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ceNTRAL VALLe)' GATe

By Gregory W. Detwiler and Bill Smith

A Small Town with a Terrible Secret


Roleplaying the Possibility Wars Thl

Central Valley Gate


Gregory W. Detwiler, Bill Smith
Design

Greg Farshtey, Bill Smith


Development and Editing

Stephen Crane, Richard Hawran


Graphics

David Mann
-Cover Illustration

Aaron McClellan
Interior Illustration

Stephen Crane, Cath~een Hunter


Maps and Diagrams

Published by

l: "WWEST
"1£NO
~GAMES®
RD3 Box 2345
Honesdale, PA 18431
20573

First Printing: April, 1992

Publisher: Daniel Scott Palter. Associate Publisher: Richard Hawran


Editors: Greg farshtey, Bill Smith, Ed Stark· Art Director: Stephen Crane· Graphic Artists: Cathleen Hunter, John Paul Lana
Sales Manager: Fitzroy Bonterre • Sales Assistant: Maria Kammeier-Kean • Administrative Assistant: Jeff Dennis
Special Projects Manager: Ron Seiden· Warehouse Manager: Ed Hill· Treasurer: Janet Riccio

Angar Uthorion, Aysle, Baruk Kaah, Core Earth, Cosm, Cosm\'erse, Cyberpapacy, Darkness Device, Dr. Mobius, Gaunt Man, Gospog, Heart of the Coyote, High Lord,
Infiniverse, Kanawa, Living Land, Maelstrom, Maelstrom Bridge, Nile Empire, Nippon Tech, Orrorsh, Pella Ardinay, Possibility Raiders, Possibility Storm, Possibility Wars,
Ravagon, Stormers, Storm Knights, Torg, and the Torg logo are trademarks of West End Games. ®, nt and © 1991 West End Games. All Rights Reserved.
®, TM and © 1992 West End Games. AU Rights Reserved.

...."'1-2-----------------------9
Torg: Central Valley Gate

Prologue
1111 hood., m,hod
lightning .od
lit the jungle
clearing in its entirety, as
the last words of the spell
The Victorian soldiers, in their neatly
pressed unilorms, in neat rows, bravely
marched through the gate into some
unknown world. They knew not what
night in the graveyard. He was deter-
mined to stick it out no matter what.
But, first he had to make sure that
he didn't have to worry about his
were spoken. As the to expect, but they knew that their help friends trying something. "Yep, fif-
Orrorshan wizards flung their hands would most certainly be needed. With teen minutes ahead of time." As he
skyward in mad triumph, the pack of all thoughts given to God, Queen and closed in on the old graveyard, he
werewolves squatting around them Country, none thought to perchance noticed the gate had been left open-
howled in equally dark ecstasy. A gate look over their shoulder. pretty unusual. Slowly working his
to a new part of this world, a part not Slowly, silently, a shifting black way through the rows of gravestones,
yet tom by the ravages of war, and it mass, thick and viscous, trailed at a he already felt the hair on the back of
was all theirs ... distance. Just as the last soldier disap- his neck start to rise. "Calm down ...
The staccato crackle of rifle fire and peared through the opening, a tenta- there's nothing here. Be brave." Shad-
the whine of machine guns interrupted tive tendril reached out and through ows seemed to grow to monstrous
the cries of triumph. Wizards and the gate. Soon, all that was left in the proportions, he heard twigs snap off
werewolves alike all went down in forest was the chill of the night air. in the darkness, movement off to the
rows before the hail of lead and silver side, and then nothing. A ten-year-
bullets that swept through their ranks.
••• old's imagination can be worse than
It was another warm, sunny morn-
One wounded werewolf tried to crawl anything that can really happen.
ing in central California. The Central As he neared the back fences, he
through the gate, then stopped, nailed
Valley had seen many such mornings, saw another shadow dart and move.
to the ground by the silvered bayonet
and the small number of remaining
that pierced him between the shoul- He almost gave in, ready to run home
residents had grown accustomed to
ders. He gave a hoarse cry of agony, and crawl under the covers. Maybe
the eternal sunshine. While the area this wasn't such a good idea. Standing
and then the only sounds were those
had been through much since the in-
of the storm. still, just watching, listening, hearing
vasion - first, the primitive reality of
Brigadier Percival Cunningham of his own heart beat uncontrollably.
the Living Land, and now the troubles
the 63rd Regiment, Royal Surreys of That's when hisirnagination went on
in Los Angeles with the horrifying overtime. At first it looked like a couple
Birmingham reclined in his camp chair
techno-demons - the people knew
and listened as his adjutant gave the of friends had crawled behind a pair of
they could count on some constants, nearby tombstones, and were slowly
final tally. "Five wizards and a score of
and beautiful mornings were part of
werewolves, Sir. No casualties on our rising up to try toscare him. "Billy, that's
the deal. .
side. Bloody good thing we attacked not funny. Stop it." Then, he saw the
Lurking in a distant cave, far from
when we did. However, the chaplain shadowsstretch ... a strange"click,click"
any peering human eyes, the black
believes that the gate will be up about sound ... the shadows became wings ...
three weeks."
mist, now in its form as the creature rising up out of the mists, nearly eight
Dagarathov, pondered its situation. A feetlall, the beast froze the small boy in
"I knew that storm would provide
superior cover." Cunningham said. He
permanent home ... someplacefrom which his tracks. A tuft of brown hair slipped
stood up, his lean, trim figure seeming
to rule and gain power. Someplace near out from under the Rams cap, gum long
to tower over the diminutive adjutant.
these simple-minded cattle, from which to forgotten and swallowed, mind desper-
"Well, we've stopped them from go-
control their shallow minds. I /lll/st Sllm- atelyscrearning, "RUN! RUN!," but legs
ing through their bloody gate, but we
mon a serva1lt. refusing to aet.
don't know where it leads, or what • • • No one heard the stifled scream
might come through the other side. Donnie Shears was pretty content as coming from the back of the grave-
And there's only one way to find out. ten-year-olds went. He had a bike, a yard. Silently, a darkened shadow
Find Major Reynolds and tell him his little sister he could abuse to his heart's leaped into the night sky, headed for a
23rd Lancers can go in first, scouting content, and tonight - tonight would multi-story building. Minutes later, a
out the area as they go. With luck, we besomethingspecial. Heand his friends gaggle of kids gathered in front of the
can stop an invasion of either our were to meet at the graveyard for "!ruth graveyard. "Where's Donnie?"
realm, or someone else's, in its tracks." or dare" night. To see who was the "Dunno ... musta backed out. What a
bravest of the gang and could slay all baby."

