  Lines take out two Attack Waves each before being 
  exhausted in this scenario.
  Meanwhile, the lakten riders fly over the battlefield 
  in three Attack Waves of ten, throwing javelins into 
  enemy units. One of these groups harasses Storm 
  Knights at any position. Another attacks City Hall 
  and vandalaizes it if no defenders are present. The 
  third remains in reserve until the final battle.
  Theeklik herself walks the battlefield mostly 
  staying aloof from combat. She knows that if she 
  were to fall, the rest of the army would panic and 
  flee. Heroes who sneak through enemy lines or 
  fight in the Camden Suburbs may also get a direct 
  shot at her. Theeklik is usually accompanied by the 
  last Attack Wave of gospog, Redjaws, and Lakten. 
  If she falls, any remaining edeinos break and flee 
  back into the jungle.
  • Edeinos Gotak (10): Use Whitespear Gotak, 
  page 52. One with each wave of Gospog.
  • Gospog of the First Planting (1,000): See Torg 
  Eternity. Ten Attack Waves of 100.
  • Lakten (30): See page 59.
  • Lakten Riders (30): Use Edeinos Beastriders, 
  see page 80.
  • Redjaw Warriors (160): Use Edeinos Warriors 
  (see page 80). Eight Attack Waves of 20.
  • Triceratops (30): See page 80. Three Attack 
  Waves of ten.
  • Triceratops 
  Riders 
  (30): 
  Use 
  Edeinos 
  Beastriders, see page 80.
  • War Leader Theeklik: See page 29.
  FIGHTING THE BATTLES
  If no characters are present each Attack Wave 
  simply exhausts one Defense Line, and then the 
  Storm Knights have a brief window to move their 
  remaining Defense Lines to different locations.
   If the Storm Knights are present for a battle they 
  either play it safe or lead the charge. Playing it safe 
  results in the Defense Line becoming exhausted 
  as usual. Leading the charge plays out as a fight 
  between the Storm Knights and half the Attack 
  Wave. Players of characters who aren’t there can 
  use Ords from the group of defenders. If the Storm 
  Knights win the Attack Wave is elimianted without 
  exhauting the Defense Line.
  Heroes recover Shock between waves, but they 
  start each new battle with one Fatigue result for 
  each battle they’ve already fought that day.
  
  29
  If the Storm Knights didn’t tell tales or inspire the 
  crowd during scene one, any Ords start the battle 
  Fatigued. A last-minute pep talk (and a successful 
  persuasion test) allows that Shock to recover.
  THE OUTCOME
  If the battle is won the survivors cheer and 
  celebrations begin. The dead are buried, wounds 
  bound, and reconstruction begins. The largest 
  bastion of Core Earth on the United States Eastern 
  Seaboard stands strong. If the hardpoint falls, 
  the edeinos are preoccupied with tearing down 
  the city and its artifacts. The survivors slip 
  away, but they have a long and dangerous 
  trek ahead of them.
  THEEKLIK
  Theeklik is a particularly tall warrior with 
  crimson patterns painted onto her scales like 
  blood splashes. 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.
  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.
  PHILADELPHIA’S DEFENDERS
  Generally, the forces the Storm Knights array 
  against the invasion serve to reduce the number of 
  foes faced directly by the characters. However, a 
  player may need a character to play drawn from 
  the ordinary defenders.
  • Philadelphia Defense Force (800): Use 
  Untrained Militia below. 
  • Pennsylvania National Guard (150): Use 
  Human Soldiers (see page 80).
  • First Troop Philadelphia City 
  Cavalry (50): Use Human Soldiers 
  (see page 80). Each also has beast 
  riding 8, and is equipped with a 
  horse (Move 13, Toughness 13) and 
  a sabre (Strength +2/11 damage).
  UNTRAINED MILITIA
  Attributes: Charisma 6, Dexterity 6, 
  Mind 7, Spirit 7, Strength 6
  Skills: Dodge 7, find 8, fire combat 
  7, land vehicles 8, melee weapons 7, 
  taunt 8, trick 8
  Move: 6; Tough: 6; Shock: 7; 
  Wounds: —
  Equipment: .38 revolver (Damage 
  12, Range 10/20/40), Knife (Str+1/7)
  Perks: —
  Possibilities: Never
  Special Abilities: —
  
  COSM: CORE EARTH AND THE 
  LIVING LAND
  LOCATION: LAKE CHAMPLAIN, 
  VERMONT
  30
  FINDING CHAMP 
  BY STEVE KENSON
  This mission dispatches the Storm Knights to 
  Vermont in the northeastern United States. 
  Specifically to the eastern shores of Lake Champlain, 
  which forms part of the border between Vermont 
  and New York State to the west. It is also the 
  boundary between the border of the area claimed 
  by the Living Land’s reality and the Core Earth 
  region of New England.
  MISSION BRIEFING
  The Storm Knights receive the following message 
  from the Delphi Council:
  “Most recent intelligence reports two kinds of 
  increased activity along the storm front of the Living 
  Land in the Lake Champlain Valley. The first are 
  sightings of small groups of edeinos in boats on the lake. 
  They are clearly hostile, but in such small numbers 
  that we think it is unlikely they are an invasion force, 
  more likely scouts of some kind. 
  “The other sightings are of an aquatic dinosaur of 
  some type, which Vermont locals are associating with 
  legends of ‘Champ,’ the Lake Champlain Monster. 
  While this is more likely one or more Living Land 
  creatures, we hesitate to dismiss the power of local 
  legend, which has so often come true in the wake of 
  the invasion. 
  “Investigate the sightings and activities on the lake, 
  and take action if you discover evidence of an imminent 
  edeinos threat.”
  BURLINGTON
  Standard Scene. Although it is Vermont’s largest 
  city, Burlington was only home to just under 50 
  thousand people before the start of the Possibility 
  War. Now, like many border areas, it is a city under 
  seige, with an influx of refugees from Core Earth 
  
  Is Champ a dinosaur, a cryptid, or something else entirely?
  31
  Of potential interest to the Delphi Council is 
  evidence of a stela in Vermont. Its location has yet 
  to be pinpointed. Scouting and surveying parties 
  are on the lookout for it, and council agents have 
  standing orders to investigate any leads as to the 
  location of the stela, since uprooting it would 
  strike a serious blow against the Living Land in the 
  northeastern United States. 
  In truth, the stela is just west of Vermont. There’s 
  effectively no chance of the Storm Knights coming 
  across it during this adventure, but it makes an 
  effective hook and something you can pick up on 
  for a future adventure in the area.
  areas, particularly neighboring New York, but 
  with a number of residents who have fled deeper 
  into Core Earth territory, farther away from the 
  expanding borders of the Living Land.
  Generally, the hardy people of Vermont have 
  embraced the legacy of their Green Mountain 
  ancestors, and have dug in to repel a potential 
  attack. Fortunately, Baruk Kaah’s attention has 
  largely been elsewhere than the northeastern 
  borders of the Living Land, and the natural barriers 
  of the lake and the greater Champlain Valley have 
  minimized contact with the edeinos. 
  A few Living Land creatures have found their 
  way into the Lake and across to Vermont, and 
  there have been increasing unusual sightings, as 
  mentioned in the Delphi Council briefing.
  
  32
  characters have the water vehicles skill, they might 
  also want to hire a pilot. Fortunately, a young man 
  named Stanley Sorrell is available. 
  STANLEY SORRELL
  Stanley is of mixed European and Abenaki heritage, 
  and knows all of the local legends concerning Lake 
  Champlain, including stories about Champ, whom 
  the Abenaki called “Tatoskok.”
  Attributes: Charisma 7, Dexterity 9, Mind 8, Spirit 
  9, Strength 7
  Skills: Dodge 10, find 9, fire combat 11, first aid 9, 
  intimidation 9, maneuver 11, melee weapons 10, 
  stealth 10, survival 9, taunt 9, unarmed combat 
  10, water vehicles 12
  Move: 9; Tough: 8 (1); Shock: 9; Wounds: 1
  Equipment: Leather jacket (+1 Armor), machete 
  (Damage Strength +2/9), 12-gauge shotgun 
  (Damage 14, Range 10/20/30)
  Perks: Strong Willed
  Possibilities: None
  Special Abilities: —
  MEETING CHAMP
  Once the characters have left shore, they sail 
  into the becalmed waters of a mist-shrouded 
  Lake Champlain. A heavy fog covers the lake on 
  most days, including when the Storm Knights 
  investigate, lit by occasional distant flashes of 
  multicolored lightning from the western reality 
  storm front, and peals of thunder that roll and echo 
  across the lake. Otherwise, the waters and the mist 
  are quite still, and there is little sound other than 
  that of the boat’s engine. Although the characters 
  might believe otherwise, this is not the Deep Mist 
  of the Living Land, just a heavy and otherwise 
  mundane fog—a creation of the Deep Mist, the 
  reality storms, and conditions on the lake.
  Nevertheless, progress through the mist-covered 
  waters is slow, since visibility is sharply limited, 
  and the group is reliant on their onboard compass 
  to know what direction they’re moving in, since 
  they quickly lose sight of shore and any other 
  landmarks. You may wish to roll some dice out 
  of sight of the players, consult the results, and 
  describe occasional vague, distant noises or 
  THE INVESTIGATION
  The Delphi agents can go about their investigation 
  largely however they want. Feel free to improvise 
  any scenes involving their arrival in Burlington; the 
  small airport to the east of the city is still operational, 
  as are the major roads. Likewise, feel free to 
  improvise some encounters along the lakeshore, 
  if the Storm Knights choose to investigate on foot 
  initially. In particular, they might visit or run 
  across a small ornamental plaque about Champ in 
  the parkland along the lake, if you want to drop 
  hints or get the players thinking about the cryptid 
  lake monster.
  Sooner or later, the Storm Knights need to get out 
  onto the water to continue their investigation. They 
  can rent or hire a boat in Burlington, the equivalent 
  of a motorboat (see Torg Eternity). If none of the 
  
  33
  shapes out in the mist to set the tone for their slow 
  progress. If you want, feel free to add an additional 
  encounter here, either with an aerial or aquatic 
  Living Land creature, or with a smaller scouting 
  party of Bluespine edeinos—no more than four—
  which may attack the Storm Knights or slip away 
  into the mist to inform the Optant Sorek Thon of 
  their presence, unless the characters manage to 
  stop them.
  After a few hours of searching, characters hear 
  movement in the water and feel waves rocking 
  their boat as a shadowy bulk rises up, barely visible 
  in the mist ahead, moving toward them! 
  Flip the first card on the action stack when Champ 
  appears. The lake creature does not attack the 
  Storm Knights or their boat unless they attack 
  first, in which case Champ fights to defend itself. 
  The creature is actually more intelligent than the 
  characters might imagine and is curious about 
  them. Its initial attitude is neutral, but if an edeinos 
  is with them the edeinos outsider modifier of –4 
  on persuasion tests applies to the whole group. A 
  Standard Success with a persuasion attempt means 
  Champ remains curious and cautious. A Good 
  Success or better leads to a friendly gesture, such 
  as lowering its head and allowing the character to 
  touch it. The group can also use magic, miracles, 
  or psionics to establish communication with the 
  creature.
  CHAMP
  The long-necked creature appears similar to a 
  plesiosaurus, although its leathery hide is a dark 
  brown with a band of red around its neck near the 
  head, and a white star-shaped patch between and 
  just above its dark eyes.
  Attributes: Charisma 6, Dexterity 9, Mind 6, Spirit 
  11, Strength 14
  Skills: Dodge 13, find 7, intimidation 12, maneuver 
  13, reality 12, taunt (11), trick (11), unarmed 
  combat 14
  Move: 7; Tough: 16 (2); Shock: 13; Wounds: 5
  Equipment: —
  Perks: Negation
  Possibilities: 5
  Special Abilities:
  • Armor: Thick skin +2.
  • Bite: Damage Strength +2 (16), Reach 4 meters.
  • Large: Champ is eight meters long. Attackers 
  gain +2 to attack rolls due to its size.
  • Swim: Move 13 in water.
  UNWELCOME COMPANY
  Dramatic Scene. Just after the Storm Knights have 
  made friendly contact with Champ, or a fight has 
  broken out, the lake creature seems to seize up, 
  a strange reddish light glowing in its eyes, and 
  the characters can hear a guttural, hissing chant 
  emerging from the mist. 
  A kind of crude longboat approaches, crewed by 
  Bluespine edeinos led by Sorek Thon, an edeinos 
  optant. Thon is enacting a unique ritual to gain 
  power over the lake creature, but it takes time, and 
  the edeinos need to ensure the Stormers cannot 
  interfere.
  The optant’s ritual is a Dramatic Skill Resolution 
  (see Torg Eternity) using Sorek Thon’s faith skill, 
  with a DN of 11 (Champ’s Spirit). He has completed 
  step A. Once step D is complete, the lake creature is 
  under Sorek Thon’s command and does whatever 
  he wishes. Until then, Champ is stunned, struggling 
  against the ritual and unable to act. 
  Any round Sorek Thon takes an action against 
  the heroes, he cannot take an action to further the 
  ritual, unless he takes a Multi-Action (see Multi-
  Actions in Torg Eternity). 
  If Thon stops furthering the ritual for more than a 
  round, he has to start over again at step A.
  The edeinos warriors dive into the water to swim 
  toward the heroes’ boat and attack in close combat. 
  They generally act to defend Sorek Thon, but once 
  they are in the heat of battle, the sata eaters don’t 
  concern themselves with anything other than 
  destroying their enemies. 
  The heavy fog on the lake leaves everyone 
  virtually blind: They take a –6 penalty for blind fire 
  on ranged attacks. 
  The Storm Knights can hear Sorek Thon’s chants 
  out in the mist, and the splashing of Bluespine 
  warriors swimming toward them, but it’s difficult 
  to see or target anything beyond the bounds of 
  their boat. 
  
  “WHAT DO YOU MEAN IT ALTERED 
  REALITY?! HOW COULD IT ALTER 
  REALITY, IT’S AN ANIMAL!”
  -CARTER DIXON
  34
  The fog also allows you to play with the edeinos’ 
  numbers: If two per Storm Knight proves too easy, 
  you can simply have another wave of Bluespine 
  warriors appear out of the mist to attack.
  If Sorek Thon manages to complete his ritual, he 
  commands Champ to destroy the interlopers as 
  the first strike against those who would defy the 
  Saar of Takta Ker. The heroes can fight Champ, 
  possibly knocking out or killing the creature, or try 
  to free it from Thon’s control. A Player’s Call using 
  an interaction skill breaks the optant’s control, 
  as does the same level of success with a commune 
  with animals or ward enemy miracle invoked for 
  that purpose. At the GM’s discretion, heroic acts 
  on the part of the characters, including carefully 
  avoiding harming Champ or even protecting it 
  from the attacks of others, can provide a bonus 
  on these actions. If the characters need a bit of 
  advice or guidance in dealing with Champ, and 
  Stanley Sorrell accompanies them, he makes a 
  good mouthpiece for communicating hints to the 
  players.
  If Sorek Thon is knocked out or defeated, the 
  effects of the ritual end and Champ is likewise 
  freed. In either case, if Champ is freed from the 
  ritual it attacks any remaining edeinos to drive 
  them off, focusing particular fury on Sorek Thon if 
  he is still alive.
  • Sorek Thon: See below.
  • Bluespine Sata Eater (2 per hero): See below.
  BLUESPINE SATA EATER
  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 11
  Skills: Dodge 10, faith 9, intimidation (15), 
  maneuver 10, melee weapons 11, stealth 10, 
  survival 8, taunt (10), tracking 8, unarmed combat 
  12
  Move: 9; Tough: 11; Shock: —; Wounds: 1
  Equipment: Hrockt-shoot spear (Strength +2/13)
  Perks: Vengeful
  Possibilities: Rare (2)
  Special Abilities:
  • Berserker: These edeinos ignore Shock.
  • Bite/Claws: Damage Strength +2 (13).
  • Swim: Move 9 in water.
  SOREK THON
  This optant is quite fond of Deepweed, as 
  most Bluespines are, but hasn’t indulged in the 
  dangerous sata root that his warriors use. 
  Attributes: Charisma 6, Dexterity 9, Mind 6, Spirit 
  11, Strength 10
  Skills: Dodge 10, faith 14, find 8, intimidation 13, 
  maneuver 11, melee weapons 11, missile weapons 
  11, reality 13, 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: Optant, Miracles (bless, call animals, commune 
  with animals, shape plants, strike, ward enemy) 
  Possibilities: 3
  Special Abilities:
  • Bite/Claws: Damage Strength +2 (12).
  • Swim: Move 9 in water.
  
  35
  WATER UNDER THE 
  BRIDGE
  Ideally, the Storm Knights prevent the forces 
  of the Living Land from co-opting Champ and 
  undermining the defenses of the Champlain area. 
  Perhaps they also make friends with the lake 
  monster, further ensuring Champ’s assistance in 
  protecting the people along the lakeshore. Many 
  of the people of Burlington are delighted to hear 
  proof not only of Champ’s existence, but of its 
  goodwill toward them. 
  More than ever, the lake monster becomes the 
  city’s mascot and ally, and the locals look to 
  continue communicating to the best of their ability. 
  A rescued Champ certainly remains a determined 
  foe of invaders encroaching upon Core Earth 
  territory.
  If you wish to extend or expand this scene, 
  perhaps Champ’s actions against the invaders are 
  motivated by something other than just a desire to 
  protect Core Earth’s reality:
  • The lake monster might, for example, 
  have immature offspring to protect, or be 
  safeguarding some treasure (like an Eternity 
  Shard) hidden at the bottom of Lake Champlain 
  or in cave or secret cove along the shore.
  • As a reality-rated cryptid, Champ might 
  have unusual insights into the actions of the 
  invaders, or even the placement of Living Land 
  stelae.
  • There could be an aquatic ruin or entrance to 
  the Land Below along the storm front between 
  the two realities, either leading the heroes to 
  new adventures, or revealing a new danger 
  poised to rise up and threaten the people of 
  Burlington and the surrounding area.
  
  COSM: LIVING LAND
  LOCATION: A SMALL AIRPORT 
  NOT FAR FROM THE MONTANA-
  IDAHO BORDER
  36
  THE CHANGING 
  STORM 
  BY BILL KEYES
  A shift of a few kilometers doesn’t mean much on 
  the world map, but it means everything to the small 
  border towns and camps caught up in the change. 
  One such transition has trapped refugees and an 
  Air Force crew, and only a brave team of Storm 
  Knights can get into the area and bring everyone 
  back out again.
  MISSION BRIEFING
  The Delphi Council sends an urgent message to 
  the Storm Knights, who currently find themselves 
  somewhere in the western United States. The 
  message follows:
  “The Riverbend Municipal Airport lies about 150 
  miles east of the border between Idaho and Montana. 
  Hunters and outdoorsmen use the airport to fly into 
  and out of the area. Locals who own small private 
  planes sometimes fly to circumvent the long drive to 
  Butte or Spokane. 
  “Up until now, the Living Land cosm has not affected 
  this rural site, despite its proximity. But two days ago, 
  this changed when the borders of the cosm suddenly 
  shifted. We suspect Kaah activated a backup stela, so 
  the valley turned into a primeval landscape. However, 
  satellite pictures indicate the airport did not change, 
  suggesting that it is a hardpoint. 
  “The US military has asked for our help. The change 
  in the cosm’s borders caused a reality storm which 
  forced a military transport jet to make an emergency 
  landing at the airport. The soldiers got a message out, 
  asking for help, before the shifting cosm cut them off. 
  The people trapped there can’t simply fly back out, so 
  your mission is to get there and rescue anyone trapped 
  at the airport—either by flying the military plane out, 
  or failing that, driving them out in a truck or bus.”
  