•• 4
Introduction

Introduction
'III .
,,"m/ V.II"
adventure for Go,,;,
playing the Possibility
Wars. You must have the
=
Torg: Role-
manner that will not conflict with later
details of the story.
Because of the conflicting factions
involved in this adventure, it is neces-
In these cases, the "Event" sections
provide new bits that can occur at
almost any time within a scene. "The
Action" usually gives guidelines as to
roleplaying game to play sary for the gamemaster to be thor- when within a scene events should
this adventure. Adventures for Torg oughly familiar with the timetable of occur. Events are always optional, and
take place on Earth in the Near Now- actions for each group of individuals. it is up to the gamemaster to decide
an Earth that has been invaded by It is assumed that the players will have whether or not to use them.
seven powerful beings from other re- their characters do things that neither "Flags" are like events, but they are
alities. Theseinvaders,called High wrds, the authors of the adventure nor the triggered by something specific. The
have the power to conquer realities dif- gamemaster could possibly have an- triggers can be in the same scene or can
ferent from their own and impose their ticipated. Becauseofthis, the format is be carried over from another scene.
reality upon their victims. set up to allow characters to leave the For example, if the Storm Knights kill
Our world has been invaded be- established path for a while but even- an edeinos tribe's optant in one scene,
cause it is rich in possibility energl}, a tually, out of necessity, return to the and then are captured in the nextscene,
spiritual force that courses through basic storyline of the adventure. theedeinos will treat theStorm Knights
every being. It is the goal of each High very differently than if they had al-
Lord to gather enough possibility en- lowed the optant to live.
ergy to become the Torg, a being of Acts and Scenes "Variables" give tips on how to keep
near infinite power who seeks only a scene running smoothly. As men-
destruction and chaos. Torg adventures are divided into tioned above, players often come up
It is this same possibility energy large sections called "acts." Central with ideas that are not covered di-
that is responsible for the existence of Vallet} Gate has four acts. Each actstarts rectly in this ad venture. The role ofthe
Storm Knights, a select group of he- with its own synopsis, called "The gamemaster is not to discourage the
roes who are the only true obstacle to Major Beat," which outlines what the imaginations of his players, but to cre-
the plans of the High Lords. player characters (also caIled Storm atively deal with how they play their
In this adventure, the players' group Knights) are likely to encounter. characters. "Variables" help the game-
of Storm Knights venture to the Cen- Each act is broken down into sev- master keep the ad venture on track
tral Valley area of California, deep in eral major encounters, called "scenes." without frustrating the players.
the Tehachapi Mountains. The area is Scenes are defined as either standard At the end of some scenes there
sandwiched between a Living Landi ordramatic, and this determines which may be several options for the Knights
Nippon Tech mixed zone to the north conflict line of the drama deck is used to take. "Cut To ..." list the different
and the recently arrived Tharkold for conflict resolution (see page 59 of actions the Storm Knights can take
realm, which has taken control of the the Torg Rulebook). Each scene begins and the name of the scene that lets the
Los Angeles area to the south. with "The Situation" and is followed characters follow through on that
The contents ofthis adventure are for by "The Action." If applicable, a scene choice. It is possible that some scenes
the gamemaster only. Any player read- may also contain certain sections en- will be completely passed over by the
ing this adventure will ruin the adven- titled "Events/' "Flags," "Variables," Storm Knights. If there is only one
ture for herself and everyone else. and "Cut to ... " scene to go to, only one scene will be
"The Situation" section gives the listed.
gamemaster basic information for the Between acts there are sometimes
Adventure Format scene from the point of view of the
Storm Knights. Parts of this section
"Interludes." These are usually points
in the adventure where the players
Gamemasters must read through can be read out loud to the players or have some information to sort out or
the entire book before attempting to paraphrased by the gamemaster to set the characters have a lot of traveling to
run the adventure. By doing this, the the scene. do. When a long passage of time takes
gamemaster can familiarize himself "TheAction" section describes what place in a movie, a quick montage of
with the various characters and situa- is going to happen in the scene and pictures is used to suggest that a lot of
tions involved in the adventure and gives details to be revealed to the play- time and distance has gone by. An
the motives and circumstances that ers as the scene unfolds. This is the "Interlude" is like that. You can as-
drive them. This way, if the players do part that covers what happens in a sume that the time between acts goes
something unexpected during the scene in a linear sequence. Sometimes, by or, if you wish, you can play it out.
course of the adventure, the game- however, it is convenient to have "Interludes" are also used to convey
master will be able to handle it in a events occur in a more fluid manner. information to the gamemaster (and,

5
I.
Torg: Central Valley Gate

at her discretion, the piayers) regard- upon 3327 for his treachery, and made The Storm Knights will go to inves-
ing the behavior of characters not in- its presence known very quickly by tigate, and run into the "relief" expe-
teracting with the Storm Knights at dropping a maelstrom bridge into the dition of Victorians. With luck, a tem-
the present time. heart of Los Angeles. porary alliance may be formed be-
On the last page of the adventure is The Tehachapi Mountains of Cali- tween the two sides, aimed against the
a section entitled "Stacks." Stacks are fornia, including Central Valley, lie bikers and any Living Land raiders
scenes that are not covered in the ad- right in the middle of the disputed that also show up.
venture text, but may occur at any territories. To the north is the Living In Act Two, the Knights and Victo-
time, probably triggered by subplot Land/Nippon Tech mixed zone, and rians escort the young woman back to
cards in the Drama Deck (see page 66 to the south is the Tharkold realm. The her home town of Redside, only to
of the Torg Rlilebook). The "Stacks" most important investment in the area find it under attack by edeinos raiders
section outlines some guidelines on is the Kanawa-owned Seisaku, Inc. and various other creatures. The at-
how to use these subplots within the weapons factory. Central Valley is in a tack is fought off, but the edeinos have
context of the current adventure, most uncomfortable situation ... captured a number of factory employ-
shouid the cards come into play. Half a world away, in the horror ees,and the Knights must venture into
realm of Orrorsh, a group of renegade the Living Land to get them back. Be-
occultists have built a gate into the fore they set out, they will meet the
Adventure Central Valley region. Their motiva- town's mayor, the factory's manager,
tion was simply to go someplace new a mysterious monster hunter, a team
Background to amass power and glory. of Spartans sent to the area by the
However, they were surprised and government, and a group of Nippon
Central California has become a annihilated with their werewolf fol- agents posing as survivalists and real
highly contested area of Earth in the lowers by a Victorian regiment just as estate brokers.
past few months, and Central Vallet) the gate was created. Mindful of what The Kanawa group's primary goal
Gate piunges Storm Knights into the started their involvement in the war in is to foil Baruk Kaah's plans forexpan-
thick of the battle. Most of northern the first place, Brigadier Percival sian, and then make land purchases in
California has been under the control Cunningham, commander of the 63rd southern California and Mexico to
of Baruk Kaah since the early months Regiment, Royal Surreys of Birming- prepare for the planting of stelae, but
of the invasion. However, as told in ham infantry and the attached 23rd part of the group has its own contra-
Operation: Hard Sell, 3327, High Lord Regiment, has decided to lead an ex- dictory agenda.
of Nippon Tech, secretly took over the pedition into this new region, either to Act Two ends with an arduous trek
Sacramento region of California, steal- provide support for a new area being to the spiritually-fortified edeinos vil-
ing a huge chunk of territory from the attacked, or to forestall a new invasion lage, and a vicious battle against the
edeinos High Lord. The public per- of his own realm. However, a horrific edeinos and gospog guarding the pris-
ceives the change to be a "victory" for Orrorshan entity named Dagarathov oners, after which the freed captives
the government of the United States, has also slipped through the gate, hop- can be escorted back home.
but not even the Delphi Council knows ing to be able to amass more power Act Three sees the variousanti-Nip-
that 3327 has landed a maelstrom before returning to the realm. pon elements make their move. A small
bridge in California. The Council has group of edeinos trying to penetrate
known about and encouraged mas- the plant's defenses sets off alarms,
sive investment by the Kanawa Cor- Adventure Synopsis which draws the Storm Knights back
poration in California simply because to the facility. After uncovering an
it would provide monetary resources When this adventure begins, the Occultech device (obviously indicat-
that the United States' economy Storm Knights will be on their way to ingTharkoldu involvement), the Storm
needed so desperately. Central Valley after replying to a call Knights learn that the rogue elements
Kanawa has invested a fortune in for "experienced security agents" for of the Nippon group are attempting to
central and southern California, with a weapons factory in the area. The area destroy the weapons factory. If the
trillions of yen put into the Los Ange- has been visited by rampaging biker Storm Knights decide to investigate
les area, which was evacuated soon gangs, and the citizens must also fend the factory, they will learn that the
after the initial invasion. The Nippon off various creatures from the Living Nippon company is manufacturing
Tech High Lord thought that he stood Land. more than weapons, and that 3327 has
to make a windfall until the arrival of In Act One, the Knights will rescue an elaborate scheme in place. They
the Tharkold realm on Earth. a young woman who has been kid- will also learn that 3327 is slowly los-
Tharkold, the realm of the techno- napped by a biker. They will learn ing control of the plant, which has
demons, and home to Thratchen, was from the woman that one of the biker become the new residence of an
repelled from Earth in the initial inva- gangs will attack her home town soon. Orrorshan horror that followed the
sion (made possible by Soviet psychics The particular biker in the scene is the Victorians through the gate.
and Nippon Tech agents). Tharkold last survivor of a rival group that was In Act Four, the Knights are con-
has come to Earth seeking revenge Wiped out by the 23rd Regiment. tacted by a defector from the biker

•• 6
Introduction
Torg: Central Valley Gate

gang, whose boyfriend was spiritu- oner, not harming him, but holding
ally enchanted into joining the gang. him helpless with a Sirellgih of25 until
In exchange for valuable inside infor-
mation the Knights must rescue Tony P erseverance Checks
a party ofJakatts comes to check on the
trap. The person will not be pulled any
(the boyfriend) and pull au t his friends. Several times during the further under the surface, but merely
Tony then explains the battle plan to course of this adventure the held immobile.
the Knights, who must lead the de- Storm Knights are required to When this miracle is called upon,
fense of Redside. The act concludes make Perserverallce checks. If the theJakatt touches a specific spot; a two
with the attack on Redside by bikers gamemaster wishes to have the meter radius is affected. The land
edeinos and Tharkoldu. ' Orrorshan element of this ad- within the effect radius is "alive" and
venture remain a mystery, tell will actually seem to ooze back'to the
the Storm Knights to simply gen- person being held unless the soil is
New Living Land erate a bonus number, while the deposited outside the effect radius.
gamemaster keeps track of the The miracle will affect anyone who
Miracles Perserverallce total. enters within the effect radius so en-
tire groups of Storm Knight; might
Several new miracles have been become entrapped by trying to rescue
granted to optants loyal to Baruk Kaah their friends.
in the Western Land. At this time creases, this new version of an old
. If shovels and spades are available,
these miracles are only available to ~ miracle helps force recalcitrant war-
It will take a single person half an hour
few of these optants, although, in time, riors into battle. It is especially useful
when the Jakatts are human "new- to dig a companion out. For each addi-
It IS certain that most optants through- tional person who coordinates on this
out the realm, even those opposed to comers" who do not have the stamina
of edeinos warriors. reduce the time value by one. Digging
Baruk Kaah, will gain access to these WIth hands will be useless: the soil will
miracles. In combat, decreased tOllch reduces
the recipient's ability to feel pain, so flow back into place as soon as it is
the Jakatt may ignore all shock dam- moved aside unless removed from the
Decreased Touch age, although wounds and KO results effect radius.
Spiritual Rating: 11 still have full effect. After the miracle's
Community Rating: 9 duration is up, all shock damage that Grass Blossom Spear
Difficulty: 12 has been accumulated will take effect.
Spiritual Rating: 14
Range: touch If four or more individual shock caus-
Community Rating: 10
Duration: 16 (30 minutes) ing injuries have been inflicted on the Difficulty: 13
Effect: numbs the recipient's sense warrior, she must make a successful
Range: within three meter radius of
of touch TOllghlless roll against a difficulty equal
consecrated spot .
to their Toughness +10, or fall uncon- Duration: until triggered
Decreased tOllch is the reverse vari- scious for ten minutes.
ant of the common miracle heightelled Effect: turns the grass in a conse-
101lch. The recipient of this miracle loses crated area into a javelin version of the
his sense of touch for the miracle's Earth Swallow blossom spear
duration. Normally, this ritual cer- Spiritual Rating: 14 Grass blossom spear is a more power-
emony is used as a form of punish- Community Rating: 10 ful version of grass spear. It works in
ment for recalcitrantJakatts, as it causes Difficulty: 16 thesamemanner,doingthesamedam-
the victim to lose some contact with Range: touch age, but has the added powers of the
life and Lanala. However, since the Duration: until eliminated by re- blossom spear: if the javelin causes any
Possibility Wars began, Baruk Kaah moving soil from area damage, thorns blossom along the tip
has been !,ersuading his optants (with Effect: lets the land itself seize any of the shaft and cause one additional
great dIfficulty) to cast this miracle on trespassing enemies wound. Non-Jakatts cause an addi-
warriors about to go into battle. tional wound to the victim when re-
The warriors are never allowed to Earth swallow is another defensive
mir~cle invoked by Jakatts, this one
moving the javelin unless they beat
know the true duration of the miracle· the mIracle's Spiritual rating with a
they believe it will be permanent un~ deSIgned to take an enemy alive. A
medicille total. A Jakatt, on the other
less they do theirSaar's bidding. When patch of the land is consecrated, gen-
erally along a path or some other area hand, can remove the javelin easily by
the survivors (if any) return from sunply pUIlingltout, as the thorns will
battle, the optants will make false an enemy might cross. When a non-
Jakatt steps onto the consecrated fall away once itis touched by "holy"
mystical gestures and pretend to re- hands. The Javelm returns to its origi-
move the "curse." As resistance to the ground, the earth opens up and swal-
lows hIm (up to his hips in the case of nal form of a blade of grass once re-
Saar's constant wars and use of IIdead" moved or if it misses its initial attack.
things such as gospog and stelae in- a humanoid being). The earth imme-
diately closes in again around the pris-

8.
8
Introduction

Grass Spear turns to its original form of a blade of Duration: result points +5
grass once removed or if it misses its Effect: intensifies the emotions of a
Spiritual Rating: 14 initial attack. character
Community Rating: 9
IntensiftJemotions is a miracle which
Difficulty: 12 Great Club increases the character's love of life by
Range: three meter radius from con-
whipping his normal, everyday emo-
secrated spot Spiritual Rating: 9 tions into almost a hurricane frenzy of
Duration: until triggered Community Rating: 9 feeling. A true Jakatt will cherish this
Effect: turns the grass in a conse- Difficulty: 11 miracle, just as he would any other
crated area into a javelin Range: touch which increased his appreciation of
Grass spear is another defensive Duration: until re-planted life, but BarukKaahhas had hisoptants
miracle the Jakatts use to defend their Effect: turns a hrockt shoot into a concentrate on using it in militarily-
holy places from unbelievers. A small two-handed club useful applications, such as to increase
patch ofground is consecrated, with the Great club enables a Jakatt to pray to dislike of an enemy to sheer hatred, or
spiritual power centered on a single Lanala to turn a hrockt shoot into a turn mild trust of a priest into
blade ofgrass. When a non-Jakattcomes two-handed club. This club is covered unshakable loyalty.
within three meters of the consecrated with vines and leaves, and, when used
spot, Lanala will transform the grass with two hands, causes a damage value Pleasure Plant
blade into a javelin, which will impale of STR+4. If used one-handed, it only
the trespasser. To determine whether or causes STR+3. Spiritual Rating: 11
notthe javelin hits, the Jakatt summon- Community Rating: 11
ing the miracle must make a faith total Intensify Emotions Difficulty: 12
when the spot is consecrated; the target Range: 2 meter radius of plant
must make a higher faith total to avoid Spiritual Rating: 12 Duration: permanent until plant is
damage. The javelin'sdamage total is 18 Community Rating: 11 destroyed
plus the bonus number rolled when the Difficulty: 11 Effect: creates a device for stopping
miracle is called upon. The javelin re- Range: voice enemies by invoking their own de-
sires

.1
9
Torg: Central Valley Gate

Pleasure plant is used by optants to Sharpen Animal's Senses Simple club allows a Jakatt to take a
defend edeinos tribes or sacred sites hrockt shoot and pray to Lanala to
from attack. It only affects intelligent Spiritual Rating: 13 turn it into a club. It looks like a one-
non-Jakatts, and unlike pain sacks, Community Rating: 10 handed club, covered with vines and
easily allows capture of the victim for Difficulty: 10 leaves. The damage value is STR+3.
conversion to Keta Kalles or ceremo- Range: sight
nial slaying. Duration: 16 (25 minutes) Spiked Club
The plant must be planted in an Effect: sharpens the senses of an
hour long ceremony (which calls upon animal Spiritual Rating: 14
the miracle). At the completion of the This prayer allows a worshipper of Community Rating: 10
ceremony, a plant of incredible beauty, Lanala to increase all five senses of a Difficulty: 12
fragrance, and softness, with red, green summoned animal, almost invariably Range: touch
and yellow flowers, standing about a predatory one, making it a more Duration: until re-planted'
two meters tall, will grow up to mark effective hunter in tracking down the Effect: turns a hrockt shoot into a
the burial place and give off the Jakatt's enemies. Usually the same spiked club
miracle's effects. Jakatt that has prayed for control of Spiked club allows a Jakatt to turn a
Any intelligent non-Jakatt who the beast also performs this miracle, hrockt shoot into a spiked club. ltlooks
comes within two meters of the plant but this is not necessary. like the Simple Club, but is heavily
will be suddenly overwhelmed with Only one animal at a time may be studded with thoms, causing a dam-
desire for i t. Thebeauty, fragrance and affected by a single miracle. The age value of STR+4:
soft feel of the plant will overwhelm animal's Perception and related skills
the victim, and they will become trans- skills are increased by the amount of
fixed to the plant, unwilling to leave Spiked Great Club
success achieved by the miracle. Mini-
its side. The plant's captive will have mal success increases the animal's Per- Spiritual Rating: 14
no real awareness of his surround- ception by +1, average +2, good +5, sl/pe- Community Rating: 11
ings, and will violently resist any at- rior +10, and spectacular by +15. Difficulty: 13
tempts to drag him away from his Range: touch
beloved plant - a victim dragged Simple Club Duration: until re-planted
away will constantly fightto rejoin the Effect: turns a hrockt shoot into a
plant unless restrained somehow. Spiritual Rating: 9 spiked two-handed club
The plant has a TOl/glmess of9; if it is Community Rating: 8
destroyed, the victim will lapse into a Difficulty: 10
Spikedgreat club turnsa hrocktshoot
stupor lasting anywhere from ten min- into a spiked, two-handed club, cov-
Range: touch
utes to a full day (gamemaster's dis- ered with vines and thorns. The dam-
Duration: until re-planted
cretion, depending on the situation). age value is STR +5 (only STR +4 is
Effect: turns a hrockt shoot into a used one-handed).
club