  The affected airport.
  37
  roading, and hunting, which makes the airport a 
  great spot for outdoorsmen to fly into from around 
  the west. Spokane, Washington lies about 150 miles 
  northwest of the town, but is fully within the Living 
  Land’s cosm.
  The Riverbend Airport covers an area of about 110 
  acres; a high chain-link fence with barbed wire on 
  top surrounds it. It features six hangars, suitable to 
  store private planes during the winter or in harsh 
  weather. Each holds up to five planes. The airport 
  rents out about half of the hangar spaces at any 
  given time. There’s a mechanics shed where pilots 
  can take their planes for basic repair work, though 
  it’s not capable of handling complicated repairs. 
  The terminal contains a few small offices for local 
  businesses (including a flight training facility and 
  a skydiving school), a vending machine cafeteria, 
  and the tower.
  RIVERBEND MUNICIPAL 
  AIRPORT
  Standard 
  Scene. 
  The 
  Riverbend 
  Municipal 
  Airport sits on top of a small hill overlooking the 
  surrounding countryside. The local county sheriff’s 
  office is at the foot of the hill, on the road leading 
  to the airport. A small trailer park stands at the 
  foot of the hill below the airport. The airport is not 
  actually in the town; it’s about five miles away, up 
  a winding road.
  Riverbend is a tiny town with fewer than 500 
  residents. It sits about 175 miles (280 km, about two 
  and a half hours by car) northwest of Butte, Montana 
  along I-90, right in the center of the Lolo National 
  Forest, near the Flathead Indian Reservation. It 
  offers easy access to camping, fishing, hiking, off-
  
  38
  Shortly after the landing, everything around the 
  airport changed into a primeval landscape. The 
  people who live nearby panicked and rushed to 
  the sheriff’s office for help. During the confusion, 
  edeinos attacked the airport. The soldiers, deputies, 
  and civilians defended themselves. The edeinos, 
  not expecting such resistance, fell back—but not 
  before both sides suffered heavy casualties. Now 
  the soldiers and civilians find themselves trapped 
  at the airport.
  Since the attack, the soldiers and civilians have 
  put together a line of static defenses to protect 
  the airport. They’ve moved cars and trucks along 
  the road to prevent the edeinos from utilizing it. 
  They’ve blocked the front gates of the airport with 
  more cars and sandbags. Additionally, they’ve set 
  up a field hospital for the injured inside the airport 
  terminal, which they’re using as the command 
  headquarters. They have a pretty good view of the 
  surrounding area from the airport tower, but the 
  jungle is thick enough to hide what the edeinos 
  are doing, so they don’t have a good idea of what 
  they’re facing. Though they’ve abandoned the 
  trailer park and the sheriff’s office, twice now 
  a small group has gone there to scrounge for 
  supplies; those brave souls have not returned. The 
  edeinos have tested their defenses for the last two 
  days, but haven’t attempted another full-on attack.
  Luckily, between the soldiers, the deputies, and 
  the residents of the nearby neighborhood, they 
  have a fair number of guns. Unluckily, their guns 
  become little more than fancy clubs if they leave 
  the hill, so they’re stuck until help arrives, and 
  they’re running low on ammunition and other 
  supplies. The slope is steep enough that the hill is 
  easy to defend, but there aren’t enough people to 
  defend all of it at once. What it boils down to is the 
  defenders can hold on for now, but another major 
  assault—even if it fails—completely depletes their 
  supplies and leaves them helpless.
  WARLORD DRAAHAH
  Warlord Draahah of the Ghost Clan is huge, a 
  towering mountain of muscle and fury, but he 
  is cunning as well. He knows he must build up 
  his forces to attack the airport again. He lost too 
  many warriors in the first assault, which ended 
  up a disaster on both sides. The edeinos were not 
  Riverbend Airport has only one runway, which 
  points roughly east-west and is about 4,500 feet 
  (1,500 meters) long and 75 feet (25 meters) wide. 
  It’s not suitable for landing large planes even on 
  good days, so it’s a miracle the military transport 
  jet was able to safely put down here.
  At the foot of the hill is the Mineral County sheriff’s 
  office, which consists of one large building with 
  offices, a temporary holding facility for prisoners, 
  and a motor pool. A narrow, sinuous road winds 
  up the hill from the sheriff’s office to the airport.
  Near the sheriff’s office stands a trailer park. It’s 
  a nice, though not upper-class, neighborhood with 
  about 30 trailers. Residents range from retired 
  couples to single moms to extended families. 
  Getting to the airport is difficult. Western 
  Montana—already a remote area—is cut off due to 
  the shifting border and the resultant reality storms. 
  The heroes might fly there, but it’s not easy. The 
  reality storm still rages, making flight a dangerous 
  proposition. During reality storms, the cosms 
  change back and forth, and not just to and from the 
  invading reality; things can get really weird. The 
  Storm Knights might also fly into Butte, then drive 
  most of the way to the Riverbend Airport. This 
  takes longer but is safer. 
  The trip to Riverbend can be a cool opportunity 
  for the Game Master to add short adventures for 
  the Storm Knights, introducing things to the game 
  which might foreshadow later adventures or give 
  clues to help the heroes face off against the invaders. 
  But don’t take too long—the people trapped at the 
  airport can’t hold out forever!
  THE STORY SO FAR
  A military transport plane was flying south from 
  Canada, skirting along the edge of the Living Land 
  but far enough away from the border that they 
  thought they were safe, heading to LA. But a reality 
  storm drove it off course and forced it to make an 
  emergency landing at the only airport it could 
  safely reach—Riverbend Municipal. Because the 
  airport runway isn’t designed for large planes, the 
  transport barely managed the landing. The pilots 
  sent a signal out to their superiors, who contacted 
  the Delphi Council to send help.
  
  39
  prepared for the level of resistance they faced. 
  Now, his warriors probe the hill’s defenses while 
  Warlord Draahah prepares for the coming attack.
  Quote: “The pink-skins have fought a good fight, 
  but they cannot withstand our strength!”
  Attributes: Charisma 7, Dexterity 12, Mind 10, 
  Spirit 11, Strength 13
  Skills: Dodge 15, faith 12, intimidation 14, 
  maneuver 15, melee weapons 17, reality 12, 
  stealth 17, taunt 8, trick 12, unarmed combat 15
  Move: 12; Tough: 13; Shock: 11; Wounds: 3
  Equipment: Hrockt-shoot spear (Damage Strength 
  +2/15)
  Perks: Chameleon Skin, Relentless, Skin Shifter, 
  Sprinter, Vengeful
  Possibilities: 3
  Special Abilities:
  • Bite/Claws: Damage Strength +2 (15).
  THE EDEINOS
  The edeinos keep close tabs on the hill. They’ve 
  ambushed and killed or captured any humans they 
  have found, particularly anyone leaving the airport 
  (either to escape or to scrounge for supplies). 
  Warlord Draahah is not above using torture to learn 
  everything he can about the airport’s defenses.
  Among his forces are two triceratops, equipped 
  for war, which he intends to lead the assault and 
  which the human defenders have no way to fight. 
  But he grows impatient, so he won’t wait much 
  longer. He attacks a few hours after the heroes 
  arrive at the airport, leaving them little time to get 
  out or prepare beyond what the defenders have 
  already done.
  He also counts dozens of edeinos warriors and 
  Ghost Clan mistwalkers among his forces, who are 
  fiercely loyal to him and eager for battle. Draahah 
  doesn’t know why Baruk Kaah wants the Talisman; 
  he just knows it’s his duty to capture this hill.
  The GM can adjust this if the opposition is either 
  too strong or too weak to stand up to the Storm 
  Knights.
  • Triceratops (2): See page 80.
  • Edeinos Warriors (24): See page 80. 
  • Ghost Clan Mistwalker Scouts (24): See page 
  80.
  WHAT’S REALLY  
  GOING ON?
  Why didn’t the airport change when the 
  border of the Living Land shifted? As the 
  Storm Knights quickly discover, Riverbend 
  isn’t nearly populated enough to support 
  a hardpoint, nor does it contain any sort of 
  significant artifact or monument which would 
  focus Core Earth’s Possibility Energy. In fact, 
  even its residents would admit the area is 
  rather drab and ordinary.
  What the heroes learn is that the army jet 
  was transporting an Eternity Shard (see Torg 
  Eternity) from Alaska to Los Angeles, to help 
  with the upcoming battle of LA. The military 
  believes this artifact can resist the expansion of 
  Baruk Kaah’s realm, and they’re right. 
  Baruk Kaah wants it, and he will stop at 
  nothing to get it—including the expenditure 
  of some of his personal Possibility Energy. To 
  capture it, Kaah triggered a backup stela on the 
  edge of his border. This initiated a severe reality 
  storm as it changed the border, enveloping the 
  transport within his territory and trapping it 
  there. Now he’s sent one of his most powerful 
  and trusted warlords to take possession of the 
  artifact.
  THE DEFENDERS
  A ragtag group of soldiers, deputies, and civilians 
  defends the airport. Dozens of non-combatants 
  (mostly children, the old, and the infirm) tend to 
  other jobs, such as preparing food or caring for the 
  wounded. Morale is low, because these people do 
  not know when or if help will arrive.
  CAPTAIN GRAHAM PORTER
  Captain Porter graduated from West Point, 
  and has led troops against the invasion since the 
  beginning. He’s smart, brave, and knows what he’s 
  doing. However, what’s happening here is beyond 
  
  40
  his experience. He’s terrified of what might come, 
  but his training allows him to keep his emotions 
  in check and continue moving forward. He’s 
  putting on a brave face to preserve the morale of 
  his soldiers and the civilians they’re protecting. He 
  became injured in the first battle shortly after they 
  landed; his left arm is in a sling.
  Despite the fact that they are at an airport and 
  have several qualified pilots available, he’s afraid 
  to fly out. He knows if they leave the protection 
  of this hill, the plane’s engines may stop working, 
  dooming everyone aboard. Porter knows they are 
  transporting a talisman but is unaware of how 
  powerful it truly is. He just knows it’s vitally 
  important to the war effort, and would die to 
  protect it.
  He has six soldiers under his command, alive and 
  uninjured. All of them are combat vets, and all of 
  them trust Captain Porter implicitly.
  Quote: “OK, people. This isn’t the kind of thing 
  we’re trained to do, but it is the thing we need to 
  do. So let’s get to it.”
  For Captain Porter, use the stats for the Officer 
  in Torg Eternity. For the six men under Porter’s 
  command use the stats for Soldiers. They have 
  standard small arms (M-4 rifles and pistols), but no 
  heavy weapons or explosives.
  SHERIFF ROBBY GUIFRIDA
  Sheriff Robby Guifrida is a small-town sheriff who 
  has lived in this area for most of his life. He knows 
  the county like the back of his hand, and most of 
  the people too. But this? This is well beyond his 
  experience. He’s tamped down his fear because 
  Captain Porter seems to know what he’s doing, but 
  Guifrida and his deputies are scared. They want to 
  make a break for it, get to the next town—or even 
  as far as Butte—and get help. They haven’t done 
  anything but talk about it yet, but if another big 
  attack comes they might try to escape.
  Guifrida has four deputies under his command 
  right now. Additionally, he’s in charge of 14 
  civilians with access to firearms.
  Quote: “Look, I’m used to checking hunting 
  permits and keeping the peace, not fighting 
  dinosaur-men!”
  Use the stats for Police Officer in Torg Eternity 
  for Guifrida and his four deputies, and Untrained 
  Militia from page 29 for his armed civilian help.
  THE BOX
  The soldiers are transporting the object currently 
  keeping the cosm around the hill stable. They 
  know their mission is of vital importance, and they 
  will die to protect the object, but their superiors did 
  not explain its significance. Porter believes it’s a 
  talisman, but doesn’t know anything beyond that. 
  They keep it inside a locked box that weighs about 
  50 pounds: It’s easy for two men to carry, but a bit 
  trickier with just one man. The box does not block 
  the object’s effect.
  The box is made from safe-grade steel and has an 
  advanced combination lock, making it difficult to 
  break into. There are at least two soldiers guarding 
  it, around the clock. Captain Porter does not have 
  the combination and objects if the Storm Knights 
  try to open it.
   The box is deliberately Near Impossible to 
  open (–10 penalty/DN 20), but Storm Knights are 
  tenacious and capable of nearly anything once 
  they set their minds to it. Opening the box does not 
  grant the Storm Knights any additional benefits, 
  but it may make the object in the box more difficult 
  to keep track of. Once they find out what it is, a 
  group of survivors (such as Sheriff Guifrida’s men) 
  might try to escape the airport using it as a piece of 
  Core Earth’s reality they can take along with them.
  What is inside the box? It contains an Eternity 
  Shard that acts like a talisman, creating a hardpoint 
  with a 25 meter radius as long as it doesn’t move. 
  The Game Master should decide what form the 
  shard takes, making it meaningful for one or more 
  of the Storm Knights. Some potential objects might 
  be:
  • A moon rock brought back from Apollo 11’s 
  visit to the Moon.
  • John Lennon’s glasses.
  • A piece of rock from Mount Rushmore.
  • A baseball signed by Babe Ruth.
  • Eisenhower’s Stetson hat.
  • The golden spike used to join the rails of the 
  first transcontinental railroad in the US.
  
  41
  • An original animation cell from Walt Disney’s 
  Snow White and the Seven Dwarfs.
  • A program from Ford’s Theatre from the 
  night Lincoln was shot.
  • A lifejacket from the R.M.S. Titanic.
  • A hand-annotated copy of Martin Luther 
  King Jr.’s “I Have a Dream” speech.
  • The last double eagle coin, minted in 1933.
  The military knows (or at least suspects) what 
  they have, which is why they want to keep it 
  quiet. The Delphi Council has a prior claim on 
  any Eternity Shards, but the army wants to keep 
  it for their own use. Captain Porter has orders to 
  bring back the box’s contents without entangling 
  the Delphi Council. Persuasion attempts against 
  him are DN 16, but gain a +4 bonus if the standing 
  orders regarding Eternity Shards are invoked.
  RESOLVING THE 
  ADVENTURE
  Warlord Draahah’s forces are nearly ready to begin 
  the assault and are just waiting for a sign. Once 
  the Storm Knights arrive on the scene, the edeinos 
  won’t wait long before they attack. The soldiers and 
  civilians at the airport have entrenched themselves 
  as best as they can, but their nerves are fraying and 
  tensions are high. Draahah attacks shortly after the 
  heroes arrive, during the cover of darkness when 
  the mists rise up to hide his warriors’ movements.
  Draahah plans to charge the triceratops to knock 
  the defenders’ static defenses aside and absorb 
  most of the humans’ firepower. The majority of his 
  warriors, led by Draahah himself, follow behind, 
  killing anyone who wasn’t crushed in the initial 
  assault. A smaller group of mist walkers attack 
  from the opposite side of the airport, both to draw 
  off reinforcements and to cause confusion in the 
  defenders’ ranks.
  The heroes’ goal is to get everyone (including 
  the Eternity Shard) out of here safely. There are a 
  number of possible endgames:
  • Every person trapped at the airport can 
  fit inside the military jet (though it’s a tight 
  squeeze), but taking off is a problem since the 
  runway isn’t designed for planes of its size—
  it’s short even under good circumstances, and 
  these aren’t good circumstances. Because of 
  the difficulty getting this big a plane off the 
  ground, there is a –4 to the air vehicles test, and 
  the transport has a –4 MR, so the DN to take 
  off is 18.
  • Another option is to take multiple aircraft. 
  The airport houses 16 small airplanes in the 
  hangars and plenty of fuel. But most of them 
  only fit four or five passengers, including the 
  pilot, and there aren’t enough pilots to fly all 
  the planes they would need to escape.
  • The heroes could also try to break through 
  the edeinos’ lines and get everyone to safety 
  over land in a truck or bus, though this path is 
  fraught with peril.
  • The heroes can try to discover the location 
  of the backup stela that caused the borders to 
  shift, and destroy it. Doing so pushes the Living 
  Land’s border back to where it was before 
  all this began, though it might cause another 
  major reality storm.
  • Let the Storm Knights come up with creative 
  solutions to this adventure! If they fail and 
  Baruk Kaah gains access to the Shard, he 
  destroys it and absorbs its Possibility Energy, 
  and takes away one of the weapons Core 
  Earth’s defenders could have used against him.
  
  COSM: LIVING LAND
  LOCATION: YUCATÁN 
  PENINSULA
  42
  DEEPER IMPACT 
  BY JOHN TERRA
  A mad Nile Empire villain is gathering materials 
  from the ancient meteor impact that formed the 
  Yucatán Peninsula. A strange talisman creates 
  a Nile Empire Mixed Zone, similar to the one 
  recorded outside Kali Station in India.
  MISSION BRIEFING
  Standard Scene. The Storm Knights are on 
  a Delphi-owned cargo vessel, the Blatant Lie, 
  anchored 10 miles off the coast of the Yucatán 
  peninsula, safely in Core Earth waters. The ship 
  acts as a resupply stopover-floating hospital-
  communications outpost for Storm Knights and 
  other Delphi personnel and national armed forces. 
  It’s fully equipped for any eventuality, and boasts 
  a helipad and a collection of small boats.
  Just as the Storm Knights are preparing to leave 
  on their next mission, the ship’s radio operator 
  comes in with an urgent dispatch:
  “This is a top priority mission override. For the past 
  month, an airship has been intermittently spotted 
  drifting approximately 10 miles northeast of Merida. 
  We have reason to believe that this is a Nile incursion. 
  All current assignments are placed on hold until you 
  can ascertain if Nile forces are in the Yucatán, and 
  why, then stop them. Permission granted to take one 
  of the Blatant Lie’s catamarans in order to make 
  for the Yucatán shore. A new river has been created 
  thanks to the axiom wash, and we recommend you sail 
  upriver in order to travel inland faster. When done, 
  it’s imperative that you report back to the nearest 
  Delphi outpost or facility as soon as possible. End 
  transmission.”
  The Delphi Council gives the party a catamaran 
  (see below) to use to make landfall on the Yucatán 
  Coast, near the mouth of the new river. Other gear 
  may be requisitioned normally from anything the 
  ship might reasonably have aboard. 
  