•• 10
Act One

Act One

Enter the Victorians


The Major Beat cycle gangs of the western states have
been pouringintoCalifonua atan ala.rrn-
In this act, the heroes, while travel- ing rate. The Central Valley regIOn IS In
ing to the town of Redside, California, the Tehachapi Mountains, stuck be-
rescue a young woman from a rogue tween the chaos of the Tharkoldu realm
biker who has kidnapped her. Upon to the south in Los Angeles and the
questioning, both will have news of ongoing struggle between the Living
intruders, in the form of a huge motor- Land and Nippon, just a few mIles to the
cycle gang and what will turnouttobe north. The events ofthepast few months
a Victorian force from Orrorsh, whIch haveleft thearea disorganized and most
arrived courtesy of a newly-made gate. of the troops and police have been sent
The Storm Knights will stumble to one of the war fronts.
upon the Victorian army encampment,
and attempt to negotiate with the Vic-
torians for help against the bikers and The Action
any additional raiders who may come While the heroes are travelling
from the Living Land. down the deserted and poorly main-
tained highway or resting by the side
of the road, they hear the sound of a
SCENE ONE: lone motorcycle in the distance. It is
rapidly closing in on their location.
A Plea for Help Soon, the bike appears, carrying two
people: a scruffy, unkempt young male
with a leather jacket, sunglasses and
The Situation boots, and a youn·g woman whose
hands are tied, with an additional rope
Standard. The adventure begins binding her to the bike. The man is
with the Storm Knights having de- battered, bruised and bloody.
cided to come to Redside, CA, because As soon as the biker sees the
they have been hired to work as a Knights, he will stop and try to tum
security force for a weapons factory his bike around. The young woman
owned by Seisaku, Inc. They accepted will scream, "Please! Help me!"
the job after strong urging from. the The biker will then try to escape by
Delphi Council, under the proVIsIOns going cross country if necessary. If he
of the Storm Knight Registration Act. appears cornered, he will stop the bike,
The Storm Knights may approach thIS grab the woman and hold a switch-
as a straightforward job, or be SUSpI- blade to her throat, trying to force the
cious and cautious. Storm Knights away.
This first scene will be run early in The biker is named Snake; his cap-
the morning, just as they have de- tive is a local geologist named Janet
scended from the mountains into Cen- Gilman. Snake isan undisciplined and
tral Valley. The early morning sun has dangerous man. He was with his gang
burnt off some of the haze, and tem- for several years, but just a few hours
peratures are rapidly starting t~ climb. ago all of his friends were wiped out
The terrain around the mountainS and by a Victorian force that came through
in the valley is dry forest and sparse a gate a few days earlier. He is now
grassy plains. looking for a place to take refuge. He
The Storm Knights will already be figured that by taking Janet Gilman
familiarwithsomeoftheproblerns faced captive he would be able to ransom
by residents of this region. The motor- her to the town. While dangerous, he

.e
11
Torg: Central Valley Gate

isn't very bright. When confronted by biker named "Hog" for a big raid they If they decide to continue on to
the Storm Knights, his only concern is have in mind for her home town of Redside, cut to Act Two.
escape, and he doesn't care ifJanet has Redside sometime in the next couple
to die for him to get away. of days.
Snake
Janet will explain that Snake's gang SCENE TWO:
was all but wiped out in a battle with
DEXTERITY 8
Fire combat 9, lock picking 9, melee some strangers on horseback, dressed The Victorian
in 19th-century war uniforms, and that
weapons 10, unarmed combat 10
STRENGTH 9
Snake was fleeing them when he blun- Encampment
dered into the Storm Knights.
Lifting 10
If Snake is still alive, he will refuse to
TOUGHNESS 10
PERCEPTION 7
cooperate unless threatened. However, The Situation
Land vehicles 11, trick S once his resolve starts to go, he will tell
the Storm Knights whatever they want Standard. The Storm Knights dis-
MIND 6 cover the site of the recent battle, with
to know: 'We got jumped by a bunch of
CHARISMA 6 dead bikers strewn around with a few
weirdos, man. They were men instead
TauntS other corpses; the uniforms are those
SPIRIT 8 ofscales, but they were still weirdos. All
of them on horseback, with old-fash- of Gaean Victorian cavalrymen. De-
Intimidation 11 scribe the scene:
Possibilities: none ioned rifles. A lot of us got taken au t by
Equipment: Chain (damage value their rifles before we even had a chance After about a mile of travelling
STR +5/19), knife (damage value to fight back." through the scrub of the valley, you
STR+3/17), leather jacket (armor value About the upcoming attack, Snake top a small hill and see a ghastly
+2/20), motorcycle (speed value 14/ will only tell the following: "I don't sight. Several dozen corpses lie
know, man! We're just gonna work strewn about the immediate area -
120 mph/195 kmh, passengers 2, TaU
15, Tech 22). with Hog's Boys on this one raid, and most of the bodies are those of bikers
we were gonna split the booty. Money, dressed much like Snake, but there
Janet Gilman is an attractive woman weapons, the whole deal. 1don't know are a few others in crisp, red military
in her late '20s, with shoulder-length anything else." uniforms of the nineteenth century.
light brown hair. She is very capable Janet will be willing to lead the (If the Storm Knights are familiar
and intelligent, and a shrewd negotIa- Storm Knights to the battle site. Snake with the Victorians, you can openly
tor. She is a native of Redside, and can be intimidated into doing the same describe them as such.)
returned home from college after the with a stymied result or better, or a Nearly thirty motorcycles are ly-
invasion began. She has taken a job persuasion result of negotiated agree- ing on the ground, along with count-
with Seisaku, Inc., and was studying I11mt or better. less melee weapons: knives, chains,
soil and mineral types in the moun- sabers and bayonets. There are a few
tains before she was taken captive by small pistols and some primitive
Snake. Variables rifles as well.
Janet Gilman, Geologist
If the Storm Knights allow Snake to
DEXTERITY 8
Running 9, swimming 9 kill Janet, you may have them find out The Action
about the "weirdos" on horseback by
STRENGTH 6
questioning Snake (if he's still alive), This is the battle scene where the
TOUGHNESS 6
or by continuing on toward Redside. 23rd Lancers Victorian troops wiped
PERCEPTION 9
Evidence analysis 11, find 10, land As they near the town, have them out Snake's gang. After the Storm
make a find or Perception total of 7 to Knights have had a few seconds for
vehicles 9, scholar (geology) 13
see what appear to be hundreds of observation, read aloud:
MIND 10
motorcycle trails going off the road
Science 11 Off in the distance, you see a glim-
and leading toward the mountains. If
CHARISMA 10 mer of sunlight on metal. There are
Charm 11, persuasion 11 they follow these trails, they will find
the battle scene (about one mile in about a dozen figures, about man-
SPIRIT 8 sized, some 200 meters away.
from the main road).
Possibilities: none
Any character making a Perception
Equipment: none
total of 12 (or with binoculars, no total
Once the rescue has taken place,
Janet will thank the Storm Knights for
Cut To ... needed) will be able to see that the men
are Victorians, dressed in their familiar
rescuing her. She will explain that she If the heroes decide to investigate red coats, with white helmets and blue
was collecting soil samples when Janet and Snake's stories, or follow the pants. They are digging a huge mass
Snake and his buddies grabbed her. motorcycle trails leading from the grave for the dead bikers, as well as
She overheard talk among her captors highway, cut to "Scene Two: The Vic-
about meeting up with a gang led by a torian Encampment."