  The village on the route to the mysterious new pyramid.
  43
  After the encounter, the Storm Knights notice a 
  single figure frantically waving to them from the 
  shore, where the mouth of the newly discovered 
  river lies.
  • Savage Megalodon: See page 8.
  AZT’NRA OF THE 
  JUNGLE?
  Standard Scene. As the Storm Knights reach 
  the shore, they see an edeinos waving at them in 
  greeting. He eagerly gestures for the Storm Knights 
  to join him. The stranger is named Azt’Nra, and in 
  halting English he describes himself as King of the 
  Jungle.
  If pressed for details, Azt’Nra says that he was 
  once part of a tribe of Bluespine edeinos, but they 
  exiled him after he changed. If asked to elaborate, 
  he says that a member of his tribe, on a routine 
  scouting mission, found a stone carving that 
  resembles a divine edeinos, a godly figure. It was 
  placed in the center of the village in a place of holy 
  honor. When Azt’Nra touched it, he…changed. He 
  was still the same edeinos, but he felt different, as if 
  he should begin a crusade and wander through the 
  jungle, aiding those who needed help, befriending 
  the local wildlife, and so forth. The tribe leader 
  CATAMARAN
  This small, hand-built sailing vessel has proven 
  stable within the Living Land’s Tech Axiom. The 
  Delphi Council suspects such craft are good down 
  to Tech Axiom 5, but there’s been no way to verify 
  that yet. Catamarans are small and reliable, but 
  susceptible to storms and attacks by the large 
  predators common around the Yucatán.
  Speed: 20 kph (8); Tough: 12; Wounds: 2
  • Passengers: 6.
  • Maneuverability: −2 penalty to water vehicles 
  for defenses or chases.
  • Reinforced: A catamaran gains an extra 5 
  Toughness against collisions.
  • Large: Attacks against the catamaran gain a 
  +2 bonus due to its size.
  OH, THE SHARK BITES…
  Standard Scene. This encounter take place as 
  the group is within visual distance of the shore, 
  roughly 50 meters. A megalodon attacks the boat! 
  If the boat is destroyed each hero has a long swim 
  for shore ahead, and a Difficult (DN 12) Strength 
  test to make it without suffering 2 Shock worth of 
  fatigue that won’t recover until after they’ve dealt 
  with Azt’Nra and the Bluespine village below.
  
  44
  Move: 10; Tough: 17 (4); Shock: 10; Wounds: 1
  Equipment: —
  Perks: —
  Possibilities: Never
  Special Abilities:
  • Armor: Shell and scaly skin +4.
  • Club Tail: Damage Strength +2 (15).
  • Large: These dinosaurs are the size of a small 
  car. Attackers gain +2 to attack rolls to hit due 
  to its size and bulk.
  Once Azt’Nra imparts all the information the 
  Storm Knights can use, he announces he’s leaving 
  and vanishes into the jungle by swinging way on 
  a handy vine. However, in fact he shadows the 
  party discreetly to make sure they don’t get into 
  too much trouble.
  IDOL CURIOSITY
  The Bluespine edeinos village lies seven miles 
  upriver, situated on the right bank. There are 36 
  edeinos living here, with the “altar” located at 
  the exact center of the settlement. The Sebek idol 
  projects the Nile reality in a boosted 100-meter 
  radius, making the area a Living Land/Nile Empire 
  Mixed Zone.
  These edeinos bear no ill will toward the Storm 
  Knights, nor are they positively inclined toward 
  them. How they react to the strangers rests totally 
  in the latter’s hands. However, there is the matter 
  of the idol or to be exact, the Nile talisman.
  The talisman is one of a series of 10, possibly 
  created by Doctor Mobius (hence the power boost), 
  and fashioned in the shape of various Egyptian 
  gods. The talismans were sown throughout the 
  world in an effort to sow chaos and strengthen Nile 
  influence. The first talisman was mentioned in the 
  Delphi Missions book chapter, Kali Station’s Gone 
  Dark.
  There’s always at least one Bluespine discreetly 
  keeping watch on the Sebek idol. It’s up to the 
  Storm Knights whether or not they want to do 
  something about it. Bear in mind, the edeinos have 
  no intention of parting with the idol.
  As a side issue, if the Storm Knights experience 
  overly great success in befriending the edeinos and 
  the GM wants to be a total rat to them, there is a 
  instinctively realized the change, and suggested 
  that Azt’Nra leave and not come back.
  He has seen the “big flying bladder” drifting near 
  the “mountain made of piled stones.” He says 
  that if the Storm Knights follow the river, it leads 
  them to his former village, then further onward to 
  where the “stone pile” is. The stone idol concerns 
  Azt’Nra, though he doesn’t ask the Storm Knights 
  to do anything overt about it.
  GMs may wish to keep his dinosaur companion out 
  of sight for now, saving it for a dramatic reveal later.
  AZT’NRA
  Azt’Nra has been affected by the stone idol, which 
  is in fact a Nile talisman in the shape of Sebek, the 
  crocodile god. It has sparked a transformation in 
  the edeinos where he now fancies himself more of a 
  pulp-inspired King of the Jungle heroic personality. 
  In fact, his exile from the village was also brought 
  about thanks to the talisman, as the exile adds a 
  dramatic detail to his background.
  Quote: “I defend the jungle and the innocent from 
  the ravages of invaders, no matter where they are 
  from!”
  Attributes: Charisma 5, Dexterity 9, Mind 6, Spirit 
  8, Strength 11
  Skills: Dodge 12, faith 9, intimidation (15), 
  maneuver 12, melee weapons 12, reality 10, 
  stealth 10, survival 10, taunt (10), tracking 12, 
  unarmed combat 12
  Move: 9; Tough: 11; Shock: —; Wounds: 3 
  Equipment: Hrockt-shoot spear (Strength +2/13) 
  Perks: Vengeful, Animal Companion: Gark the 
  Ankylosaur 
  Possibilities: 3
  Special Abilities: 
  • Berserker: Azt’Nra ignores Shock.
  • Bite/Claws: Damage Strength +2 (12).
  • Brachiating: Move 12 by swinging on vines.
  • Swim: Move 9 in water.
  GARK (YOUNG ANKLYOSAUR)
  Attributes: Charisma 3, Dexterity 7, Mind 3, Spirit 
  10, Strength 13
  Skills: Dodge 8, find 6, intimidation 11, maneuver 
  8, taunt (8), unarmed combat 10
  
  45
  special ritual reserved for only the best of friends 
  of this Bluespine village. 
  The overly friendly edeinos excitedly suggest that 
  the honored visitors select one from their ranks to 
  experience the ultimate honor: becoming one with 
  nature and Lanala. To refuse would be an insult, 
  and guaranteed to turn relations very sour and 
  very violent.
  This honor entails being marched about 200 
  meters into the dense jungle on the village’s north 
  border, where a giant carnivorous plant referred 
  to as Thaka’zod lies waiting. To be fed to this plant 
  is the symbol of perfect union with the natural 
  world!
  THAKA’ZOD
  Attributes: Charisma 6, Dexterity 10, Mind 8, 
  Spirit 13, Strength 15
  Skills: Dodge 12, find 10, intimidation 15, reality 
  14, unarmed combat 14
  Move: 1; Tough: 15; Shock: 13; Wounds: 5
  Equipment: —
  Possibilities: 5
  Special Abilities:
  • Bite and Tentacles (2): Strength +3/18.
  • Fear: The plant causes fear.
  • Immunity: Magic.
  • Large: This plant spreads out over 10 meters. 
  Attackers gain +2 to attack rolls to hit due to its 
  size and bulk.
  • Relentless: Ignores Shock; Fatigue has no 
  effect.
  PYRAMID SCHEME
  Following the river farther inland, the Storm 
  Knights eventually catch sight of the top of an 
  ancient step pyramid, towering over the jungle. A 
  Very Hard find test (DN 16) shows a sturdy metal 
  pole of some sort attached to the top of the pyramid, 
  the mooring mast for the Nile dirigible that patrols 
  the area. The mooring mast is a talisman, projecting 
  Nile reality in a 100-meter radius.
  The Nile Empire has an encampment at the base 
  of the pyramid, but this is strictly for convenience’s 
  sake. The pyramid itself serves no other purpose 
  than to be a great place to moor the dirigible; the 
  Nile forces have no actual interest in anything 
  the pyramid may or may not hide. There are 16 
  shocktroopers and 12 Gospog of the First Planting 
  stationed here, with the latter digging three large 
  holes.
  If the Storm Knights take any time at all to study 
  what they’re doing, it becomes apparent that 
  several of the shocktroopers are sifting through the 
  dirt that the gospog are digging up, as if looking for 
  
  46
  something specific. Occasionally, a shocktrooper 
  grabs a fistful of small rocks and places them in a 
  large bin. 
  If the party can somehow do such a job of stealthy 
  movement that they can get to the bin, they notice 
  that it’s filled with nodules and blobs of black and 
  green glass-like stones. A Hard science Test (DN 14) 
  identifies the debris as tektites: natural glass that’s 
  formed in the aftermath of an asteroid strike on the 
  Earth.
  This entire tableau should be handled carefully 
  and slowly, allowing the Storm Knights the chance 
  to sneak about and gather some information, 
  thereby allowing the tension to build for….
  DREAD ZEPPELIN
  Dramatic Scene. While the Storm Knights are 
  interacting with the base camp in whichever way 
  they deem best, at the best dramatic moment, 
  a zeppelin glides into view and heads for the 
  mooring tether located atop the step pyramid.
  When the Storm Knights reveal themselves 
  (most likely when they initiated hostilities against 
  the airship, unless they have already attacked 
  the camp), a figure appears either from a large 
  window in the zeppelin’s gondola if the dirigible 
  is still hovering, or atop the pyramid if the ship has 
  docked.
  This is the Cloudmaster, a minor Nile villain 
  who has thrown in with Doctor Mobius. As may 
  be inferred by his name, airships are his passion, 
  his vocation as well as avocation. He gives the 
  following dramatic speech to the Storm Knights, 
  conveniently giving them the information they 
  desired in the first place.
  “Fools! Do you realize where you are? Do you 
  realize the significance of where you stand? We are 
  in the Chicxulub Crater, the blast radius resulting 
  from the asteroid collision that killed off your world’s 
  dinosaurs eons ago! Such a life-altering incident, a 
  true extinction-level event that changed the history of 
  your world irrevocably! And if such a site isn’t rife 
  with Possibility Energy, then I don’t know where is!
  “It’s in the tektites, you see! The odds are extremely 
  likely that during the massive, Earth-shaking 
  detonation, some of them absorbed Possibility Energy, 
  just waiting to be tapped by my master, the Wise 
  and Mighty Doctor Mobius! YOU shall not have 
  the tektites! They are OURS! And now, behold! My 
  ground escort has caught up to us, and brings your 
  doom!
  “Gaze upon the power of the shocktrooper velociraptor 
  raiders! Gaze, and despair, for they are the last thing 
  you shall ever see!”
  And sure enough, emerging from the underbrush 
  are a group of large velociraptors, each with a Nile 
  shocktrooper rider.
  During all of this, especially if the Storm Knights 
  appear to be overwhelmed, help arrives in the form 
  of Azt’Nra, swinging into battle on a jungle vine, 
  letting out a loud war cry as he joins the fray. His 
  faithful companion, Gark, comes crashing out of 
  the jungle, ready for battle as well!
  The Cloudmaster does his best to escape should 
  the Storm Knights prove to be overwhelming, but 
  feel free to sprinkle his speech with expository 
  comments regarding the mission. 
  WAR ZEPPELIN!
  The Cloudmaster’s zeppelin is equipped with 
  weapons, and he’s happy enough to cruise just 
  out of spear-throwing range and blast anyone 
  foolish enough to get in his way.
  Move: 100 kph (12); Tough: 15; Wounds: 4
  • Armament: Two .50 caliber machine guns 
  (Damage 16, AP 2, Range 500/1K/2K, Long 
  Burst), one 75mm tank gun (Damage 28, AP 
  6, Range 500/1K/2.5K, Medium Blast).
  • 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. Currently there are only 
  four crew aboard and four shocktroopers to 
  man the weapons. The other shocktroopers 
  are stationed at the temple.
  
  47
  Bottom line, Doctor Mobius researched the 
  world’s history and deduced that there could be 
  huge amounts of Possibility Energy in any major 
  historical incident that changed life as we know it. 
  He sent Cloudmaster and a small detachment of 
  forces to the Yucatán to find and sift through the 
  tektites at the impact site, and see if any of them 
  retained the Possibility Energy released from that 
  world-changing collision.
  • Large Raptors (2 per hero): See page 47.
  • Shocktrooper Raptor Rider (1 per Raptor): 
  See page 47.
  LARGE RAPTOR
  There are many different species of raptor 
  dinosaurs, and these are large enough for a brave 
  or foolhardy human to ride atop.
  Attributes: Charisma 5, Dexterity 10, Mind 5, 
  Spirit 8, Strength 11
  Skills: Dodge 12, find 8, intimidation 9, maneuver 
  11, stealth 11, taunt (10), trick 8, unarmed combat 
  12
  Move: 12; Tough: 12 (1); Shock: 8; Wounds: 1
  Equipment: —
  Perks: —
  Possibilities: Never
  Special Abilities:
  • Armor: Scaly hide +1.
  • Bite/Claws: Strength +2 (13).
  • Ornery: On a Setback one raptor manages to 
  eliminate its own rider and flee.
  SHOCKTROOPER RAPTOR RIDER
  This elite squad operates as an escort to the 
  dirigible, shadowing it along the ground.
  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 (2)
  Special Abilities: —
  THE CLOUDMASTER
  Formerly known as Doctor Dirigible, this minor 
  Nile pulp villain serves Doctor Mobius and looks 
  for any excuse to ride around in his war zeppelin. 
  He’s rather obsessed with airships, and has a voice 
  that sounds a lot like Peter Lorre. He relies on his 
  belt-mounted force field and his jetpack to bail 
  him out of any direct danger. The Cloudmaster is 
  desperately trying to reinvent himself (hence the 
  name change) and become a force to be reckoned 
  with, despite his rather limited, narrow expertise.
  Quote: “He who rules the skies, rules the world!” 
  Attributes: Charisma 7, Dexterity 10, Mind 12, 
  Spirit 12, Strength 6
  Skills: Air vehicles 15, evidence analysis 13, find 
  15, fire combat 13, scholar 15, science 16, taunt 12, 
  unarmed combat 11
  Move: 4; Tough: 6; Shock: 12; Wounds: 4
  Equipment: Mauser pistol (Damage 13, Range 
  10/20/40), war zeppelin, jetpack (Tech 20, Top 
  Speed 320 (14), MR 0, Wounds 1, Tough 13).
  Perks: Force Field (belt device, 5 charges). 
  Possibilities: 5
  Special Abilities: 
  • Gloater: When taunt or intimidation are 
  Approved Actions the villain may affect the 
  entire party without a Multi-Target penalty. 
  Affected heroes lose a random card from their 
  hand.
  • Minions: Cloudmaster may transfer any hit 
  to a lackey within a few meters if he succeeds 
  at a reality test. 
  AFTERMATH
  The big question here is: Are there any tektites 
  charged with Possibility Energy? That’s up to the 
  GM. 
  So far, none of that kind have been found by 
  the Nile forces, but further searching may yield a 
  different result. Enough tektites grouped together 
  operate like an Eternity Shard with one Possibility 
  and a Tapping Difficulty of 14: 
  If the Storm Knights intend to search for these 
  tektites, the GM should make sure that no more 
  than four of them are found at the crater site 
  regardless of the amount of time spent searching, 
  or level of success.
  
  COSM: LIVING LAND
  LOCATION: FIELD MUSEUM OF 
  NATURAL HISTORY, CHICAGO, 
  ILLINOIS
  48
  EARTH’S 
  DINOSAUR 
  BY RON LUNDEEN
  Whitespear edeinos are drawn to an unnoticed 
  hardpoint in Chicago, and seek out the “holy” 
  bones of a famous tyrannosaurus skeleton. 
  MISSION BRIEFING
  The Storm Knights begin this scene as Alice 
  “Ghost” Burton appears to hand them the missive 
  below. As they review the communication, she 
  touches her forehead in salute, steps back into the 
  shadows to vanish once more. 
  A large community of Core Earth civilians inhabit 
  the Field Museum in Chicago. The building interior is 
  a hardpoint, as the museum is as much an icon of Core 
  Earth as the relics it contains. These holdouts have set 
  up a sophisticated hydroponics operation and venture 
  out into Lake Michigan and the flooded parks nearby 
  only rarely. We received irregular updates from them 
  about edeinos movements in the area by radio, but 
  their communications ceased about a week ago. Worse, 
  we received news from another Storm Knight team of 
  heightened patrols of edeinos worshiping Rec Stalek—
  the edeinos god of death—scouting around the Field 
  Museum in the last couple of days. These Storm 
  Knights didn’t know to check in on the Field Museum, 
  as the community there is keeping such a low profile.
  Two kilometers south of your current position is an 
  ultralight helicopter. Take it low over Lake Michigan 
  to the Field Museum. There’s just enough room for 
  your group, supplies of hydroponic nutrients, and 
  some weapons. Land on the top of the museum and 
  head in from the roof. Make sure those people are OK, 
  warn them about the increased patrols if they don’t 
  know already, and see if you can find out why the 
  death worshippers are suddenly so interested in the 
  area. 
  This is Alpha Clearance and urgent. Safe flying, 
  Storm Knights.
  
  A fate worse than undeath awaits Sue if the Whitespears have their way!
  49
  has turned the eastern side of the city into a sodden 
  wash of debris. The Field Museum stands above the 
  flooding, separated from much of the downtown 
  by a misty marsh that used to be Grant Park. 
  ATOP THE FIELD 
  MUSEUM
  Standard Scene. The central area of the Field 
  Museum is Stanley Field Hall. Large skylights, 
  many of them cracked or fallen in, reveal the floor 
  25 meters below. Stanley Field Hall is enormous, 
  at 25 meters wide and more than 100 meters long. 
  Although the hall boasts Native American totem 
  poles and a life-sized diorama of fighting elephants, 
  the most impressive display by far is Sue, Core 
  Earth’s most complete tyrannosaurus rex skeleton.
  The helicopter is waiting where the missive 
  indicates, with a map to the Field Museum taped 
  to its central console. If none of the Storm Knights 
  have the air vehicles skill or a Tech Axiom of 23 or 
  greater, an affable Delphi Council pilot named 
  Nina Harbrick waits with the helicopter. Nina is 
  not a combatant and has been ordered to remain 
  with the vehicle. The helicopter also carries several 
  duffel bags with disassembled machine guns, 
  ammunition, and other supplies—500 pounds in 
  total.
  The journey in the helicopter is uneventful. 
  The Storm Knights arrive safely atop the Field 
  Museum of Natural History, built on the shore of 
  Lake Michigan in downtown Chicago. As Chicago 
  is part of the Living Land, the city skyline is 
  overgrown with vegetation and several buildings 
  have collapsed onto others. In addition, flooding 
  
  HUSK BONE-EATER
  50
  THE CIVILIANS
  The Storm Knights are greeted warmly by the 
  civilians in the Field Museum. In all, over 50 people 
  live in the museum now. Many are high school kids 
  from Lane Tech College Prep who were on a field 
  trip with their science teacher, Rose Vanderven, 
  when the invasion hit. Miss Vanderven’s scientific 
  knowledge has proven particularly valuable to the 
  survivors here. The community’s de facto leader is 
  an energetic young man named Quentin Winter, 
  a track star from the University of Chicago who 
  helped rescue several additional civilians from 
  Grant Park during the flooding. 
  Although none of the civilians chose to live in 
  the Field Museum, all have come to accept their 
  fate and build a life they enjoy. They know they 
  are providing a valuable service in keeping the 
  relics here out of the hands of the edeinos 
  and by providing updates on the invaders’ 
  movement. A week ago, a lightning strike 
  knocked out the group’s powerful radio, 
  cutting off their communication with the 
  outside world. None of the survivors 
  have had any luck trying to fix it, 
  but helpful Storm Knights can do 
  so with a Hard (DN 14) science test.
  QuenTin winTer
  A fast, lean young man in his 
  early 20s, Quentin Winter grew 
  up on tales of superheroes that 
  instilled the importance of 
  helping others. Quentin tends 
  to leap into action without 
  thinking, but he is a natural 
  leader and his energy 
  and enthusiasm are 
  infectious. 
  Many 
  of 
  the 
  young 
  people 
  in 
  the 
  F i e l d 
  Museum idolize 
  Quentin, 
  and 
  even 
  older 
  residents 
  appreciate 
  his 
  positive 
  attitude 
  and 
  willingness to work 
  hard 
  for 
  their 
  community. 
  Sue is the reason the edeinos have taken such 
  an interest in the Field Museum recently. One 
  of Thrakmoss’s lieutenants, a cadaverously thin 
  edeinos gotak named Husk Bone-Eater, recently 
  learned of Sue’s existence. Husk believes that an 
  animated dinosaur skeleton native to Core Earth 
  would possess powers from both realities: In 
  addition to being Possibility-rated (unlike most 
  animated dead), the beast would combine the 
  ferocity of the Living Land with the ingenuity of 
  Core Earth.
  The civilians living in the Field Museum have 
  converted much of the floor space in Stanley Field 
  Hall into a hydroponics facility, capitalizing on the 
  abundance of natural light from the skylights. At 
  any time, at least a dozen civilians are in the hall. 
  Once they notice the Storm Knights up on the roof 
  and, after realizing they aren’t under attack, 
  greet the heroes cheerfully.
  Impatient heroes may try to descend 
  directly to the hall below. Several broken 
  skylights are large enough for a person, 
  but not the helicopter. If the Storm 
  Knights have at least 25 meters of 
  rope, they can reach the bottom 
  without making a test. Otherwise, 
  they can climb down through a 
  broken skylight to a balcony with 
  an Easy (DN 8) Strength test. Failure 
  results in falling damage as normal.
  Any character who looks spots the 
  rooftop access door. It’s locked, but 
  quickly opened with an Easy (DN 8) 
  lockpicking test. 
  Alternatively the Storm Knights can 
  call down to civilians below, and a 
  perky 17-year-old named Mara Elliott 
  runs up to unlock it for them. 
  The civilians use the roof access door to 
  observe the surrounding city from time 
  to time, but they don’t post a permanent 
  watch so as to keep a lower profile.
  
  51
  A Storm Knight with a Romance card could easily 
  earn Quentin’s affections, and a Storm Knight with 
  a Connection card might already know him. 
  Quote: “Sure, let me take a run at it.”
  If Quentin’s statistics are needed use the Untrained 
  Militia on page 29.
  rOse vanDerven
  A severe-looking woman in her 40s, Rose 
  Vanderven appears every inch the science teacher, 
  with horn-rimmed glasses and a stern look to 
  wither foolishness. She insists on being called 
  “Miss Vanderven,” even by people older than she 
  is. Despite her appearance, Miss Vanderven has a 
  good heart and cares deeply for the community 
  here. A Storm Knight with a Romance card might 
  break through her stern demeanor and find that 
  she is a warm and loving person, and a Storm 
  Knight with a Connection card might be one of her 
  few old friends. 
  Quote: “What proportion of nutrients to water? 
  (sigh) No, you’re not correct. Calculate it again.”
  If Rose’s statistics are needed use the Untrained 
  Militia on page 29.
  WHAT THE CIVILIANS KNOW
  The civilians are aware of increased edeinos 
  presence in the area, although they don’t know 
  why. The edeinos wear bone armor and carry bone 
  spears, and are led by a particularly thin specimen 
  that looks like a walking corpse. These edeinos 
  have been seen primarily to the west and north of 
  the Field Museum, and the residents are worried 
  that the edeinos know the community is there and 
  are scouting to get more information. They haven’t 
  been able to tell how many edeinos are in the 
  group, as they only see one or two at a time.
  The Storm Knights probably know that the edeinos’ 
  armaments are distinctive of the Whitespear tribe 
  that has taken over Chicago. The civilians here 
  don’t know there are any other kinds of edeinos, as 
  they’ve only ever seen Whitespears. 
  The civilians don’t currently have many weapons, 
  but they believe themselves to be very well-
  fortified behind the marble walls and steel doors 
  of the Field Museum. They haven’t yet had to 
  IDEAS FOR COSM 
  CARDS
  During this scene, cosm cards may have the 
  following effects:
  Dino Attack!: A flock of three feral lakten 
  swoop in through the open skylights, forcing 
  the Storm Knights to defend the civilians and 
  their hydroponic farm. See the statistics for 
  lakten in The Living Land source book.
  Lost Treasure: A robotic frog the size of a 
  human head hops up to the Storm Knight. A 
  survivor of some lost reality consumed by the 
  Living Land, this robot’s primary purpose is 
  to distill nutrients from the environment and 
  provide them to its owners. The robot’s belly—
  accessible through its hinged mouth, which 
  it opens wide when anyone approaches—
  currently contains three doses of a viscous jelly. 
  Each dose heals 1 Wound when spread on an 
  injury. Alternatively, the jelly can expand the 
  yield of the civilians’ hydroponic farm—a fact 
  Rose Vanderven quickly realizes. By consuming 
  and processing organic matter or stagnant 
  swamp water, the frog produces an additional 
  dose of jelly each week (to a maximum of 3 
  stored doses at a time).
  contend with any groups of edeinos yet—only the 
  occasional curious scout—and they worry that the 
  Whitespears are preparing for a large assault. They 
  are therefore particularly thankful for the Storm 
  Knights’ arrival, and for the weapons provided by 
  the Delphi Council. Assembling the weapons takes 
  some time, but the civilians get right to work.
  ASSAULT OF THE WHITESPEARS
  While the Storm Knights interact with the civilians 
  in the Field Museum, Husk Bone-Eater and his 
  war band infiltrate the Field Museum through 
  underground access tunnels. The civilians believe 
  they have all such access points well-sealed, but 
  Husk’s scouts recently discovered a door with 
  
  52
  badly-rusted exterior hinges. Husk arrives with 
  a handful of devoted Whitespear warriors and 
  a few skeleraptors he’s created as “practice” for 
  animating Sue.
  Husk and his warriors remove the door and 
  skulk through uninhabited parts of the museum, 
  reaching a gallery of Chinese artifacts east of the 
  main hall. From here, all the enemies storm out 
  in a rush. Although there are several skeleraptors 
  under Husk’s command, each Storm Knight need 
  only test for their Fear ability once. 
  Once Husk is in the hall, he looks at Sue and stands 
  momentarily overcome with religious rapture 
  at the looming skeleton. He looks back and forth 
  between his skeleraptors and Sue, giving no doubt 
  as to his ultimate plans with the tyrannosaurus rex 
  skeleton. 
  These enemies intend to eliminate any opposition 
  in Stanley Field Hall, starting with whomever puts 
  up the most determined resistance—that is, the 
  Storm Knights. As the hydroponics tables sprawl 
  across the hall, it’s easy to gain cover or even sneak 
  around during a fight here.
  The hall is ringed by a large balcony six meters 
  above the floor. Wide stairs at the north and 
  south ends of the hall lead up to this balcony, and 
  climbing up to it requires a successful Strength test. 
  Storm Knights on the balcony might find it to be a 
  good point to snipe down at their enemies. 
  • Husk Bone-Eater: See below.
  • Whitespear Gotak: See below.
  • Skeleraptors (1 per hero): See below.
  • Whitespear Warriors (1 per hero): See below.
  HUSK BONE-EATER 
  Attributes: Charisma 6, Dexterity 9, Mind 6, 
  Spirit 11, Strength 10
  Skills: Dodge 10, faith 14, find 8, intimidation 
  13, maneuver 11, melee weapons 11, missile 
  weapons 11, reality 13, survival 9, unarmed 
  combat 11
  Move: 9; Tough: 12 (3); Shock: 11; Wounds: 
  3
  Equipment: 
  Boneforged 
  armor 
  (+3), 
  boneforged spear (Damage Strength +2/12)
  Perks: Deathclaw, Gotak, Miracles (curse, 
  mend corpse, sculpt bone, unlife, ward enemy)
  Possibilities: 3
  Special Abilities:
  • Bite/Claws: Damage Strength +3 (13), AP 
  2.
  • Minions: Husk may transfer any hit to a 
  lackey within a few meters if he succeeds at 
  a reality test. 
  WHITESPEAR GOTAK
  These priests channel the power of death. 
  The Whitespears have turned to Rec Stalek, 
  forsaking Lanala completely.
  Attributes: Charisma 6, Dexterity 9, Mind 6, 
  Spirit 11, Strength 10
  Skills: Dodge 10, faith 14, find 8, intimidation 
  13, maneuver 11, melee weapons 11, missile 
  weapons 11, survival 9, unarmed combat 11
  
  53
  Move: 9; Tough: 13 (3); Shock: 11; Wounds: 1
  Equipment: Boneforged armor (+3), boneforged 
  spear (Damage Strength +2/12)
  Perks: Gotak, Miracles (curse, strike, mend corpse, 
  sculpt bone, ward enemy) 
  Possibilities: Rare (3)
  Special Abilities:
  • Bite/Claws: Damage Strength +2 (12).
  WHITESPEAR WARRIORS 
  Typically, edeinos who are prepared for battle 
  wield a hrockt-root spear and wear no armor. 
  Others may be armed with blowguns or woven 
  hrockt-root shields. Those of the Whitespear clan 
  often adorn themselves with bone armor and their 
  namesake—bone spears.
  Attributes: Charisma 5, Dexterity 9, Mind 6, Spirit 
  8, Strength 10
  Skills: Dodge 10, faith 9, find 8, intimidation 11, 
  maneuver 10, melee weapons 11, missile weapons 
  11, stealth 10, survival 8, taunt 8, tracking 8, trick 
  9, unarmed combat 10
  Move: 9; Tough: 13 (3); Shock: 8; Wounds: —
  Equipment: Boneforged armor (+3), boneforged 
  spear (Damage Strength +2/12)
  Perks: Relentless
  Possibilities: —
  Special Abilities:
  • Bite/Claws: Damage Strength +2 (12).
  SKELERAPTORS
  These creations were little more than bones 
  animated by foul miracles, composed of the bodies 
  of slain velociraptors. Dubbed “skeleraptors” by 
  those Storm Knights who survived facing them, 
  these uncanny creatures are tireless hunters and 
  trackers. Although they have no flesh, they can still 
  somehow sense prey through supernatural means, 
  and strike with blinding swiftness.
  Attributes: Charisma 5, Dexterity 12, Mind 4, 
  Spirit 5, Strength 12
  Skills: Dodge 15, find 8, maneuver 14, stealth 14, 
  trick (9), unarmed combat 14
  Move: 12; Tough: 12; Shock: —; Wounds: —
  Perks: —
  Possibilities: —
  Special Abilities:
  • Bite/Claws: Strength +2 (14).
  • Fear: Test willpower or Spirit or become Very 
  Stymied.
  • Mindless: Skeleraptors are immune to 
  intimidation and taunt interactions.
  • Relentless: Skeleraptors ignore Shock.
  • Undead: Skeleraptors are immune to poison 
  and other effects that require breathing, eating, 
  or other “living” processes.
  THE AFTERMATH
  Once Husk Bone-Eater and the skeleraptors are 
  defeated, any remaining edeinos scatter. They 
  conclude that the gotak was on a fool’s errand 
  and the resistance at the Field Museum is too 
  strong. Although the edeinos may return to test 
  the museum’s defenses another time, the weapons 
  that the Storm Knights brought with them allow 
  the civilians to ably defend themselves.
  If the Storm Knights fall, Husk Bone-Eater and the 
  Whitespears don’t waste time slaughtering them. 
  They instead work quickly to cart away Sue’s bones 
  for the animation ritual elsewhere. This ritual 
  takes several hours. The GM might give defeated 
  Storm Knights a chance to recover and salve their 
  wounded pride by going after the Whitespears to 
  interrupt this ritual—or might decide that Husk 
  animates Sue as a true terror, the focus of other 
  adventures to come!
  
  COSM: LIVING LAND
  LOCATION: BATON ROUGE, 
  LOUISIANA
  54
  GOING UPRIVER 
  BY RICK JONES
  The Storm Knights must dash up the Mississippi 
  river to stop an imminent attack on a “Cajun Navy” 
  vessel running supplies. 
  MISSION BRIEFING
  Standard Scene. The group manages to arrange 
  a one-day layover in New Orleans as a sort of 
  impromptu break between missions. However, 
  after a fabulous lunch of gumbo and jambalaya, 
  a different waiter brings them their check and a 
  familiar looking envelope from the Delphi Council. 
  Inside is a handwritten note and a briefing packet.
  I know I promised you a day off, but get your food to 
  go. We’ve had word that a convoy of supplies heading 
  up the Mississippi into the Living Land is going to be 
  attacked. Meet Captain Richard Landry at the Port of 
  Baton Rouge. —Q
  While very detailed, the briefing breaks down to 
  the following: 
  • Due to the problems of ground travel 
  through the Living Land, the Delphi Council, 
  the US government, and other relief agencies 
  providing support to survivor communities 
  in the Living Land are increasingly reliant on 
  river travel. While river monsters and similar 
  hazards are a problem, it’s simply much easier 
  to move copious quantities of goods on river 
  barges.
  • An allied Bluespine edeinos Stormer called 
  “Proud Mary” by the river captains (who have 
  trouble pronouncing her real name) has been 
  instrumental in helping these river captains 
  circumvent those hazards. 
  • Storm Knights fighting hostile edeinos in 
  Arkansas received reliable intelligence that 
  a tribe of Redjaws have heard about Proud 
  Mary and are moving overland to kill her and 
  any non-transformed humans she might be 
  assisting. 
  
  Bluespines attack!
  55
  If they don’t have a suitable pilot, Landry instead 
  gives everyone the tour so they know what their 
  jobs are going to be going upriver. His people are 
  stretched thin and it’s only because he’s a friend 
  of Long’s (“He still owes me for that last Pelicans 
  game”) that he’s coming along at all. 
  THE BRIGHT IDEA
  The Bright Idea has four decks, three above the 
  waterline and one below. The top deck is the ship’s 
  bridge. Supplementing the often-useless electronic 
  navigational 
  instruments 
  are 
  old-fashioned 
  sextants and charts with notes marked all over 
  them. The next deck below is the captain’s quarters 
  and storage. The deck at the waterline has crew 
  quarters, galley, and a large open area over the 
  engines with the winches and rigging for lashing 
  • Proud Mary is presently helping the crew of 
  the Majic, a towboat captained by James Long. 
  Captain Landry is set to provide the group with 
  a towboat named the Bright Idea so your group 
  can intercept the Majic before the Redjaws do. 
  RACE AGAINST TIME
  Standard Scene. Captain Landry is waiting for the 
  Storm Knights at the Port of Baton Rouge, where 
  he escorts the group to where the Bright Idea is 
  docked. If one of the Storm Knights has the water 
  vehicles skill, Landry walks them through the boat, 
  showing them where everything is before handing 
  them the keys. 
  “Take good care of her, mes amis, she’s got plenty of 
  gas and plenty of supplies. You bring the luck, non?”
  