• I
12
Act One

inclividual graves for their fallen com- landed. They have only been in Cali- TOUGHNESS 9
rades (there are only a few individual fornia for two days, and haven't yet PERCEPTION 9
graves). A priest is performing last rites realized they are still on Earth. MIND 8
for each of the bodies. The troops have made camp about Willpower 10
Three rounds after the Victorians one mile from the battle site. Corporal CHARISMA 7
are spotted, the Victorians will spot Douglas really no desire to go into SPIRIT 8
the Storm Knight group. The Storm battle without reinforcements (espe- Faith (Sacellum) 9
Knights will see a flurry of activity, as cially if the Storm Knights are obvi- Possibility Potential: none
the men rush to their horses and grab ously well-armed). Douglas has the Equipment: Lee-Hollings rifle
their rifles. Two men mount their same stats as a typical soldier (given (damage value 18, 3-40/300/1800,
horses, and head away from the group, below). If the Storm Knights are coop- ammo 8, Tech 19), bayonet (damage
while the other ten close toward the erative, he will order them to accom- valueSTR+5/19),lance(damagevalue
Storm Knights. These soldiers are part pany him to the encampment and con- is speed value +6 or STR +4/14)
of the 23rd Regiment. fiscate their weapons. Horse
The soldiers will approach cau- Another two dozen cavalry men DEXTERITY 9
tiously, with their weapons leveled at will arrive on horseback six minutes Dodge 10, running 11, unarmed
the Storm Knights, and the leader, a after the Victorians first spot the Storm combat 10
Corporal Douglas, will ask, "Who are Knights (provided the Storm Knights STRENGTH 13
you, and what is your intent. Speak didn't stop the two messengers sent to TOUGHNESS 10
now, or face our weaponry!" the camp). PERCEPTION 6
The Victorians have no idea where 23rd Lancers/Regiment MIND 3
they are, and are looking for Orrorsh Willpower 8
monsters that may have come through Cavalrymen
DEXTERITY 9 CHARISMA 3
the gate. They are also present to pre- SPIRIT 3
Dodge 11, beast riding 12, fire com-
vent yet another invasion of the Possibility Potential: none
Orrorsh realm from wherever the gate bat 10, maneuver 10, melee weap-
ons 12, unarmed combat 10 Natural Tools: Hooves (damage
STRENGTH 10 value STR +2/15)

13
I.
Torg: Central Valley Gate

Flag men (for the five Armstrong heavy PERCEPTION 9


guns). There are 15 support person- Find 10, first aid 10, scholar (mili-
If the Storm Knights haven't found nel. Additionally, 40 infantry have tary tactics) 13, tracking 11, trick 13
out about the impending attack on been stationed on this side of the gate MINDS
Redside by the biker gang (either to make sure that no further creatures Survival 10, test of will 10, will-
through Janet or Snake), have one of emerge from Orrorsh. The rest of the power 12
the Storm Knights discover a hand two regiments have remained on the CHARISMA 11
scrawled set of instructions, covered other side of the gate, in Orrorsh. Charm 14
in blood, that was dropped in the soil Once the Knights have been brought SPIRIT 10
during the battle. The instructions read: to the encampment, they will be intro- Faith (Sacellum) 11, intimidation
duced to Cunningham. 12, reality 11
"Join lip with Hog's Boys ill MOIlIl- A tall, slender middle-aged man, Possibilities: 12
taills. 150 mell. Brigadier Cunningham is in excellent Equipment: Harford revolver
Redside; arms factory." physical condition, as much from his (damage value 15, 3-5/15/40, ammo
love of hunting as from his military 5, Tech19),sabre(damagevaleSTR+5/
experience. He has black hair and a 19), Lee-Hollings rifle (damage value
The Encampment thin mustache. 18)
The Victorian encampment is un- Brigadier-General Percival Captain Michael Tompkins is
der the command of Brigadier-Gen- Cunningham Cunningham's trustworthy advisor
eral Percival Cunningham. His sec- DEXTERITY 10 and assistant. A relatively short man
ond in command is Captain Michael Beast riding 12, dodge 12, fire com- with brown hair and the inevitable
Tompkins, and the Chaplain is Cap- bat 12, maneuver 11, melee weap- thin mustache, Tompkins is somewhat
tain William Ambrose. There are 36 ons 12, swimming II, unarmed more intellectual than his superior
mounted cavalrymen with the 23rd combat 11 (hence his position as adjutant). He
Regiment. The 63rd Regiment, Royal STRENGTH 11 does try to fit in with more the com-
Surreys of Birmingham, has 150 in- Climbing 12, lifting 12 mon Victorian troops.
fantry troops, as well as five artillery TOUGHNESS 11

•• 14
Act One

Central Valley Gate: Map 1 " T"b Q


Central Valley
Ed emos n e~
~
~~o
~~\~\:~
LlV1~ G \..~
{)1J
o~
1'A\~ Pleasure Plant
~Grove

~
The Gate

Key

I'f\ Mountain

fY\ Hill

Forest

15
.e
Torg: Central Valley Gate

Captain Michael Tompkins more eager to negotiate with those who The average troops are illiterate,
(Adjutant) are not obviously enemies. He will be stubborn, and are convinced of their
DEXTERITY 9 the Knights' only real ally in their nego- natural superiority, especially in light
Beast riding 12, dodge 11, fire com- tiations with the Victorians. of their easy victory over the "ruffians
bat 11, maneuver 10, melee weap- on motorized bicycles." The Victorian
Captain William Ambrose
ons 10 troops know little outside the sphere
(Chaplain)
STRENGTH 9 of soldiering, but are tenacious fight-
DEXTERITYS
TOUGHNESS 11 ers who will not admit defeat.
Beast riding 9, dodge 9, fire combat
PERCEPTION 11 9 63rd Regiment Soldiers
Find 12, first aid 13, scholar (mili- STRENGTH 9 DEXTERITY 9
tary tactics) 13, tracking 13, trick 14 TOUGHNESS 10 Dodge 11, fire combat 11, maneu-
MIND 10 PERCEPTION 10 verlO, melee weapons 10, unarmed
CHARISMA 9 MIND 9 combat 10
Persuasion 10, taunt 10 Test 11 STRENGTH 10
SPIRITS CHARISMA 12 TOUGHNESS 9
Possibilities: none Charm 13, persuasion 14 PERCEPTION 9
Equipment: Harford revolver SPIRIT 12 MIND 8
(damage value 15), sabre (damage vale Faith (Sacellum) 14, focus 15, in- .~ Willpower 10
STR+5/19), Lee-Hollings rifle (dam- timidation 14 . CHARISMA 7
age value 18) Possibilities: none SPIRIT 8
Chaplain Ambrose is the most open- Equipment: Harford revolver Faith (Sacellum) 9
minded of the officers, and while he too (damage value 15), sabre (damagevale Possibility Potential: none
believes that the Victorians are morally STR+5/19), Lee-HoIlings rifle (dam- Equipment: Lee-Hollings rifle
superior, he is more willing to take ad- age value 18), Sacellum bible, silver (damage value 18), bayonet (damage
vice and knowledge from non-Victori- crucifix value STR +5/19)
ans. A middle-aged, balding man with Miracles: bless, bless missile, hell's There are five artillery men, with
gray hair, the chaplain is less forceful fire, staff of righteousness, ward danger, the same stats as the general soldiers,
than the average Victorian priest, being ward enemy plus heavy weapons at 12. They are

• I
16
Act One

equipped with a Harford revolver Orrorshan monster, will make things cious, not at all ready to make a deal
(damage value 15). Their heavy guns two steps more difficult by his very without assurance that he is doing the
are 12-pounder Armstrongs (damage presence. Non-human Knights will right thing. If the Storm Knights can
value 25, range 3-300/1200/3km, make things one step more difficult, as convince him that he is indeed on
ammo 1, shell blast radius of 0-4/10/ will any Knights, especially female Earth, he will seem to open up, and
25; has a +1 add at all ranges). A gun- ones, who make harsh and tactless will detail the battle in Orrorsh and
ner and assistant is required to load complaints about Cunningham's at- the deaths ofthe werewolves and wiz-
and then fire in the same round; if the tempt to separate the sexes before the ards prior to the Victorians coming
gunner is operating the weapon by meeting. Janet's testimony, ifallowed, through. As soon as he completes this
himself, reloading takes an entire will make things one step easier. tale, have the Storm Knights make a
round, and he can fire on the next The Storm Knights should try to !,erseverance check against the
round. hammer out an alliance with the Vic- monster's fear rating of 15 (see Act
torians. Since they already know about Four for more information), bearing in
the size of the biker gang, the Knights mind that the beginning value for the
Forming a Tenuous know that Redside will be all but de- group is 8. If successful, their Persever-
fenseless unless they can recruit the ance goes up by 1. For more informa-
Alliance Victorians. Assuming things end on a tion on Perseverance and Orrorshan
The opening moments of the meet- happy note, the alliance will be sealed horrors, see the Orrors" sourcebook.
ing should convince both sides that with whiskey and cigars (only for the
they are dealing with characters from males) and handshakes, and the Vic- A Just Ending
two completely different worlds. torian force will take up the march
toward Redside. If Snake is still alive and with the
Brigadier Cunningham will immedi-
A negotiated agreenlellt result means Storm Knights, Cunningham will in-
ately attempt to usher Janet and any sist on hanging him as an "uncivilized
female Storm Knights into a separate the Victorians will help, but only ifthe
Storm Knights promise to help them barbarian totally lacking in morals." If
tent to relax while the men discuss the Storm Knights press the issue,
important matters. This may make for hunt down any evil creatures in the
area. Ayes or vow agreement will con- Cunningham will refuse to backdown,
amusing culture shock situations.
vince the Victorians to help defend the explaining that Snake's friends killed
As the Knights approach the tent, several of the Victorian scouts "with-
they will each be touched with Chap- town, but they will still retain their
prime objective of finding any crea- out provocation."
lain Ambrose's silver crucifix, for fear
that the strange visitors may be tures that have come through the gate.
If the negotiations fail,Janetwill plead
werewolves or other hideous crea-
tures. with Cunningham and his staff to de- Awards
Brigadier Cunningham will show fend her almost helpless town, and
her pleading will have its affect - The Knights each get one Possibil-
obvious distaste for any non-humans ity if they convince the Victorians to
(such as dwarves, elves or edeinos) or
treat the result as a negotiated agree-
ment. defend Redside. If Janet had to strike
any cybernetically enhanced or obvi- the alliance, or no alliance was forged,
ous magic-using humans. the Storm Knights receive no Possi-·
Janet is recognized by several of the
Victorian soldiers, who, unforh..mately,
The Victorians and bilities.
were unable to rescue her during the Their Horrors
battle. Cut To ...
During negotiations, the Victorians During the course of the negotia-
start out as nelltral. A Knight such as a tions, the gamemaster should portray Cut to Act Two, "Danger in
werewolf, who is obviously an Cunningham as cautious and suspi- Redside."

.e
17
Torg: Central Valley Gate

Act Two

Danger in Redside
to~'s meager defenses into chaos,
The Major Beat and It appears that the town only has
The Storm Knights and Victorians a few people capable of fighting.
arrive in Redside during the middle of Nearly a dozen stalengers waft above
an attack by a sizable force of edeinos, the buildings on the air currents
gospog, stalengers, and a pair of while at least two score of edeinos ar~
benthe-controlled baragons. After the rampaging mindlessly, destroying
Storm Knights and Victorians drive cars, setting fires and attacking at
off the attackers, they encounter many random. Up on the hill, you can see
of the. townsfolk, including the mayor; ?-early a hundred more edeinos ready-
Reggte Blake, manager of the Seisaku mg a charge with a pair of baragons
plant and the employer of the Storm while it appears that there are several
Knights; a mysterious Orrorshan mon- gospog sharpshooters to provide
sterhunter; Spartans sent by theDelphi cover. Several edeinos are carrying
Council; and, "survivalists" who have captives away to the north.
rescued residents captured in earlier
raids.
With the assistance of the The Action
survivalists and the Spartans, the Redside is clearly a town in trouble.
Storm Knights must enter the Living One hundred edeinos warriors are
Land/Nippon Tech mixed zone to res- massing for a rush with their spears,
cue villagers captured in the most re- and two huge baragons are in the cen-
cent raid. The climax of this act is the
terofthe line. Heroes who look closely
attack on the spiritually-protected at the beasts with binoculars or the like
edeinos tribe encampment, where the will discover that each baragon has a
captives are being held. benthe attached to it.

SCENE ONE:
The Relief of T he Arms Factory
The Seisaku arms factory in
Redside town has been subcontracted to
make M16s for the Delphi Coun-
cil and U.s. government. Unfor-
The Situation tunately, the biker gangs have
stopped shipments of metals for
Standard. In the forefront of the the manufactureofthe guns, vir-
combined force, the Storm Knights tuallyshutting down the factory,
amve at the outskirts of Redside, to and ammunition is also in ex-
hear the continuous crackle of rifle tremely short supply (the fac-
fire. Hurrying forward, they discover tory hasn't been tooled to manu-
that the town is under siege, and ap- facture ammo, so it must be
parently losing the fight. Edeinos and shipped into town). The Delphi
stalengers are routing the town, while Council, with the goings-on in
gospog provide covering fire in the Los Angeles, has been unable to
distance. Describe the scene: deploy more forces to Redside
The edeinos and stalengers are tak- for its defense - all that can be
ing their toll on the town. Their lack spared are the Storm Knights.
of tactics has clearly thrown the

• I
18
Act Two

Backing up the force are a score of The edeinos have assaulted the snipers. The edeinos and baragons are
gospog of the First Planting, armed town from the north, and their battle still forming their battle line, with the
with M16s, and a half dozen gospog of line is about 100 meters north of the gospog deployed to either side to act
the Second Planting, armed with M1 town's shopping center (building 12 as supporting fire. Within the town,
Garand rifles. on Map 2, "The Town of Redside"). there are at least two score edeinos
The Knights can see many human Lacking the ability for true strategy, and a dozen stalengers wandering
corpses in the streets, while the resi- their deployment is very simple: the about, attacking the town's defenders,
dents of Redside are fighting from Second-Planting gospog are stationed destroying buildings and the like.
whatever provides cover. at the top of a small hill, acting as The town's defenders are scattered

Forces of the Living Land


This attack has been started Stalengers (12) STRENGTHB
by the Teraks Kest tribe, located DEXTERITYB Climbing 9
just over the border of the Living Dodge 11,flight 12, stealth 11, TOUGHNESSB
Land/Nippon mixed zone. The unarmed combat 12 PERCEPTION 7
warriors were told to destroy the STRENGTHB Find 10, tracking 8
weapons factory on the south- TOUGHNESSB MIND 7
ern side of town (location 3 on PERCEPTION 9 Willpower 10
Map 2), and if that was impos- Find 11, tracking 11 CHARISMA 7
sible, they were to capture as MINDB SPIRIT 7
many townspeople as possible, Artist 10, survival 10 Possibility Potential: none
either for conversion to Keta CHARISMA 7 Natural Tools: Flexible inter-
Kalles or ritual sacrifice. SPIRITB nal structure (armor value TOU
Faith (Keta Kalles) 11, focus +2/10)
Edeinos Warriors (140) Equipment: M-16 (damage
DEXTERITY 11 12
Possibility Potential: some value 20, 3-40/250/400, ammo
Dodge 12,missile weapons 12, 10)
stealth 12 (65)
STRENGTH 9 Natural-Tools: Tentacles Gospog of the Second
TOUGHNESS 10 (damage value STR +4/12), fly-
Planting (6)
PERCEPTION 9 ing pump (speed value 11)
DEXTERITY 12
Language 10, tracking 10, trick Baragon (2) Dodge 14, energy weapons 13,
10 DEXTERITY 11 fire combat 14, melee weap-
MIND 9 Running 12, stealth 12, ons 13, missile weapons 13,
Test 11, willpower 10 unarmed combat 14 unarmed combat 13
CHARISMAB STRENGTHIB STRENGTH 11
Taunt 9 TOUGHNESS 19 Climbing 12
SPIRIT 10 PERCEPTION 6 TOUGHNESS 12
Faith (Keta Kalles) 11, focus Trick (10) PERCEPTION 9
11, intimidation 10 MINDS Find 11, tracking 10
Possibility Potential: some Test (10) MINDB
(55) CHARISMA 4 Test (11), willpower 10
Natural Tools: Claws (dam- Taunt (10) CHARISMA 7
age value STR +3/12), teeth SPIRIT 2 Taunt (10)
(damage value STR +2/11), tail Intimidation 10 SPIRIT 7
(damage value STR) Possibility Potential: none Intimidation 11
Equipment: Hrockt spear Natural Tools: Teeth (dam- Possibility Potential: none
(damage value STR + 3/19) age value STR), claws (damage Natural Tools: Armored hide
Miracles: Simple spear value STR) (armor value TOU +2/14), claws
Note: The edeinos warriors (damagevalueSTR +2/13), teeth
are currently affected by the fol- Gospog of the First (damage value STR +3/14), tail
lowing miracles: Heightened Dex- Planting (20) (damage value STR)
terity (adds +2 to all Dexteritlj- DEXTERITYB Equipment: M1 Garand
based actions) Energy weapons 9, fire combat (damage value 20,3-40/400/600,
9, melee weapons 9, missile ammo 8)
weapons 9, unarmed combat 9