  “DRIVING A BOAT IS JUST LIKE 
  DRIVING A CAR. WELL...CLOSE 
  ENOUGH ANYWAY.”
  -ZHI ZHANG
  56
  same statistics as the Bright Idea (see above), and 
  are attempting to set up an ambush. The players 
  should make Hard (DN 14) find test to avoid being 
  surprised. The Bright Idea may attempt to flee, but 
  if the survivalists reach Step D first the ship is cut 
  off and forced to fight.
  • Gaston Richards: Gaston is a Stormer. He uses 
  the same statistics as the Survivalists below, but 
  has a reality skill of 11, water vehicles 10,and 
  three Possibliities.
  • Survivalists (2 per hero): Use the Human 
  Soldier (see page 80) statistics for the 
  survivalists.
  RACE FOR YOUR LIFE
  To represent the race against time to beat the 
  Redjaws, this adventure uses the Dramatic Skill 
  Resolution system. However, each round is not 
  a standard combat round, but hours traveling 
  upriver. 
  Keep track of how many “rounds” it takes the 
  group to get to step D, as that will determine how 
  much lead time, if any, the heroes have before the 
  Redjaw attack. 
  Captain Landry usually pilots the boat, but if 
  he becomes disconnected, or if one of the Storm 
  Knights wants to take the wheel due to their reality 
  bending abilities, he can instead assist the Storm 
  Knight as a Combined Action.
  Possible setbacks during Dramatic Skill Resolution 
  include: 
  • “No! No! No! The one I’m pointing to!” It 
  takes a standard water vehicles, science, or a 
  relevant profession skill test to fix the issue. 
  Lacking those skills (and remember, someone 
  has to be piloting the Bright Idea), a Challenging 
  (DN 12) difficulty fixes the problem. 
  • “Knight Overboard”: An unexpected bout of 
  rough water (or perhaps the boat being bumped 
  by something big and nasty) causes one of 
  the Storm Knights to be accidentally thrown 
  overboard. Determine randomly and award 
  the character in question a (soakable) Wound 
  and an extra Possibility for their trouble. It’s 
  also possible the normally placid alligators of 
  the boat to a group of barges. Below the waterline 
  are the engines, fuel storage, and the bilge. 
  Speed: 20 kph (8); Tough: 12; Wounds: 2
  • Passengers: 6.
  • Maneuverability: −2 penalty to water vehicles 
  for defenses or chases.
  • Reinforced: A tugboat gains an extra 5 
  Toughness against collisions.
  • Very Large: Attacks against the vessel gain a 
  +4 bonus due to its size.
  The Majic has the same statistics. However, since 
  it is also pushing nine barges of cargo, it can only 
  go around 10 kph (4) and is making periodic stops, 
  so it should be easy to catch up.
  RIVER CAPTAIN
  If the crew needs Captain Landry to operate the 
  Bright Idea use the stats below. The Majic’s captain 
  has the same statistics.
  Attributes: Charisma 8, Dexterity 8, Mind 8, Spirit 
  8, Strength 8
  Skills: Dodge 9, find 9, fire combat 9, first aid 9, 
  intimidation 9, maneuver 9, melee weapons 9, 
  persuasion 9, streetwise 9, survival 9, taunt 9, 
  trick 9, unarmed combat 9, water vehicles 10
  Move: 8; Tough: 8; Shock: 10; Wounds: —
  Equipment: Club (Strength +2/10)
  Perks: Endurance, Helper
  Possibilities: Rare (2)
  Special Abilities: —
  AN INAUSPICIOUS BEGINNING
  At the beginning of the journey, just before 
  crossing into the Living Land, the heroes encounter 
  a group of survivalists trying to hijack boats (even 
  ones without cargo, as they need the gas and the 
  boats themselves). They have a boat with the 
  
  57
  the Mississippi are much more aggressive in 
  the Living Land. Use the crocodile stats (see 
  Torg Eternity) for the gators.
  • A Critical Problem could be something as 
  complicated as a hole in the boat or a Very 
  Difficult (DN 16) engine problem. 
  sTep a: inTO The sTOrm
  Piloting a boat upstream through a cosm boundary 
  is always tricky, even for an experienced captain. 
  The water vehicles test is a Challenging (DN 12) test.  
  sTep b: we gO up
  Even though there is literally only one way to go 
  to catch up to the Majic, any number of difficulties 
  can slow down the Bright Idea’s travel: random 
  debris in the river, changes in currents due to the 
  wild nature of the Living Land, or even the Deep 
  Mist, making it difficult not to run aground. To 
  avoid problems that might slow the journey down, 
  a member of the group needs to make either a 
  Difficult (–2) survival check or a Hard (–4) find 
  check. 
  sTep c: The lOng, Dark nighT
  Traveling upriver is difficult even with the light 
  of day. At night it’s worse. The players have a 
  choice to make. They can drop anchor and wait for 
  morning, which adds two more “rounds” to the 
  tally of how long it takes the group to get upriver. 
  If they want to push on, the ship’s pilot must make 
  a Very Hard (–6) water vehicles test. If they fail, 
  add two rounds to the tally and the entire crew is 
  Fatigued due to the difficulties of getting upriver at 
  night. With a Standard Success, the pilot (and any 
  crew who want to be able to support the pilot with 
  Possibilities or Destiny Cards) is Fatigued for the 
  rest of the adventure. With a Good Success, they 
  managed to pull through but any Fatigue results 
  that come up in events before the Storm Knights 
  can get a real night’s sleep cause three Fatigue 
  instead of the usual two. With an Outstanding 
  result, the heroes get through the night with no 
  troubles, possibly thanks to the energizing aura of 
  the Living Land. 
  sTep D: race TO The finish
  The final step is a mad dash for the finish line. 
  The pilot must make a Hard (–4) water vehicles 
  check. Now, check and see how many “rounds” 
  of Dramatic Skill Resolution the group has 
  accumulated. 
  • 4–5: The group makes it to the Majic in time 
  to dock with her and alert the crew as to the 
  danger they’re in. They have a short amount of 
  in-game time (around an hour if they took five 
  rounds, more than that if they managed to do it 
  in four, not that they will know this) to prepare. 
  • 6: They arrive with just enough time to pull 
  up alongside to give a warning, and then the 
  attack begins. 
  • 7+: For every round above six, the Majic is in 
  sight of the Bright Idea, but 50 meters away, and 
  another 50 meters for each round above seven. 
  The Bright Idea travels 20 meters closer each 
  round. 
  
  58
  GATORS GONE WILD
  Dramatic Scene. Whether the heroes have arrived 
  in time to give the crew warning or are almost too 
  late, the Redjaws attack. 
  The Majic has Captain James Long and a crew of 
  eight. Captain Long uses the River Captain stats 
  above, and the rest use the River Crew statblock 
  below. 
  RIVER CREW
  These hardy sailors have not transformed to the 
  Living Land—yet. The captain keeps four hunting 
  shotguns in a weapons locker in his room. If the 
  Majic has been caught unawares, only one crewman 
  is armed. 
  Attributes: Charisma 6, Dexterity 7, Mind 7, Spirit 
  8, Strength 8
  Skills: Dodge 8, find 8, fire combat 8, first aid 8, 
  intimidation 9, maneuver 8, melee weapons 8, 
  streetwise 8, survival 8, taunt 8, trick 8, unarmed 
  combat 9, water vehicles 9
  Move: 7; Tough: 8; Shock: 8; Wounds: —
  Equipment: 
  Club 
  (Strength 
  +2/10), 
  shotgun 
  (Damage 13, Range 10/20/30, Shotgun)
  Perks: —
  Possibilities: Rare (2)
  Special Abilities: —
  PROUD MARY
  The edeinos scout, called “Proud Mary” by the 
  riverboat captains who can’t manage her throat-
  strangling real name, was unsure about the 
  invasion from the start. She believed in Lanala and 
  wanted to follow the words of her chosen, but was 
  troubled by her own experiences. Certainly, the 
  humans were weak and relied on their faulty tools, 
  but some of them had a palpable faith that spoke to 
  them the way Lanala speaks to her. 
  Her mission had been to sabotage the supply 
  shipments going upriver, but instead of attacking, 
  she watched and prayed for guidance. When an 
  excited child fell overboard while supplies were 
  being unloaded, she knew she had to help. The 
  survivor communities were initially suspicious of 
  her, but her friendly nature and a thankful parent 
  helped smooth things over. 
  Quote: “I thought humans were uncultured 
  savages until I tasted their cooking.” 
  Attributes: Charisma 9, Dexterity 8, Mind 6, Spirit 
  8, Strength 9
  Skills: Dodge 9, find 7, faith 9, maneuver 9, 
  melee combat 10, reality 9, stealth 10, survival 9, 
  unarmed combat 10
  Move: 8; Tough: 9; Shock: 9; Wounds: 3
  Equipment: Hrockt-shoot spear (Strength +2 / 11)
  Perks: Bluespine, Farwalker
  Possibilities: 3
  Special Abilities: 
  • Bite/Claws: Damage Strength +2 (11).
  • Swim: Move 8 in water.
  THE REDJAW ATTACKERS
  When the attack comes, the edeinos appear within 
  50 meters of the Majic. The vessel is dead in the 
  water, its engine rotors tangled in a thick trap of 
  vines hidden under the water.
  Two edeinos beast-riders on flying lakten harass 
  anyone on deck. They have a supply of spears 
  to throw at anyone using “thunder sticks.” 
  Any particularly brave crewman who has been 
  successful in attacking the edeinos is grabbed and 
  tossed in the water. 
  Another group of beast-riders approach on 
  alligators. Each alligator carries an extra edeinos 
  warrior, and two more swim alongside. 
  The alligators swim up to the sides of the boats, 
  where the warriors climb aboard. Once they’ve 
  dropped off the warriors, the beast-riders retreat 
  10 meters away and throw spears. 
  While most of the warriors fend off any defenders, 
  a pair of edeinos are instructed to grab the weaker 
  members of the crew and throw them overboard 
  to the alligators. In the water are an additional five 
  alligators that do what alligators do to prey.
  Don’t forget that depending on the size of the 
  group, one or two of the warriors have Possibilities! 
  The leader of the attackers is an edeinos optant 
  named Sss’Tok, and he’s not interested in taking 
  prisoners. 
  • Sss’Tok: Riding a plesiosaurus, see below.
  • Edeinos Beast Riders (1 per Lakten and 
  Crocodile): See page 80.
  
  59
  • Alligators (1 per hero): Use the statistics for 
  Crocodiles, see Torg Eternity.
  • Lakten (2): See below.
  • Edeinos Warriors (3 per hero): See page 80.
  SSS’TOK
  Attributes: Charisma 6, Dexterity 9, Mind 6, Spirit 
  11, Strength 10
  Skills: Dodge 10, faith 14, find 8, intimidation 13, 
  maneuver 11, melee weapons 11, missile weapons 
  11, reality 12, 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: Optant, Miracles (bless, call animals, commune 
  with animals, soothe, ward enemy.) 
  Possibilities: 3
  Special Abilities:
  • Bite/Claws: Damage Strength +2 (12).
  LAKTEN
  Attributes: Charisma 5, Dexterity 11, Mind 4, 
  Spirit 7, Strength 12
  Skills: Dodge 13, intimidation 9, find 9, maneuver 
  12, taunt (10), 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.
  PLESIOSAURUS
  Attributes: Charisma 3, Dexterity 9, Mind 3, Spirit 
  10, Strength 14
  Skills: Dodge 13, find 7, intimidation 12, maneuver 
  13, trick (8), unarmed combat 14
  Move: 7; Tough: 16 (2); Shock: 12; Wounds: 2
  Equipment: —
  Perks: —
  Possibilities: Never
  Special Abilities:
  • Armor: Thick skin +2.
  • Bite: Damage Strength +2 (16), reach 4 meters.
  • Large: Plesiosaurs are typically around seven 
  meters long as adults. Attackers gain +2 to 
  attack rolls due to their size.
  • Swim: Move 13 in water.
  KEEP ON BURNING
  After the battle, the team can help patch up 
  the wounded and make any repairs needed to 
  either riverboat. GMs may consider extending 
  the adventure. The Majic has only started its 
  run upriver, and still has plenty of stops—and 
  opportunities for adventure—along the way. 
  The Bright Idea could be an escort. If keeping 
  track of multiple crews doesn’t appeal, with a little 
  work the nine barges could be split between the 
  two riverboats. The Majic would have a relatively 
  uneventful trip while the Bright Idea could face all 
  sorts of dangers as it continues upriver, farther into 
  the savage heart of the Living Land! 
  Depending on how well they treat her, Proud 
  Mary might be willing to help the Delphi Council 
  in the future. She could become an ally should 
  the Storm Knights continue to operate along the 
  Mississippi River.
  
  COSM: LIVING LAND
  LOCATION: MIAMI, FLORIDA
  60
  PRAYERS TO A 
  DYING TREE 
  BY HENRY LOPEZ
  A Nightmare Tree and a living nightmare from 
  Orrorsh threaten edeinos and human spiritual 
  leaders. The investigators must stop the cult 
  surrounding this creature before its influence 
  grows even more.
  MISSION BRIEFING
  The Storm Knights hear the screech of tires and 
  the acrid smell of burning rubber as a black SUV 
  brakes suddenly near them. Given that emergency 
  and military vehicles are the only ones not on gas 
  rations, the fact that a large civilian car is speeding 
  through the streets of Miami is unexpected. 
  From the car emerge four men in black suits and 
  sunglasses, telegraphing their identity as federal 
  agents even before they flash their FBI badges. 
  After verifying the Storm Knights’ identities, an 
  Agent Neilson informs them that they are working 
  with the Delphi Council and that they’re to join 
  them in securing a person of importance. 
  Weaving through pedestrians who have reclaimed 
  the streets—since most can’t afford the fuel that’s 
  allotted to them—Agent Neilson hands them a 
  sealed envelope. The succinct letter reads:
  We have received intel that Father Albert Martinez 
  is being targeted for assassination by unknown forces. 
  Father Martinez is an influential voice in the Miami 
  community, calming the populace, and inspiring 
  many to do their part in resisting the invaders. 
  His death would be a blow to the morale of the city. 
  There is a concern that Baruk Kaah is behind the 
  attack, but the information is unclear on this point. 
  Once you secure Father Martinez, the FBI agents will 
  escort him to a safehouse. 
  This mission is Alpha Clearance, but the Cassandra 
  Division has tagged it as potentially problematic. Stay 
  alert and good luck. 
  The note ends with the seal of the Delphi Council.
  
  Horrors await humans and edeinos alike near a Nightmare Tree.
  61
  More than half of the city remains Core Earth reality 
  due to multiple hardpoints formed by the Freedom 
  Tower, Little Havana, and other landmarks. Fuel 
  and electricity for the citizenry have been rationed, 
  though a thriving Black Market affords some the 
  luxuries of their former lives to those who can 
  afford it. 
  Miami is a port city that expanded outward 
  concentrically as the population grew. The city 
  is bounded to the west by an immense tropical 
  wetland known as the Everglades. 
  The Everglades is passable by a main road that 
  cuts across the peninsula, as well as various smaller 
  raised roadways, one of which goes to Shark Valley 
  and the now-abandoned ranger station located 
  there. 
  The lack of clarity of the intel comes from the fact 
  that it comes from a psychic who “saw” Father 
  Martinez’s death at the hands of creatures that 
  looked like edeinos, but weren’t. The psychic 
  couldn’t be more precise than that as she said that a 
  “cold blackness laid over the scene like a shroud.” 
  Agent Nielson firmly believes in the reliability of 
  the Council’s resident psychic, though the other 
  three agents scoff at the Delphi Council’s reliance 
  on this type of “mumbo-jumbo.” 
  THE FREE CITY OF MIAMI
  Before the war, Miami was a thriving city of 
  millions with cultures and traditions from around 
  the Caribbean and the Americas. 
  
  “OF COURSSSE 
  SSSOMETHING ISSS WRONG 
  WITH THEM! MY PEOPLE 
  DON’T USSSUALLY TURN 
  INTO MUSSSH WHEN 
  SSSLAIN!”
  -MOONWALKER
  62
  TAINTED EDEINOS
  Attributes: Charisma 5, Dexterity 9, Mind 6, Spirit 
  8, Strength 10
  Skills: Dodge 10, find 8, intimidation 10, maneuver 
  10, stealth 10, survival 8, unarmed combat 11
  Move: 9; Tough: 10; Shock: 10; Wounds: —
  Equipment: —
  Perks: Whirlwind
  Possibilities: Never
  Special Abilities:
  • Bite/Claws: Damage Strength +2 (12).
  • Poison: If the edeinos’ bite or claws deals 
  damage greater than the target’s Toughness, 
  he’s poisoned and suffers 1 Shock each round 
  for a minute.
  During the battle, the Storm Knights should 
  make a DN 10 find test. If successful, they note that 
  the hide of these edeinos is a mottled black and 
  purple color, like a bruise. Additionally, there is a 
  putrid smell coming from their snouts, as if they 
  had recently eaten spoiled, raw meat. A Good 
  Success identifies these edeinos as belonging to the 
  Bluespine clan due to their webbed fingers and the 
  flaking remnants of turquoise pigments on their 
  bodies. An Outstanding success detects sounds 
  of combat around the back portion of the church 
  grounds.
  After the battle, the bodies begin to decay at 
  an accelerated rate (even for the Living Land) 
  leaving only viscous puddles of a wriggling, dark, 
  gelatinous substance. If the Storm Knights take the 
  time to discern what is moving within the goo, they 
  discover a large, white worm in each pool. 
  FRIENDLY FACES
  Once the edeinos are dealt with, the Storm Knights 
  and the agents quickly find Father Martinez. In 
  his chambers, kneeling with his hands clasped 
  in prayer is a man wearing the traditional black 
  clothing of a Catholic priest. The priest identifies 
  himself as Father Albert Martinez and greets the 
  newcomers.
  “Thank you. I felt a sudden sense of something 
  dangerous and unholy, and prayed for deliverance. 
  And now it seems you have come!” 
  TO CATCH A PRIEST
  Standard Scene. The two FBI SUVs pull into a 
  church’s parking lot where several other vehicles 
  sit abandoned. The rectory building, where the 
  priests live, is separate from the church proper. 
  Unless the Storm Knights have other plans, the 
  four agents move to establish a perimeter while 
  the heroes enter the building and retrieve Father 
  Martinez. 
  The rectory is a small, two-story building made 
  of concrete. As the Storm Knights approach, 
  they notice the front door is ajar. The bottom 
  floor is unoccupied but appears orderly, as the 
  receptionist’s desk has supplies and papers neatly 
  stacked upon it. A gentle breeze wafts in from the 
  open windows, providing the only relief from the 
  hot Miami climate. Due to the energy shortage, the 
  use of air conditioners is strictly prohibited. An 
  adjoining office is likewise unoccupied. Just to the 
  right of the entrance is a stairway leading to the 
  second floor. 
  The stairs open onto brightly lit living quarters 
  with a desk, a bed and a few cots. On the far side of 
  the room, away from the large windows, is a door, 
  also ajar. Before the Storm Knights can do more 
  than take a cursory look at their surroundings, they 
  hear a high-pitched whine. 
  A moment later a shadow falls over the room 
  as several edeinos hurl themselves through the 
  windows, landing in a shower of glass. The 
  edeinos immediately attack everyone in their 
  vicinity. Unlike others of their ilk, these edeinos are 
  attacking solely with their claws and bite. 
  • Tainted Edeinos (2 per hero): See below.
  
  63
  Another man enters from the opposite door, 
  carrying a large, futuristic looking pistol. The 
  stranger, dressed in a style of dress usually 
  reserved for near-future sci-fi movies, identifies 
  himself as Michelle Laurent, in thickly accented 
  English. His identification shows him to be a native 
  of Paris and a former officer of Interpol, now with 
  the “Avignon” Church Police. 
  A quick search shows that he isn’t implanted with 
  any cybernetics. He’ll drop his weapon (a GWI 
  GodMeeter with a silencer) quickly if ordered to, 
  and the gun complains quietly if he does so.
  Michelle explains that he was sent to speak with 
  Father Martinez about aid from Avignon. When he 
  saw the strange edeinos outside he fought them, as 
  “His Holiness values other men of God and peace, 
  and wishes to ensure that they remain safe in these 
  dangerous times.”
  There are pools of goo behind the church similar 
  to the ones left behind by the Storm Knight’s battle, 
  which seems to prove Laurent’s claim.
  When Agent Neilson arrives on the scene he 
  verifies that this is Father Martinez and asks 
  the Storm Knights to escort Father Albert to the 
  safehouse for debriefing, as the primary mission 
  is to thwart future assassination attempts. They’ll 
  even leave them one of the SUVs to get there, 
  and take the other to the report in and get orders 
  relating to this new attack.
  Meanwhile he and his agents plan to take Michelle 
  Laurent into custody and investigate whether he 
  and the Cyberpapacy are somehow involved in 
  this. If the Storm Knights offer to tag along, Neilson 
  declines. He firmly believes that protecting Father 
  Martinez is the priority. Plus, the situation with the 
  “visitor from abroad” could have political fallout, 
  and he’d like to keep the Delphi Council away from 
  the situation for now.
  In truth, Michelle is completely unrelated to 
  the attack, and was just here to curry favor with 
  Father Martinez on behalf of the Cyberpapacy. 
  This distraction gets the agents out of the way, and 
  leaves the Storm Knights alone with Martinez to 
  find out more about what’s really happening.
  SAFEHOUSE DEBRIEFING
  The safehouse is in an office building downtown, 
  a top-floor space outfitted with cots and other 
  creature comforts. Father Martinez doesn’t seem 
  surprised to hear that he’s been targeted for 
  assassination, though the shootout and seeing 
  edeinos in the flesh have left him rattled. 
  Once settled in, the priest explains, 
  “I try to calm and give hope to the populace, but I also 
  use my prestige to warn against falling under the sway 
  of false idols and demagogues. Many of the citizens of 
  Miami are religious, and more so since the invasion. 
  Besides the mainstream religions practiced here, there 
  are other more exotic faiths, such as Voodoo, Santeria, 
  and many other groups led by charismatic leaders. 
  Most are benign but a few are very dangerous, feeding 
  on their followers’ gullibility and fear.
   “One such man is Manny Corbo, a dangerous con 
  artist who has taken advantage of the present climate 
  of fear that has shaken the souls of the bravest of men. 
  When Corbo said he could call on a powerful spirit to 
  perform miracles, he garnered attention. According to 
  some, he made good on these miracles. He gathered 
  some of the rich and powerful of Miami, handpicked 
  based on their prestige, power, and wealth. 
  “I railed against Corbo and his group on my radio 
  program, and managed to turn some of his followers 
  away from him. One of them told me that before he 
  left, Corbo went on a mouth-foaming rant against me. 
  I knew I would be a target for reprisals. But I never 
  imagined Corbo could call on the invaders to do his 
  bidding.”
  Father Martinez tells the Storm Knights that Corbo 
  and his group meet near the Shark Valley Visitor 
  Center at the entrance to the Everglades National 
  Park, just outside Miami. Agent Neilson adds that 
  the Everglades is an enormous swamp and right 
  on the edge of where technology begins to break 
  down. He won’t risk taking his men out there for 
  fear of going “native.” If the Storm Knights wish to 
  confront Corbo and his group, they’re on their own. 
  Martinez believes they are meeting this evening. 
  Getting to Shark Valley is simple, as US 41, the road 
  that bisects the Everglades, has a spur accessing the 
  park. The agents can requisition a car and have the 
  Storm Knights there before nightfall. 
  