19
I'
Torg: Central Valley Gate

~ Central Valley Gate: Map 2


The Town of Redside
DD
~80
a

DDEJJ[J
Key
1. McCreedy's
©o 11

1~I~i~I~1
apartment
2. Blake's home
3. Seisaku, Inc.
4. Valley Hotel
5. Hardware To Illterstate 5 - -..
store
6. Barber shop
7. Diner
8. Redside
News-Eagle
9. Store
10. City Hall
11. Library
12. Shopping
center
13. School
,-
--
0

('l

J 3

)
J
~

...., a
,J

~
\('
C~
- 1
0
J

J "
I 'voL ~ "'"
• I
20
Ad Two

Running the Battle


It would be time-consuming so forth, rather than pursue the - the Storm Knight sees the op-
and frustrating to run the entire enemy back into the Living Land ponent out in the open and
Battle of Redside during this - that will corne soon enough. charges, a stalenger attacks from
scene. An alternate way to run In terms of Storm Knight ac- the air, an edeinos leaps off a
this type of scene is to concen- tivities,and to simulate the chaos rooftop to attack from behind, a
trateon theactivitiesoftheStorm of battle, roll a die for each Storm miracle is used to stop the Storm
Knights, while using the other Knight for each turn (roll as if Knight, and so forth.
events as background detail. generating a skill total, rerolling For "background action", the
The Storm Knights will prob- on lOs and 20s). If a 15 or less is gamemaster is at liberty to de-
ably want to force the invaders rolled, there is no encounter; if a scribe typical scenes: towns-
back - after the initial attack by 16-19 is rolled, the Storm Knight people shooting from their win-
the baragons, edeinos and in question will corne into melee dows at the edeinos, an edeinos
stalengers, the Storm Knights range with an edeinos or and a Redside resident rolling
may attempt to take out the stalenger; if a 20-22 is rolled, a around on the ground in mortal
gospog or remaining edeinos. creature comes into melee range, combat, a building goes up in
After the first encounter, once but as soon as the Storm Knight flames, a pole falls, killing some-
the Storm Knights have taken closes, a Victorian infantryman body with the still charged elec-
out five Living Land foes or more shoots the opponent before they tricallines. From the background
than ten rounds have passed, the can actually engage in battle. If a action, the course of the battle
enemy will start a haphazard 23 or higher is rolled, one of the should be described - i f the resi-
retreat. The Storm Knights gospog sharpshooters will de- dents of Redside are winning,
should be encouraged to lend cide to shootat the Storm Knight. describe more encounters where
aid to the town, by tending to the The way the encounter occurs the citizens defeat the invaders.
wounded, putting out fires, and can be done any number of ways

about: four riflemen are taking cover trolling the beast, leaving it confused Men of Redside (25)
on the roof of the shopping center, by the noise and the smoke. Setting DEXTERITY 7
another pair are in the parking lot out at random, it charges directly at Fire combat 8, unarmed combat 8
(pulling cover from the cars), and a the Storm Knights. Behind it, two STRENGTHS
half dozen men are holed up in the dozen edeinos, thinking this is the sig- Lifting 9
school. The rest of the men are scat- nal to attack, charge in behind, with all TOUGHNESSS
tered randomly amongst the other of the first-planting gospog on their PERCEPTION 7
buildings of the town. The towns- heels to provide fire support. Because First aid 8, land vehicles 9
people who are unable to fight are the cavalry and infantry are preoccu- MIND 7
holed up in their basements and other pied with the other edeinos and Survival 8
"secure" areas. gospog, the Storm Knights will have CHARISMA 6
Once the Victorians see the battle, to deal with these foes by themselves. SPIRIT 7
they will insist upon engaging the Liv- After five rounds of combat, ten Possibility Potential: some (60)
ing Land creatures. Cunningham will stalengers will corne to the aid of their Equipment: M16 (damage value 20,
insist that the Storm Knights attempt allies, attempting to surprise the Storm range 3-40/250/400, ammo 10), base-
to rally the forces of the town by lead- Knights from above (makestmllh rolls). ball bat (damage value STR +3/18)
ing a charge, while the cavalrymen Barely two dozen men are healthy
and infantry will be sent on a separate enough to defend Redside, but they
charge to confuse the enemy. The are trying their best to hold off the
invaders. The town used to have far
SCENE TWO:
Armstrong guns will be set up imme-
diately. . more men to defend it, but previous Foes, Friends and a
The first shells are remarkably suc- raids have taken a heavy toll- there
cessful - one bursts squarely on a are about 50 men in the hospital, too Mystery
baragon, killing it outright, while the injured to fight. This is one reason the
second one seems confused. Charac- support of the Victorians and Storm
ters making a Perception total of 16, or Knights is important - without out- The Situation
with the aid ofbinoculars, a total of 10, side aid, either the edeinos or bikers Standard. Once the edeinos attack
will show that shrapnel from the shell could quickly crush Redside's de- on Redside has been repulsed, Janet
bursts has shredded the benthe con- fenses. will guide the Storm Knights and

••
21
Torg: Central Valley Gate

Brigadier Cunningh~m's staff to City is still alive (barely) and have to ad- company the Storm Knights into the
Hall, where they will receive the grati- minister first aid or use the medicine Living Land where the edeinos tribe is
tude of Mayor Albert Marlin and meet skill to save him. Brigadier-General located.
their employer, Reggie Blake, man- CUnningham will order his troops to
ager of the arms factory. During this help with the clean up. Janet (if she is
scene, they will also meet McCreedy, a with the group) will see her mother The Boss
mysterious Victorian who claims to be emerge from one of the buildings, but
on the trail of an Orrorshan horror, as during the course of the encounter, While the Storm Knights are in the
well as a group of "survivalists" who will learn that her brother Patrick was midst of cleaning up, they will be ap-
have become a symbol of resistance to just killed in the raid. All of these proached by two men. The leader of
the predations of the edeinos. sights are meant to help the Storm the pair is Albert Marlin, Mayor of
Knights realize what a tragic series of Redside, and now de facto police chief.
events has plagued Redside, and that Second in line is Reggie Blake, the
The Action the people are barely holding on to Australian manager of the Seisaku
their sanity. arms factory in town, and the man
The battle is over, but the clean-up who recruited the Storm Knights to
has just begun. Dead bodies, both hu- defend the town.
man and edeinos, litter the streets, Rescue Upon seeing the two men, Janet
with the pavement stained by the pools will run toward Marlin, screaming,
of blood. Several of the town's build- There is still a major piece ofunfin- "Mayor Marlin, we're in serious
ings have been set on fire. Some of the ished business concerning the edeinos. trouble. There is a biker gang some-
townspeople, both those who were Half a dozen of the townspeople have where near here, and they are plan-
fighting and those in hiding, come out been kidnapped by the edeinos. Fright- ning to attack the town in two days!
to begin the grim prospect of cleaning ened relatives plead to the Storm These people here saved me from one
up, but also to thank the Storm Knights Knights to rescue these people. If de- of the bikers."
and Victorians for their efforts. For sired, the gamemaster could have Cap- The Mayor will visibly pale when
some sample encounters, the Storm tain Tompkins and several of the regu- she mentions the upcomingattack, and
Knightsmaycomeuponsomeonewho lar Victorian troops volunteer to ac- when she is finished, he will quickly