  64
  SHARK VALLEY
  Dramatic Scene. Shark Valley is a geological 
  depression emptying out into the Shark River, 
  located at the eastern edge of the Everglades. The 
  visitor center has an unusual looping ramp that 
  glides up to a ranger station and observation tower. 
  The tower stands 45 feet high, with a 360-degree 
  view of the surrounding area. 
  Assuming 
  the 
  Storm 
  Knights 
  acquire 
  transportation and leave for Shark Valley as quickly 
  as possible, they arrive after sunset. Should the 
  Storm Knights wish to delay in the hopes of setting 
  a trap at their next meeting, Father Martinez urges 
  them not to wait as Corbo and his cult are getting 
  stronger with each passing day. 
  As the Storm Knights head west, they’ll notice 
  that the ambient light of the city begins to diminish 
  until they pass an unmarked line of demarcation; 
  their headlights the only illumination spearing into 
  the darkness. After an hour of travel, a heavy rain 
  begins as their headlights splash against a brightly 
  colored sign announcing the entrance to Shark 
  Valley. As they pass the sign, the Storm Knights 
  enter a Living Land/Orrosh Mixed Zone. 
  The Storm Knights can either drive down the 
  three-mile-long road to the observation tower or 
  walk. Just before the road ends at a large parking 
  lot, a pair of men armed with automatic weapons 
  are stationed as sentries. If the Stormers arrived 
  in a vehicle, the men gruffly order them to leave, 
  advising them this is a private function. A successful 
  DN 12 persuasion test convinces the guards the 
  heroes are late arrivals to Corbo’s gathering. 
  Should they instead attempt a DN 12 intimidation 
  test, the Storm Knight suffers a –2 penalty; these 
  men are hardened criminals. Otherwise, the Storm 
  Knights need to deal with them. 
  If the Storm Knights walked here, the sentries are 
  likely unaware of their approach. A successful DN 
  10 stealth test gives the characters surprise on their 
  attack. 
  If successfully bluffed, the sentries guide the Storm 
  Knights to a parking lot full of very expensive cars 
  and then direct them to follow a dirt path to the 
  gathering spot. They hand heroes a lit torch and 
  warn them not to leave the path as the area is thick 
  with crocodiles and other dangerous wildlife. 
  If combat ensues and the sentries dealt with, 
  the Storm Knights can climb to the top of the 
  observation tower. From that vantage point, they 
  easily spot the torchlight Corbo uses to illuminate 
  the pavilion where his gatherings occur. 
  If the Storm Knights use some sort of enhanced-
  vision binoculars they see that the group gathered 
  consists of ordinary men and women, as well as 
  several other armed guards. 
  • Ords: Use the Soldier stats (see Torg Eternity) 
  for any Ords encountered. 
  BATTLE WITH THE CULT 
  After the invasion, the city of Miami began 
  offering a hefty bounty for the scalps of hostile 
  edeinos. Manny Corbo, former petty thief and 
  grifter, fell in with one of these groups made up 
  of former Columbian cartel members. During a 
  disastrous hunt near Shark Valley, Corbo found 
  himself wounded and on the run, stumbling 
  blindly through the swamp. Exhausted, he 
  collapsed by a huge, withered tree and began to 
  pray for salvation. As the edeinos war party closed 
  in, a beautiful stranger emerged from behind 
  the tree and decimated the attackers. Covered in 
  gore, the woman looked like an avenging angel to 
  Corbo, who practiced the religion of Santeria. He 
  called her La Santisima, and though she never said 
  a word, Corbo knew that this angel could be the 
  answer to his prayers. 
  Contacting Ricardo Montoya, the head of the 
  Columbian cartel in Miami, Corbo explained the 
  miracle of his rescue and the power of La Santisima. 
  Montoya, 
  his 
  criminal 
  enterprises 
  severely 
  curtailed due to the invasion, saw an opportunity 
  and agreed to join Corbo’s growing cult. His men 
  produced the sacrifices La Santisima demanded, 
  while she in turn provided monstrosities that 
  eliminated Montoya’s enemies. 
  As Corbo’s influence grew, he handpicked those 
  he would accept into the cult, those of wealth and 
  power who chafed under the rations imposed by 
  the government and desired the luxuries they once 
  enjoyed—luxuries that Corbo, through Montoya’s 
  smuggling operations, could supply. 
  Since La Santisima appeared reluctant to leave the 
  area where he first encountered her, Corbo ordered 
  
  Corbo’s hired guns are numerous and ready to protect the foul denizens of the valley.
  65
  a pavilion and stage built for their ceremonies and 
  to provide shelter from the incessant rain. 
  The mile-long trail to the cult’s pavilion is 
  surrounded by a nearly impenetrable wall of 
  darkness. This creates a foreboding atmosphere, 
  moreso now that Orrosh’s power is influencing the 
  area. All around the Storm Knights the swamp is 
  alive with sounds of wildlife, from toads croaking to 
  the slow glide of something large moving through 
  the wilderness. Just before reaching the pavilion, 
  a horrendous scream of a wild pig pierces the 
  blackness and is immediately cut off. The swamp 
  appears to hold its breath until a chilling crunch of 
  bone shatters the momentary stillness. 
  Upon arriving at the cult’s meeting place, the 
  Storm Knights notice the men and women are 
  dressed in expensive white linen clothing, with 
  those acting as guards carrying firearms. There is 
  no need for stealth tests as the cult’s attention is 
  riveted on a small man standing on a makeshift 
  stage—Manny Corbo. 
  Corbo is on a rant, denouncing the priest, 
  calling him a demagogue who uses his newfound 
  popularity to curtail their religious freedoms. 
  Calming down, he points to an older gentleman 
  with a cruel smile and says,
  “Once again, we are in Señor Montoya’s debt. His 
  men have captured more of these invading creatures 
  and the power of La Santisima will bend them to our 
  will. These beasts will follow our orders, protect our 
  families and eventually, drive out the invaders, letting 
  us return to the life we all enjoyed.”
  From the darkness behind the stage, a dozen 
  edeinos are dragged, hogtied, onto the stage. The 
  Storm Knights can attempt a DN 14 find test, due 
  to the poor lighting and distance, to identify these 
  edeinos as belonging to the Bluespine clan, due to 
  the blue and turquoise pigments adorning their 
  bodies. 
  A moment later, a woman of unearthly beauty 
  ascends onto the stage. Her long, straight black hair 
  and blood-red lips contrast against her pearlescent 
  
  66
  skin that seems to glow in the torchlight. Stepping 
  up toward the first captive, she raises a long dagger 
  that appears suddenly in her hand and raises it, 
  ready to plunge it into the edeinos’s chest. 
  If the Storm Knights do not spring into action now, 
  she expertly sacrifices the edeinos, one by one, a 
  look of pleasure crossing her otherwise placid face 
  when blood spurts upon her gown. If not stopped, 
  La Santisima invokes a ritual, a deep susurration 
  issuing inhumanly from her, as she slides a large, 
  thick, white, worm-like creature down each of 
  the sacrifice’s throats. Once freed of their bonds, 
  the edeinos rise with spasmodic motions, adding 
  additional foes for the Storm Knights to deal with 
  should they have waited this long. 
  If the Storm Knights attack before La Santisima 
  sacrifices the first edeinos, they enjoy surprise as 
  combat begins, since all eyes are riveted upon the 
  spectacle taking place on stage. Corbo’s followers 
  are ordinary people and scatter at the first sign 
  of trouble, except for the hired guns who protect 
  Corbo and his mistress. 
  • Hired Guns (2 per character): Use Human 
  Soldier stats on page 80. Note that the weapons 
  they use exceed the Tech Axiom of the Mixed 
  Zone, so they are subject to disconnection.
  COMPLICATIONS
  After the first round, a scouting party of Bluespine 
  edeinos arrives and begins massacring the fleeing 
  civilians. They tracked their fellow edeinos after 
  their capture and are intent on exacting revenge. 
  The Storm Knights have an opportunity to turn 
  these foes into allies. A successful DN 16 persuasion 
  test, at +2 if the characters untie the captured edeinos 
  unharmed, gives the characters a chance to recruit 
  the Bluespine as temporary allies against their true 
  enemies, Corbo and La Santisima. Otherwise, they 
  need to defeat the attacking Bluespines.
  This fight can be as simple or as complicated as 
  the GM wishes. The panicking civilians should act 
  as a barrier against indiscriminate fire by the Storm 
  Knights, though the guards don’t necessarily share 
  their restraint. Unless the Bluespine edeinos were 
  turned into allies, use them as a means of either 
  cutting down the guards (should they prove too 
  much for the Storm Knights), or have the edeinos 
  realize the characters are the greater threat and 
  focus their attacks on them.
  • Edeinos Warriors (1 per hero): See page 80.
  LA SANTISIMA REVEALS HERSELF
  As the tide turns against him, Corbo throws 
  himself at La Santisima’s feet and begs her to save 
  him. Bending down, she gently caresses his head, 
  grips it, and in one smooth motion rips it off. She 
  stands there, delighting in the shower of arterial 
  blood, and then reveals her true self. 
  Appearing as a beautiful woman of indeterminate 
  origin, La Santisima, when confronted with 
  combatants, digs her fingers between her jawline 
  and cheeks. Horrifically ripping off her face as if 
  it were a mask, her gore-covered skull leers at the 
  Storm Knights. Small bumps like tumors swim and 
  undulate beneath her alabaster skin. Upon seeing 
  this, the Storm Knights must succeed a DN 10 Fear 
  test or become Very Stymied. 
  THE LADY OF WORMS
  La Santisima is actually the Lady of Worms, a 
  horror from the cosm of Orrorsh. The creature is 
  a four-foot-long, two-foot-thick white worm that 
  uses a human body as its host, preferring beautiful 
  females to better entice its prey. It feeds exclusively 
  on blood, which it uses to provide nourishment 
  for itself and its brood gestating within the host. 
  Numbering in the many thousands, these resemble 
  smaller versions of itself. 
  When Corbo stumbled upon the Nightmare Tree, 
  the Lady of Worms planned on feeding on him, but 
  the attacking edeinos offered greater nourishment 
  and provided her the opportunity to undermine 
  Baruk Kaah’s foothold in this reality. When it found 
  the man on its knees, promising to bring others 
  to worship at its feet, the Lady of Worms saw an 
  opportunity to spread her brood farther afield. 
  The attack by the edeinos and the Storm Knights 
  enraged it, and in a pique, it killed Corbo so his 
  blood would empower the Lady of Worms for her 
  fight against the Storm Knights. 
  
  67
  Attributes: Charisma 6 (13 as La Santisima), 
  Dexterity 9, Mind 6, Spirit 11, Strength 12
  Skills: Dodge 12, find 9, intimidation 14, melee 
  weapons 12, reality 12, unarmed combat 12, 
  willpower 14
  Move: 9; Tough: 12; Shock: —; Wounds: 3
  Equipment: —
  Perks: —
  Possibilities: 3
  Special Abilities:
  • Acidic Spew: Once per combat, the Lady of 
  Worms can launch an acidic attack in a Medium 
  Blast as a missile weapons attack, Damage 12. 
  Anyone who suffers damage is automatically 
  Stymied for one round, as they shake off the 
  hundreds of small worms trying to burrow into 
  their skin. 
  • Bite/Claws: Bony talons erupt from the host 
  body’s fingertips. Damage Strength +2 (14).
  • Darkness: The Lady of Worms gains a bonus 
  to Toughness equal to the current Darkness 
  penalty—none if the heroes waited until the 
  day, or +4 Toughness if the battle occurs at 
  night.
  • Fear: Upon first seeing the Lady of Worms 
  in her true form a hero must test Willpower or 
  Spirit or become Very Stymied.
  • Relentless: The host is a meat puppet, 
  allowing the Lady of Worms to ignore Shock. 
  •  True Death: After ripping the worm from the 
  host body, it must be covered with rock salt and 
  then set ablaze. Otherwise, even if defeated the 
  Lady of Worms eventually returns to plague 
  the living.
  AFTERMATH
  The Nightmare Tree rests nearby, an immense tree 
  so thick, eight people could link arms around its 
  circumference. Its leafless branches reach up to the 
  heavens like a dead man’s hand, its bark desiccated 
  and brittle to the touch. Destroying the Nightmare 
  Tree could become a campaign goal. It does not 
  burn and any attempt to chop it down is futile, as 
  its blood-red sap immediately seals the wound like 
  a scab. 
  The Nightmare Tree is planted on a small rise 
  that was the site of a massacre during the Second 
  Seminole War, where dozens of Seminole Indians 
  were ambushed and killed by soldiers in 1840—
  fertile ground for the Gaunt Man’s seed. 
  With the death of Corbo and the Lady of Worms, 
  the cult disintegrates and no longer poses a threat 
  to Father Martinez or anyone else. The corpses 
  infected by the Lady of Worms’s parasitic brood 
  cease to be animate and rot away to puddles of 
  black ooze. 
  If an alliance between the Storm Knights and 
  Bluespine edeinos is forged, it holds after the Lady 
  of Worms is destroyed. They leave the characters 
  unharmed. Whether the Storm Knights can build 
  upon this tentative truce remains to be seen. 
  The Storm Knights have made an enemy of 
  Ricardo Montoya this night. The crime lord does 
  not soon forget their interference in his attempt to 
  reconstruct his power base. Montoya proves to be 
  a thorn in the side of the Delphi Council’s Miami 
  branch. 
  
  COSM: LIVING LAND
  LOCATION: NEAR ASTORIA, 
  OREGON
  68
  FIRST WALK 
  BY GREG GORDEN
  The Delphi Council has asked the explorers to 
  enter the Living Land in order to find the source 
  of vinemetal, a living form of metal. The council 
  needs to know if tools or weapons made from this 
  metal fare better in the Living Land than items 
  made from Core Earth materials. The heroes are 
  inserted near Astoria, Oregon. There they are met 
  by an edeinos guide from the Ghost Clan, who will 
  guide them to the vinemetal site in the ruins of 
  Portland, Oregon. The journey takes about a week. 
  The edeinos guide is a gotak, one whose faith 
  in Lanala is absolute, but whose faith in the Saar 
  Baruk Kaah is shaken. Tyec Ssan questions whether 
  the High Lord truly represents the will of Lanala. 
  Baruk Kaah’s wrathful destruction of Seattle did 
  not fit well with Tyec’s belief in the sanctity of 
  death as a critical part of honoring Lanala. He is 
  on a First Walk of Gotak, a ritual replication of the 
  origin of the first gotak. 
  DELPHI BRIEFING
  Standard 
  Scene. 
  The 
  council 
  presents 
  the 
  investigators with a gift and a mission. The gift is 
  a .38 revolver and 24 rounds of ammunition. The 
  revolver looks strange; reflections move slowly 
  across the cylinder and barrel independent of the 
  light source. The pistol heats up more slowly and 
  cools down more rapidly than would normal metal. 
  The council explains that the .38 is made from 
  vinemetal, a living metal found somewhere in the 
  Willamette Valley in the former state of Oregon. 
  The council got a sample from trade with the Ghost 
  Clan. Scientists believe living metal does not decay 
  or break in the Living Land as ordinary metal does. 
  The council wants the weapon tested, to see if 
  vinemetal weaponry can be used in the war against 
  Baruk Kaah. They want the source of the metal 
  found, and for the explorers to determine if it is 
  a resource that can be exploited for the benefit of 
  Core Earth. The Gray Ones of the Ghost Clan know 
  
  Tyec Ssan is a Gotak of the Ghost clan
  69
  Embracing his role with enthusiasm and fervor 
  to serve Lanala, Tyec joined the Saar’s expedition 
  against Seattle. The battle left Tyec’s faith in Lanala 
  unwavering, but his loyalty to Baruk Kaah fell with 
  the buildings of Seattle. There was no chance to 
  consecrate such a number of dead, no way to ensure 
  the spirits could find their way back to Lanala, no 
  way to honor the wisdom of the goddess’s plan. 
  He is still loyal to his tribe and suspicious of those 
  from other cosms. But Tyec accepted the Gray 
  Ones’ request to guide Delphi Council agents. The 
  gotak is going to use that journey as a First Walk, 
  a spiritual journey that tells the story and to an 
  extent replicates the origin of the first gotak of the 
  edeinos. While he is a reliable guide, he is more 
  interested in how the agents do with the first walk, 
  and the discussions during firetalk, than in their 
  destination. 
  the location of the vinemetal, and have provided a 
  guide for this mission. 
  The heroes are inserted near Astoria, Oregon. 
  Astoria is a former port city, now a small fortified 
  camp of about 700 souls. The camp is centered 
  about a hardpoint, the house where a portion of the 
  movie The Goonies was filmed. Outside the walls of 
  Astoria the Storm Knights meet their gotak guide.
  THE GOTAK’S WAYS
  Tyec was marked by Lanala at an early age; wounded 
  animals came into his tribe’s encampment and died 
  at his feet. His tribe’s optant began training him 
  in the ways of Lanala, at the same time Tyec was 
  learning to hunt. This early training in the ways 
  of life may have tinged his perception of what it 
  meant to be a gotak. 
  
  70
  TYEC SSAN
  Attributes: Charisma 6, Dexterity 9, Mind 8, Spirit 
  11, Strength 10
  Skills: Dodge 10, faith 15, find 10, intimidation 
  12, maneuver 11, melee weapons 11, missile 
  weapons 11, unarmed combat 11, willpower 12
  Move: 10; Tough: 12 (2); Shock: 11; Wounds: 3
  Equipment: Hrockt-shoot spear (Damage Strength 
  +2/12), hrockt-root armor (Armor +2, Torso)
  Perks: Claw Words, Gotak, Miracles (commune 
  with spirits, banish, bless, curse, ward enemy)
  Possibilities: 2
  Special Abilities:
  • Bites/Claws: Damage Strength +2 (12). 
  BEING A GOTAK
  The gotak of the Ghost Clan are excluded from 
  most tribal activities. The edeinos’ discomfort 
  with the gotak’s role in Keta Kalles shows in the 
  extremely rigid way of interacting with them. Tyec 
  Ssan is used to this, and expects the explorers to 
  follow protocol. 
  names are fOr The living
  Once they have taken the shaping oath, other 
  jakatts distance themselves from the priests of 
  death. For this reason gotaks do not use their names 
  when speaking to others. They refer to themselves 
  as “gotak,” or “I, gotak” if specificity is needed. 
  They refer to others by the role they perform in the 
  party. When introductions are made at the start of 
  the journey, the gotak is uncomfortable if names 
  are given. He asks, trying to coax the heroes to use 
  a role or title rather than a name,
  “Names are for the living. What are you to me?” 
  respecT DeaTh
  Death is a somber, critical part of Lanala’s plan. 
  Funerary rites are a critical part Keta Kalles; to 
  ignore these rites disrespects the goddess of the 
  Living Land. Such disrespect can cause a gotak 
  to lose favor, and often causes a reaction from the 
  land itself (See “These Rocks Hate You” below).
  NEW PERK: CLAW WORDS
  Prereq: Ghost Clan Jakatt
  Claw Words channels Lanala’s spirit through 
  bold gestures to increase the effectiveness of a 
  jakatt’s spoken word. The edeinos add physical 
  gestures and miming to their sentences. While 
  also for emphasis, spiritual energy bolsters and 
  strengthens the spirit of the words as they are 
  spoken. 
  The jakatt makes bold, dramatic gestures, 
  movements and sounds that complement her 
  message. She may use faith skill instead of 
  intimidation, persuasion, or taunt when the target 
  of the test is a follower of Lanala. The test is 
  Favored.
  THE CARE AND FEEDING OF 
  VINEMETAL 
  Vinemetal is a living plant; it needs nutrients 
  and water like any plant. Fortunately care is 
  pretty simple: Let the vinemetal have sunlight 
  during the day, and plant it in the ground each 
  evening. Once planted, vinemetal shoots out 
  tiny roots through which to take nutrients. 
  When pulled from the ground the roots retract. 
  Vinemetal can go for about three days without 
  light and water, at the end of which the metal 
  turns brown and crumbles like a dried leaf. 
  Vinemetal tools do not rot or decay in the 
  Living Land like tools made from “dead 
  things.” However, the technology of the tool 
  can still cause a Contradiction. The .38 revolver 
  is susceptible to this. Vinemetal requires a 
  Spirit Axiom of 16 to live. If it disconnects in a 
  cosm where the Spirit Axiom is less than 16 it 
  dies, leaving a brittle brown husk. 
  
  71
  “THE JUNGLE LIKES US THIS 
  MORNING”
  Jakatts can sense the spiritual calm or turbulence 
  of their surroundings. The presence of wonders, 
  predators, bountiful game, challenging terrain, and 
  native spirits within a day’s walk can all influence 
  the spiritual feel of the surrounding land. If an 
  explorer wants to determine this spiritual feel, it 
  requires a faith test DN 12. The results are expressed 
  as if the jungle were the actor for the spiritual 
  presence sensed. Threats might be expressed as, 
  “The jungle hunts us,” while a wonder might be 
  “The jungle reveals to us” or “The jungle tempts 
  us.” Travel difficulties could be expressed as 
  “The jungle challenges us.” The sense is not all-
  encompassing; only one salient feature need be 
  revealed on a successful faith test. 
  “THE TREES WHISPER OF 
  ANGER”
  The jakatt senses danger hidden in the trees or 
  some other prominent terrain feature. Jakatts 
  generally believe they sense this danger because 
  they are warned by the spirits of the trees, but it is 
  more likely they apprehend the danger with one of 
  their more prosaic senses. 
   “THESE ROCKS HATE YOU”
  Characters who mock or are disrespectful of 
  Lanala and the Living Land provoke a reaction 
  from the spirits of the land. When this happens, a 
  jakatt can often sense the land’s displeasure with 
  the individual. A spiteful piece of the Living Land 
  makes the offending character Very Stymied. 
  The modifier might apply to movement, combat, 
  navigation, camping, almost any action a character 
  might take. The land is living, it does not like the 
  character, and it acts accordingly. 
  Vegetation snaps loudly, making stealth tests 
  more difficult. Rocks suddenly become sharp or 
  slippery, making climbing and movement harder. 
  Mists roil in such a way that reveals the character 
  and hides his enemies. Wood may become too 
  damp, extinguishing a campfire. Rain splatters 
  and fills the eyes, making sight difficult. The Game 
  Master should think of the offending character as 
  THE GHOST CLAN  
  STYLE OF SPEAKING
  The Law of Life and the Law of Savagery have 
  affected the speech patterns of the edeinos. Their 
  phrasing is direct, active tense, usually short. 
  Everything is alive, even spoken words, so Jakatts 
  often ascribe actions or motives to things Core 
  Earthers consider inanimate. When they use 
  what Core Earthers might consider metaphorical 
  language, the edeinos most often mean it literally. 
  “Your words walk wounded,” carries the meaning 
  that what a speaker has said is unconvincing or 
  confusing. But the edeinos see the speaker as one 
  who has damaged his words, which are now too 
  hurt to communicate their meaning to a listener. 
  When edeinos do not know a word, they have two 
  methods for asking. Each starts with the phrase 
  “What am I?” and ends up acknowledging the 
  word or phrase by saying that they are that word or 
  phrase. For nouns, an edeinos points at the person, 
  place, or thing in question. For verbs, the edeinos 
  acts out the action the verb defines. Any other way 
  of asking or learning is reserved for firetalk. 
  An edeinos might point to a flower, asking, “What 
  am I?” When told it is a rose, the edeinos would 
  say, “I am rose,” and wait for confirmation from 
  the person. If they are really up on their manners, 
  an edeinos would then thank both the rose and the 
  person who offered the word “rose.”
  An edeinos who wants to know the word “hunt” 
  would ask “What am I?” and pantomime tracking, 
  chasing, throwing a spear, then downing the 
  quarry. They would act out all parts of the process 
  like a game of charades turned up to 11. When they 
  are given a word, they would say “I am hunt,” 
  and wait for confirmation from the speaker of that 
  word. Polite edeinos then thank the speaker for the 
  gift of the word. 
  Below are a few example sentences to help the 
  Game Master speak in the manner of Ghost Clan 
  edeinos. These sentences are clues to how the 
  edeinos interact with the spiritual nature of the 
  Living Land. Clearly this is not an exhaustive list; 
  the Game Master is encouraged to expand it when 
  she acts as an edeinos character talking to Storm 
  Knights. 
  
  72
  having stumbled into a haunted house thousands 
  of square miles in size, and run with it. 
  The offending character must make amends, 
  scrupulously observing the practices and rituals of 
  the jakatt for at least two days and nights, including 
  making a personal apology to Lanala. This apology 
  often takes the form an offering or service provided 
  the goddess. Once this is done, the land forgives 
  her. A Game Master is free to increase the penance 
  if she believes the character has done something 
  heinous or truly blasphemous to the Living Land. 
  “YOUR WORDS WALK 
  WOUNDED”
   A character’s words have failed to impress, are 
  incomprehensible, or the hero otherwise did not 
  communicate effectively. A speaker may try again 
  if he adds dramatic movements and gestures to his 
  speech, in order to act out, represent, or otherwise 
  emphasize his meaning.  As a Game Master, think 
  of it as charades turned up to 11. 
  “MY HEART BEATS ITS CHEST  
  AT YOUR WORDS”
  Strange to Core Earth ears, this statement makes 
  perfect sense to an edeinos. His heart, his emotional 
  self, is distinct from his physical self, and so would 
  of course beat its chest in agreement and elation 
  if a speech resonated with him. Some edeinos also 
  express other emotional states as living entities 
  taking action.
  Among the Ghost Clan in this region, they use the 
  following idiom: “My courage bathes.” This refers 
  to the ritual bathing Ghost Clan warriors perform 
  at the instruction of an optant on the eve of a great 
  battle. It means the edeinos is steeling herself, and 
  is ready for the conflict ahead. 
  “MY CURIOSITY SPRINTS” 
  This utterance means an edeinos is about to 
  throw caution to the wind and discover what is 
  just ahead. Explorers can bet that an edeinos who 
  says this about to plunge headlong into something, 
  regardless of consequence. 
  “MY DEATH SINGS”
   This means the situation is dire, but fierce devotion 
  stoked by the Law of Savagery might be enough to 
  pull the edeinos through. And if not, it is probably 
  a good death in the eyes of Lanala. 
  “MY WORDS DID NOT DANCE”
  The speaker’s words were clumsy, poorly phrased, 
  or possibly offensive to the listener. The edeinos is 
  apologizing for those words. 
  EDEINOS PHENOMENA
  FIRETALK
  Conversations are had and stories told around 
  campfires. This is the one setting in which edeinos 
  relax their rules of conversation, speaking in 
  abstractions or more poetically, particularly when 
  telling a good story. They may still emphasize 
  descriptions, 
  accentuated 
  with 
  the 
  physical 
  movement and gestures of the speaker, but other 
  gentler styles of speaking are also used. One 
  source of cultural tension between natives of the 
  Living Land and visitors is the visitors’ tendency 
  to prattle on and on with firetalk at inappropriate 
  times. An exasperated edeinos says, “Where is the 
  campfire?” expecting the visitor to stop speaking 
  inappropriately. 
  SKYSPIRIT RIVER
  Phenomenon in which a long rain produces a semi-
  sentient flash flood that flows as a river. The river’s 
  sentience is provided by sky spirits, trapped by the 
  rain as it fell to the ground. The frantic flow of the 
  river is the result of spirit’s struggle to be free from 
  the watery confines. Eventually, usually suddenly, 
  the spirits win their freedom and the skyspirit river 
  disperses, becoming a temporary bayou that drains 
  away in several hours. 
  THE FIRST WALK OF GOTAK
  The gotak begins the spirit journey of the First 
  Walk as soon as he meets the explorers. The First 
  Walk is a ritual recreation of the journey an edeinos 
  took on her way to becoming the first ever gotak.
  
  73
  The gotak answers no questions about the journey 
  until the first evening of firetalk, and he expects 
  the heroes to participate in the journey. He starts 
  by marking the sunrise symbol on the first willing 
  character, and he cannot be persuaded to start 
  guiding them until all Storm Knights have the 
  mark. 
  Should the Storm Knights force the gotak to lead 
  them while not participating in the ritual, the gotak 
  does not warn them of any dangers he senses, nor 
  use miracles on their behalf. 
  Each morning the Delphi Council’s agents wake 
  to find the gotak busy grinding plants for the 
  pigments for that day’s markings. Tyec mimics the 
  bird calls from the surrounding jungle as he grinds. 
  Marks for the First Walk do not wear off until the 
  First Walk is complete, or the marked character 
  dies.
  SUNRISE JOURNEY
  Standard Scene. Upon first encountering the 
  explorers, the gotak gestures to the pigments he 
  has ready, dipping claws into the first bit of color. 
  On his left arm he draws a line representing the 
  horizon, and a half circle for the rising sun. He says,
  “She woke that day filled with life, knowing Lanala’s 
  purpose for her that day was joy, and moved fiercely. 
  So shall we.”
  For the rest of the day, all forms of movement actions 
  are Favored. The gotak takes every opportunity to 
  move quickly, running more than walking, leaping 
  onto rocks, climbing trees, for no other reason than 
  to experience the joy of movement in Lanala’s land 
  of life. He takes a handful of berries, leaps, then 
  tosses the berries in a lazy arc so the passing birds 
  can more easily catch them. 
  The explorers do not tire even after a day’s 
  worth of frantic movement. They travel at a three-
  kilometer-per-hour pace through the jungle, but it 
  catches up with them at firetalk. At that time each 
  Storm Knight makes a Strength test DN 8. Failure 
  means the character takes four Shock. This Shock 
  represents strains and small tears in muscles, and 
  does not naturally return until the next night’s 
  firetalk. 
  fireTalk
  The gotak now provides more expansive answers 
  to the explorers’ questions. His central questions 
  for the heroes are, “In the Delphi Council tribe, how 
  is it decided who shall hunt? Upon the hunting 
  party’s return, how is the hunt divided within the 
  tribe?” The gotak is looking for how the heroes’ 
  “tribe” handles responsibility for providing for the 
  tribe, and how fair the division of spoils is for the 
  community. 
  SKYSPIRIT RIVER
  Standard Scene. Next morning, as the heroes work 
  out the stiffness from the previous day, the gotak 
  paints wavy lines of blue on the left shoulders of 
  the explorers. He says,
  “Lanala skyspirits hurried her. She was not yet gotak, 
  and struggled on the skyspirit river. So shall we.” 
  It starts to rain, and intensifies over the next two 
  hours. Seasoned explorers see the conditions are 
  ripe for a flash flood, but they have time to lash 
  together logs or branches into an improvised raft. 
  A water vehicles test at DN 12 ensures the craft 
  holds together long enough to run the length of 
  the skyspirit river. Otherwise failed handling rolls 
  while on the river mean bits of the raft are lost, 
  perhaps ending in individual chunks of wood 
  floating in the torrent. The adventurers face several 
  hazards along the way: 
  • Swirling Rapids: Requires two characters, 
  one to make a water vehicles test at DN 10, 
  and one to make a Strength test at DN 10. If 
  both succeed, the raft nimbly negotiates the 
  current. If one fails, each character must make 
  a standard Dexterity test (DN 8), or fall in the 
  water. If both tests fail the raft capsizes, dealing 
  one soakable Wound to each occupant. 
  • Boulder Field: This requires three characters, 
  one to make a water vehicles test (DN 10), one 
  to push the raft away from the boulders with a 
  Strength test (DN 12), and one to keep the raft 
  from spinning with a Strength test (DN 10). If 
  both the water vehicles and spin test fail, the raft 
  capsizes. If the push fails, the raft strikes the 
  boulders. Each character makes a Dexterity test 
  at DN 10 or is catapulted into the water. 
  
  TRAPPED SKY SPIRIT
  Sky spirits trapped in the river are panicked 
  and enraged. They channel their spiritual power 
  through the water that encases them, lashing out at 
  everything around them in their struggle to be free. 
  Attributes: Charisma 8, Dexterity 11, Mind 11, 
  Spirit 11, Strength 10
  Skills: Dodge 12, intimidation 12, taunt (10), trick 
  15, unarmed combat 12, willpower 10
  Move: 10; Tough: 12; Shock: 20; Wounds: 3
  Equipment: —
  Perks: —
  Possibilities: 1
  Special Abilities:
  • Drowning: Trapped sky spirits use tricks to 
  time surges and blasts of water such that the 
  target sucks in a lungful of water. The target is 
  Very Vulnerable until she makes a Strength test 
  at DN 12.
  It rains more than water in a place as spiritual as the Living Land.
  74
  • Falling Forest: The rushing river topples trees 
  over at their roots. This hazard requires three 
  characters, one to make a water vehicles test (DN 
  12), and two to make Strength tests (DN 10). For 
  each test that fails, falling branches clip one or 
  two characters, doing 14 damage. If all three 
  tests fail, a falling tree scores a direct hit on the 
  raft, dealing 16 + 1BD damage to all characters 
  on the raft.. 
  • Whirlpools: Furiously spinning whirlpools 
  indicate trapped sky spirits. Keeping the raft 
  upright and moving requires two characters, 
  one to make a water vehicles test (DN 10), and 
  another to keep paddling with a Strength test 
  (DN 10). If both tests fail in the same round, the 
  raft is sucked down into a whirlpool and lost. 
  As the Storm Knights try to navigate through 
  nearby whirlpools, other whirlpools erupt as 
  trapped sky spirits attack (one spirit for every 
  two heroes). See their stats below.
  
  75
  test means the allosaurs get two rounds of attacks 
  before the heroes can again try to disappear into 
  the jungle. 
  The party must find an injured edeinos to 
  whom the gotak can give a chant of passage. This 
  requires a tracking test at DN 16. The allosaurs 
  hunt continuously. Once the edeinos is found, the 
  gotak must give a quick chant of passage, which 
  takes five rounds. If a Storm Knight checks out the 
  edeinos, it is obvious that it has taken rifle fire. 
   No more stealth rolls are possible during the chant 
  of passage, and if the two allosaurs find the heroes 
  the fight is on. 
  ALLOSAUR
  Attributes: Charisma 4, Dexterity 9, Mind 5, Spirit 
  10, Strength 16
  Skills: Dodge 12, find 12, intimidation 13, 
  maneuver 11, stealth 11, taunt (10), tracking 13, 
  unarmed combat 12
  Move: 11; Tough: 19 (3); Shock: 12; Wounds: 3
  Equipment: —
  Perks: —
  Possibilities: None
  Special Abilities:
  • Armor: Scaly skin +3.
  • Bite: Strength +3 (19).
  • Hunting Pair: These beasts are instinctive 
  hunters with uncanny cooperation during a 
  hunt. Whenever one allosaur in a pair attacks, 
  the second allosaur’s attack is Favored. 
  • Very Large: Attacks vs them gain a +4 bonus.
  fireTalk
  As the explorers tend to their wounds, the gotak 
  is pleased. The power of the skyspirit river and 
  success of the hunt in the mists provide proof that 
  this is a First Walk provided by Lanala. The Storm 
  Knights walk the path of the first gotak. 
  This night the gotak wants to know how the 
  Delphi Council tribe decides to go to war, and 
  decides when it is time to end a war. Tyec Ssan 
  also struggles to express a concept unusual in the 
  land of the Law of Savagery. The Battle of Seattle 
  was wrong—war taken too far—to the point of 
  forcing disrespect for the dead. Does the Delphi 
  Council tribe have limits on what it does in times 
  of war? Are there values sacred enough that they 
  • Fluid: A trapped sky spirit is hard to damage; 
  this is reflected in the creature’s Toughness and 
  Shock ratings.
  • Free At Last: Freeing a sky spirit from its river 
  prison requires that specific intent and a faith 
  test at DN 14. A freed spirit explodes from 
  the water, leaving a shimmering rainbow that 
  grows to 25 meters in size and disappears in a 
  gust of fresh, clean air.
  • Waterblast: Shimmering waves of water 
  infused with spiritual energy. Deals damage 
  Spirit +4 (15). Waterblast ignores armor unless 
  the armor specifically protects against spiritual 
  attacks. 
  fireTalk
  This evening the gotak wants to know about 
  community rituals of the Delphi Council tribe. 
  Are there birth blessings? Mating sacraments? 
  Rituals of dance where the community strengthens 
  its hunters? Most important of all: How is death 
  consecrated, and how are the practitioners of those 
  rituals treated within the Delphi Council tribe? 
  HUNT IN THE MIST
  Standard Scene. The next morning, the gotak 
  paints on the right shoulder of each explorer 
  a swirling patch of white, with brown talons 
  emerging from swirl. He tries to ask the word for 
  “hunt” by pantomiming a hunt: He is the hunter 
  who tracks, pursues, and throws a spear at his 
  prey, becoming the speared prey at the end of the 
  performance. Whatever word the investigators give 
  him, the gotak uses in place of the word “hunt” in 
  his benediction for that day:
  “She woke that day feeling a shiver in the mists. She 
  hunted death that day, as it hunted her. She respected 
  death. So shall we.” 
  As soon as the gotak finishes the benediction, 
  deep mists flow over the campsite and envelop the 
  group. 
  The roar of an allosaurus perhaps 100 meters 
  behind the party is echoed by a roar about 60 
  meters to the party’s right. The heroes are hunted 
  by a mated pair of allosaurs.
  Avoiding the allosaurs is a standard stealth test 
  opposed by the allosaurs tracking. A failed stealth 
  
  76
  LYN BRUSHMAN
  The mayor is a grizzled veteran named Lyn 
  Brushman. Originally based in San Francisco, Lyn 
  assigned himself the job of creating and defending 
  Lynville as a forward base and refuge. Some of his 
  platoon-mates joined him. Lyn is an honest leader 
  and a loyal defender of his colony. Although he 
  wages war against the Ghost Clan, he is not a 
  burn-the-village-to-save-it kind of guy. He can be 
  reasoned with if the explorers can come up with a 
  win-win scenario for the party and the colony. 
  When talking to the party, Lyn wants to know 
  why the heroes are cooperating with a Ghost Clan 
  gotak. He asks,
  “Since when does the Delphi Council consort with 
  the enemy?”
  If Lyn spots or is shown the living metal .38 special, 
  he is interested in obtaining some of the metal for 
  his colony. A deal might be struck. 
  lynville cOlOny resiDenTs
  • Two primitive humans per character in the 
  party (See page 80).
  • One Human Soldier per character in the party, 
  plus two in the water tower (See page 80).
  • Lyn Brushman, a Soldier with two Possibilities.
  • 30 Ord residents (see Torg Eternity).
  fireTalk
  This firetalk is pivotal in Tyec Ssan deciding to join 
  the Delphi Council tribe, or at least leave the service 
  of Baruk Kaah. He discusses the Storm Knights’ 
  decisions and conduct at Lynville. If neither of 
  the gotak’s objectives are achieved, he needs 
  convincing that the other goals are worthwhile. 
  If the violence escalates beyond the three deaths 
  required to satisfy the gotak, he wants to know the 
  reason for the escalation. 
  CLAW, FANG, AND FAITH 
  Dramatic Scene. This morning Tyec Ssan paints 
  several stick figures on the backs of the heroes, 
  some whole, some in pieces. He says,
  “She paid respect to death. This day death paid 
  respect to her. She faced the blasphemous with only 
  claw, fang, and faith—and prevailed. So shall we.” 
  are not sacrificed in the heat of battle? He offers a 
  halting, emotional recounting of his vantage point 
  during the Battle of Seattle as a negative example, 
  something he feels compelled to avoid in the future. 
  ENEMY TRIBE
  Dramatic Scene. The Storm Knights waken to a 
  clear day. The gotak paints a pair of red, broken 
  spears on the right forearm of each investigator. He 
  says,
  “Lanala embraces death as part of life. She created 
  gotaks to foster respect for death. The edeinos she 
  found was not given that respect by their killer. She 
  went to find the enemy tribe to get that respect, or 
  revenge. So shall we.” 
  The edeinos was killed by survivalists in the nearby 
  colony of Lynville. The regular clear-cutting and 
  burning of the jungle encroaching upon the colony 
  fills the sky with smoke, making the settlement 
  easy to find. 
  On the way to Lynville, Tyec Ssan says they must 
  either:
  • Take Blood: This means to kill three colonists 
  in retribution, performing proper consecration 
  rites on those killed, or...
  • Gain Respect: Lead a party of colonists 
  back to the bones of the edeinos for a proper 
  consecration of the edeinos’s soul to Lanala. 
  Lynville is a survivalist colony near the former 
  Oregon town of Dundee. They consider themselves 
  independent of the Core Earthers in Astoria. A 
  good number of the colonists have transformed 
  into primitive humans. These transformed humans 
  are still part of the colony, wandering the outskirts 
  and patrolling for enemies. The jungle is kept 
  reasonably clear from the razor-wire borders of 
  the colony out to a range of 20 meters, but sections 
  of wire have succumbed to the Living Land. A 
  functioning water tower forms the heart of the 
  colony, with three Quonset-style buildings and 
  half a dozen tents surrounding it. The water tower 
  is constantly manned by two soldiers. The rest of 
  the soldiers are scattered around the colony, but the 
  water tower has an alarm bell which alerts soldiers, 
  primitive humans, and residents to rise and defend 
  their colony. 
  
  77
  The gotak says that the first gotak dealt with the 
  dead of the Ustanah. He says they are to deal with 
  the dead of Baruk Kaah. 
  The day becomes stiflingly hot and humid. The 
  temperature rises steadily throughout the day, 
  breaking 115 Fahrenheit (46 Celsius) before noon, 
  and keeps rising. The jungle is still—no wind—and 
  soon the birds stop chirping and the insects cease 
  their buzzing. The snapping of the foliage ahead 
  is obvious, and the encounter begins. Tyec Ssann 
  says as gospog begin pouring out of the jungle, 
  “Lanala’s favor is with us. Claw, fang, and faith 
  only. Death sides with us.”
  Lanala’s Favor: If a hero uses only faith or unarmed 
  combat this fight, Lanala allows faith to directly 
  damage the gospog. The attacks are made with 
  unarmed combat, and the damage value is the 
  character’s faith +8. When an attack hits, the heroes 
  feel a concussive shudder and parts of the gospog 
  break off on the other side. A hero without faith 
  just uses unarmed combat. A hero who attacks some 
  other way than maneuver, trick, taunt, or unarmed 
  combat feels suddenly and horribly drained by the 
  heat; they are Vulnerable for the remainder of the 
  encounter. 
  • Round One: Gospog of the First Planting 
  surge from the jungle (2 per hero).
  • Round Two: The gospog are reinforced by 
  more First-Planting Gospog (1 per hero). 
  • Round Three: The enemies are reinforced 
  by second-planting gospog (1 per hero). The 
  Game Master may increase this number if there 
  are characters whom “the rocks hate.” These 
  extra foes concentrate on explorers who have 
  offended the Living Land. 
  This fight is very visceral, taking full advantage of 
  the Law of Savagery. Fists get stuck in the oozing 
  chests of the gospog and heads butt rotting skulls 
  as Storm Knights break free from an enemy’s grasp. 
  The ground becomes slick from the ichor of fallen 
  enemies. Every war cry sprays blood and spittle. 
  Go into full-throttle Game Master description for 
  this fight.
  • Gospog of the Living Land: See Living Land.
  When the battle is over the gotak starts funeral 
  rites for the gospog. Characters who help with this 
  task impress the gotak with their respect for Lanala. 
  Those who fought only with unarmed combat and 
  faith also impress him. If the Storm Knights have 
  been respectful to Lanala during this journey, Tyec 
  Ssan is primed to switch sides and join forces with 
  the Delphi Council. His pride prevents him from 
  asking directly. 
  fireTalk
  The gotak gets as close as he can to asking if he can 
  join the Delphi Council tribe, asking instead if there 
  are gotaks who serve the Delphi Council tribe, and 
  what use a gotak might be to the explorers’ tribe. 
  LANALA’S WHISPER 
  Standard Scene. The next morning, the gotak 
  paints ochre lines on the explorers’ ears and 
  foreheads. Tyec says,
  “As she finishes the first walk of gotak, she now walks 
  with Lanala. She sees death through Lanala’s eyes, 
  and reverently helps her tribe to do the same. In the 
  quiet moments, she listens to the whispers of Lanala. 
  So shall we.” 
  The investigators enter the ruins of Portland, 
  heading toward the Willamette River downtown. 
  The closer they get, the more vinemetal they see. 
  The Wonder that allows the vinemetal to grow and 
  thrive is about a kilometer in diameter, centered 
  over the north end of the remains of Tom McCall 
  Waterfront Park.
  An hour or so out from the park, each character 
  makes a Spirit test (DN 10). With success, a 
  character hears soft voices on the wind, warnings 
  of shattering footfalls, razor teeth, and slicing 
  claws: the vinemetal behemoth. On a Good Success, 
  Lanala grants a vision of the vinemetal grove’s 
  heart: the now-living mast of the USS Oregon. 
  The mast is choked with vinemetal that is slowly 
  strangling the life from the heart. 
  With Outstanding Success, the GM can use the 
  description above or have Lanala grant a vision 
  concerning other campaign events. Also, the 
  character momentarily feels Baruk Kaah’s attention 
  as the High Lord notices the unusually strong 
  presence of Lanala the hero has garnered. 
  
  78
  chupacabra nearly 15 meters long. Its howl sounds 
  like the baying of a chupacabra mixed with a metal 
  grinder, played at full volume through a stadium 
  sound system. Nothing about the creature is quiet; 
  footsteps reverberate like explosions in a quarry, 
  and its movement sounds like a ship’s hull being 
  sheared in two.
  Attributes: Charisma 8, Dexterity 12, Mind 12, 
  Spirit 14, Strength 20
  Skills: Dodge 12, find 12, intimidation 16, missile 
  weapons 15, trick 12, unarmed combat 15, 
  willpower 14
  Move: 15; Tough: 26 (6); Shock: 30; Wounds: 3
  Equipment: —
  Perks: —
  Possibilities: 6
  Special Abilities:
  • Dread: Any fight against the behemoth is a 
  dramatic scene.
  • Flechette Stomp: Damage 26. The behemoth 
  can spend a Possibility to attack with a flechette 
  stomp. The stomp explodes the vinemetal 
  around the behemoth into thousands of 
  piercing metal slivers. The stomp is a Huge 
  Blast attack using missile weapons, targeting 
  creatures within 40 meters of the behemoth.
  • Living Armor: Armor +6. The behemoth is 
  living metal, and its skin and outgrowths are 
  very good at adapting to incoming attacks. 
  When an armor-piercing attack hits the 
  behemoth, the creature makes a free Spirit test 
  (DN 12). Success means future attacks from 
  that source no longer pierce its armor. 
  • Metal Scream: The behemoth amplifies the 
  sound of its movement to unbearable levels. 
  Targets must make a Mind test (DN 12), or be 
  Stymied until they make such a test. 
  • Razor Vines: The behemoth can command 
  the vinemetal in the grove to attack an enemy. 
  Razor vines are a missile weapons attack 
  anywhere within the sight of the behemoth, as 
  long as the target is in the grove. The vines do 20 
  damage; a Good Success does 20 + 1BD damage 
  and restrains the target; an Outstanding 
  Success does 20 + 2BD damage and restrains 
  and Stymies the target. 
  • Very Large: +4 to hit the vinemetal behemoth.
  The grOve
  Entering the grove in Tom McCall Park is a little 
  like stepping into a mirage. Wavery reflections 
  of silver, blue, and green shimmer from every 
  direction. Every blade of glass, every leaf and 
  barked trunk is gleaming, living metal. At the heart 
  of the grove is the mast of USS Oregon. Formerly 
  a war memorial, it is now the 100-ton heart of this 
  ecosystem. The wondrous power that transformed 
  the mast is the life source for the metal in the 
  grove. Atop the mast is a US flag transformed into 
  a fluttering, thin metal sheet. It is colored blue and 
  silver, for there is no red in the palette of the living 
  metal. 
  The heart is in trouble. Razor vines are growing 
  around and through its base, and are beginning to 
  run up its sides. This is damaging the heart. It will 
  be dead in a few months. With the heart dead, the 
  wonder fades and the metal is once again a dead 
  thing. 
   The players have at least the following choices:
  • Help the Heart: To do this the heroes have to 
  clear the razor vines from the mast. They do this 
  by invocing banish or shape plant on every five-
  meter cluster of vines, then cutting them out. 
  The vines resist with Spirit 10 and a Toughness 
  10. When they attack, they do so in the same 
  way as the behemoth’s Razor Vines ability. 
  There are six clusters that must be cleared. So 
  easy peasy…except for the behemoth guarding 
  the heart. 
  • Harvest Vinemetal: Avoiding the behemoth 
  is easy enough to do if the Storm Knights do 
  not approach the heart of the grove. They could 
  harvest as much living metal as they can carry. 
  • Attack the Behemoth: For no other reason 
  than because it’s there. And they have a gotak 
  handy to bury the Delphi Council agents when 
  it’s over.
  VINEMETAL BEHEMOTH
  The vinemetal behemoth is the guardian of the 
  living metal grove, particularly the heart of the 
  grove represented by the mast of the USS Oregon. 
  The behemoth took the form of a chupacabra 
  that had been caught in the vinemetal, but it’s a 
  
  parlaying wiTh The behemOTh
  The behemoth is extremely intelligent, and knows 
  the heart of the grove is in trouble. However, it 
  speaks not a lick of any language. By this time, 
  our heroes should have some experience with 
  alternate  methods of communication that could 
  work. They can try to pantomime their actions 
  out for the behemoth. Or they can try to paint 
  symbols or pictographs on the ground to convey 
  their intentions. Let the players be creative in their 
  solutions. As long as they don’t get too close to the 
  tree, and are trying to communicate, the behemoth 
  is extremely patient. If the communication stalls, 
  the behemoth tries to herd them out of the grove. 
  If 
  attacked, 
  the 
  behemoth 
  unceremoniously 
  slaughters everyone it can. 
   AFTERMATH
  When the scene is over, Tyec Ssan tells the heroes 
  they have successfully completed the First Walk 
  of the Gotak. As far as he knows, they are the first 
  non-jakatts to do so. If they so choose, the explorers 
  may keep one symbol as a reminder of their 
  journey. The symbol fades slightly over time, but is 
  permanent otherwise. Any optants or gotaks who 
  see the symbol recognize that the Storm Knight has 
  completed the First Walk of the Gotak. 
  A Canadian-flagged patrol boat rendezvouses 
  with them at the edge of the Willamette River. 
  If Tyec Ssan has joined the Delphi Council, he 
  hesitantly gets into the loud, dead thing. If not, the 
  gotak gives them a benediction for their journey, 
  and thanks them for giving him much to think 
  about. 
  If the heroes helped the heart, the behemoth allows 
  others to harvest a limited supply of vinemetal. If 
  intact, Lynville becomes a smithy for all manner of 
  living metal tools and weapons. Relations between 
  Lynville and the Ghost Clan improve, and some 
  of the Ghost Clan learn how to use the shape plant 
  power with vinemetal. 
  The source is near!
  79
  Other parties may become interested in the metal. 
  The Nile Empire sees possible uses for weird 
  science. The Cyberpapacy sees living metal as a 
  potential path to more effective cyberwear. And 
  Baruk Kaah would want to eliminate any resource 
  his enemies were using. 
  Finally, what of the stories of smaller “buds” from 
  the behemoth—more normally scaled, gleaming 
  chupacabras—exploring the world and headed 
  toward Mexico for an unknown purpose?
  Yeah...that’s probably just crazy talk. 
  
  80
  COMMON FOES
  EDEINOS BEAST RIDER
  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 Bond: The rider may divert one Wound 
  from an attack to hit his mount instead of 
  himself.
  • Bite/Claws: Damage Strength +2 (12).
  EDEINOS WARRIOR
  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).
  GHOST CLAN MISTWALKER
  Attributes: Charisma 6, Dexterity 9, Mind 6, Spirit 
  8, Strength 10
  Skills: Beast riding 11, dodge 10, faith 10, find 9, 
  intimidation 10, maneuver 10, melee weapons 
  10, missile weapons 10, stealth 14, survival 8, 
  tracking 10, trick 9, unarmed combat 10
  Move: 9; Tough: 10; Shock: 8; Wounds: —
  Equipment: Hrockt-shoot spear (Damage Strength 
  +2/12)
  Perks: Chameleon Skin, Skin Shifter, Sprinter
  Possibilities: Rare (2)
  Special Abilities:
  • Bite/Claws: Damage Strength +2 (12).
  HUMAN SOLDIER
  Attributes: Charisma 6, Dexterity 8, Mind 7, Spirit 
  8, Strength 8
  Skills: Dodge 10, find 8, fire combat 10, first aid 8, 
  heavy weapons 9, intimidation 9, land vehicles 9, 
  maneuver 9, melee weapons 9, stealth 9, unarmed 
  combat 9
  Move: 8; Tough: 12 (4); Shock: 8; Wounds: —
  Equipment: Ballistic vest (Armor +4), M4 assault 
  rifle (Damage 13, Short Burst, Range 50/100/200).
  Perks: Double Tap
  Possibilities: Rare (2)
  Special Abilities: —
  PRIMITIVE HUMAN
  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
  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.
  
  THE DELPHI COUNCIL NEEDS YOU! 
  Delphi Missions: The Living Land is part of 
  a series of adventures designed to enhance 
  any Torg Eternity campaign. Each of the 
  eleven adventures inside is suitable for an 
  evening of play, and may dropped into an 
  existing story or played on its own. These 
  dangerous missions add opportunities and 
  complications to the Storm Knight’s lives.
  This product contains adventures for 
  Alpha Clearance Storm Knights written 
  by a host of returning Torg icons, 
  including Greg Gorden, Ed Stark, 
  Miranda Horner, and John Terra. Industry names like 
  Steve Kenson, Wendelyn Reischl,James Dawsey, Ron Lundeen, Rick 
  Jones join the fun, along with popular “Day One” writers Aaron 
  Pavao, Bill Keyes, and Henry Lopez! 
  INSIDE YOU‘LL FIND:
  •  Eleven adventures, all set within different parts of the 
  Living Land. 
  •  Great for a one night fill-in, or to extend an act that 
  ends too early. 
  •  New foes to battle and allies to win!
  This game requires the Torg Eternity core  
  rules and Drama Deck to play.
  UNA10024PDF
  UlissesNorthAmerica.com
  
SOURCE: textdata/thevault/Torg Eternity/Living Land/UNA10024 - Torg Eternity - Delphi Missions - Living Land.pdf