•• 22
Act Two

turn his attention to the Storm Knights. Description: A somewhat portly, been halted because of the assaults of
"Well, thank you for your efforts. middle-aged man with half-red, half- the bikers, who have effectively
As you can see, aUf situation is getting gray hair, Albert Marlin is a shrewd stopped the delivery of metals.
worse, and there are only a few people politician and an open-eyed realist. Marlin will ask the Victorians to
left who are capable of fighting. I be- Painfully aware of his lack of experi- make camp just outside the town and
lievethatyou were hired by this gentle- ence in military matters, he will will- to also assist in its defense, and
man, Reggie Blake, manager of the ingly turn Redside's defense over to Cunningham will quickly agree to the
arms factory." the Victorians, Storm Knights, or any- idea.
At that point, Blake an Australian, one else who is apparently capable of
will step forward, heartily shaking protecting his town.
each Storm Knight's hand, with a
Reggie Blake, Businessman
Event:
cheer(ul, "G'day mate!" After the
pleasantries, Blake will quickly get to
DEXTERITY 7 Survivalists
Lock picking 10, prestidigitation 9,
business:
stealth 10 After the Knights, Marlin and Blake
"Well, as you can see, the town's STRENGTH 7 have had a few moments to discuss
defenses have been battered by the TOUGHNESS 6 the current situation, the Mayor's at-
blimey scales! My rate is $1000 per PERCEPTION 11 tention will be drawn to a stir outside
week, per individual; while in my Disguise 13,find 12,languageUapa- theoffice.Happears the Storm Knights
employ, you are on 24-hour call. I'd nese) 13, scholar (economics) 14, and Victorians aren't the only heroes
like you to be available for a coup!'a trick 13 showing up in town today. They will
weeks, at least until we can get a con- MIND 12 see a tearful reunion between four
voy of ammo trucks into town and Business 16, test 14, willpower 14 children and their parents. The mayor
some of the folks here have healed up CHARISMA 8 will inform the Knights thatthesechil-
a bit." Charm 10, persuasion 10, taunt 10 dren had been missing since late yes-
"I'd like you to lead a rescue party SPIRIT 9 terday, and his pitiful manpower re-
for those people who got kidnapped Reality 11 sources had prevented him from
in that last raid. Some of 'em are my Possibilities: 6 mounting much of a search before the
workers, and we need your 'elp. It's Equipment: 13mm Chunyokai edeinos attack trapped everyone in
worth a $500 bonus to ya." (damage value 18, range 3-10/40/50, town.
Blake is cheery, but underneath his ammo 9), Zamftech Monolith The rescuers are standing off in a
charismatic veil, he is deadly serious, Description: A sandy-haired man knot to one side of the families: nine
and fully expects the Storm Knights to of medium height, Blake is not very husky men in ou tdoor clothing, armed
accept his deal with no complaints
dangerous physically, but more than with shotguns, pistols, and knives.
and no negotiating. After the deal is makes up for it with his cunning. Without any explanation, Blake and
settled, he explains to the Storm
Blake, as the Storm Knights might the Mayor usher the Knights outside.
Knights that he'll meet them at the Once the Knights and Victorian offic-
factory tomorrow morning, and he'll already suspect, is a Nippon Tech
agent, although if asked, he'll say that ers come over to the new visitors, their
givethema tour. Whilethey'rein town,
the company is "merely a Japanese leader, a strikingly handsome, clean-
they have a room for each Knight above shaven blond fellow, steps forward to
The Valley Hotel, the only bar/hotel corporation"; of course, he'll deny any
knowledge of a "Nippon Tech" cosmo introduce himself. With a modest
in town (building 4 on Map 2).
He needs the Storm Knights to defend swagger, he introduces himself as
Albert Marlin (Mayor of the plant, because with the increasing "John Birch Harris:' the leader of a
Redside) number of raids by both edeinos and small band of survivalists who have
DEXTERITY 6 bikers, he feels that a major assault on been trying to help the town.
Fire combat 7, melee weapons 7, the town is imminent. Despite his loy- Harris and his fellow survivalists
unarmed combat 7 alty to Nippon, he genuinely cares are apparently living refutations of
STRENGTH 8 about his workers and the town as a the survivalist stereotype, being quite
TOUGHNESS 7 whole, and he hopes that the Storm polite and showing considerable in-
PERCEPTION 9 Knights will be able to do some good. telligence. Harris will actively attempt
Evidence analysis 10, trick 11 to strike up a relationship with any
MIND 9 The mayor and Blake will insist on female Storm Knights. When ques-
CHARISMA 8 going to the mayor's office to discuss tioned about his normal occupation,
Charm 10, persuasion 12, taunt 11 the current situation. Once inside, they he proudly flashes the ornate card of a
SPIRIT 6 will merely provide more detail - real estate company, of which he is the
Intimidation 9 Blake will explain that he wants the president. He casually mentions that
Possibilities: none Storm Knights to place prime empha- his company was responsible for the
Equipment: .38 revolver (damage sis on the plant, but they also must placement of the arms plant in Redside.
value 14), pocketknife (damage value help the town out. Blake will explain He also mentions that he wishes to
STR +1/16) that the manufacture of weapons has expand his holdings into Los Angeles

,.. . . - - - - - - - - - - - - - - - - - - - - - - _231...
~.
Torg: Central Valley Gate

and San Diego, and hopefully the eco- his true affiliation - as far as Blake is Intimidation 14, reality 15
nomic and war situations will stabi- concerned, the survivalists are exactly Possibilities: 15
lize soon. He notes that he was based what they appear to be. Equipment: M249 SAW automatic
in Bakersfield up until a few months As long as the Storm Knights are rifle (damage value 23, range 3-150/
ago, and then relocated to Redside. fighting Baruk Kaah and the bikers, 550/1.3k, ammo 24), 2 .45 Colts (dam-
After the invasion; he and his friends Harris will be a loyal ally, but he will age value 16, range 3-1 0/ 15/40,ammo
"got patriotism" and formed a kill them if they happen to learn his 7), extra ammo clips, knife (damage
survivalist band to justify running true identity or unwittingly threaten value STR +3/18), first aid kit, two-
around armed, and their leader his own agenda (which is to further way radio, flares, tent, sleeping bag,
changed his first and middle names Kanawa profits, so he can make him- rations, climbing gear
specifically to make him seem alJ the self wealthy).
more like your typical superpatriot. Although he lies to suit his pur- Jack Redburn, Survivalist!
The "survivalists" area major, if capri- poses, Harris wilJ be totally sincere Tharkoldu agent posing as
dous factor, in this adventure. when he says he wilJ do anything to Nippon Agent
After speaking a sentence or two of stop "those lousy scales." DEXTERITY 12
Spanish (to show off his proficiency in Harris' plans will not run as Dodge 14, fire combat 15, maneu-
that language), he will also mention smoothly as he wishes. Within his ver 13, melee weapons 13, stealth 13
that he would even be interested in group of survivalists, there are four STRENGTH 12
expanding into Mexico, particularly men, including his second-in-com- TOUGHNESS 13
Mexico City ("With that free trade mand, Jack Redburn, who have sold PERCEPTION 11
agreement, the market is gonna boom out to the Tharkoldu, in exchange for Evidence analysis 12, find 12, first
down there."). the wealth and power promised to aid 12, land vehicles 13, language
His band was lion maneuvers" them. They expect to be the foremost 12, trick 13
when they came across a biker gang, dominators of the region once it has MIND 11
getting some kicks out of terrorizing been fully tamed, and it is within their Survival 13
the lost children they had captured. best interests to undermine the actions CHARISMA 9
Naturally, they did the "red-blooded of Harris and the Kanawa Corpora- SPIRIT 10
American thing" and rescued the chil- tion. Intimidation 11, reality 13
dren, wiping out the biker gang in the Depending on how things turn out, Possibilities: 7
process. lf the Knights question any of Harris and the Storm Knights might Equipment: M249 SAW automatic
the children about their rescue (and become temporary allies even after his rifle (damage value 23), 2 .45 Colts
rescuers), they will learn nothing ex- cover is blown, as he seeks to save his (damage value 16), extra ammo clips,
cept that it was over in seconds. One own hide from his treacherous follow- knife (damage value STR +3/18), first
moment the bikers were bullying them ers and prevent expanded Tharkoldu aid kit, two-way radio, flares, tent,
and the next, the bikers were alJ dead influence (to most Storm Knights, Nip- sleeping bag, rations, climbing gear
and the survivalists were bringing pon Tech will certainly be seen as the Description: Ashort, brown-haired
them home. Harris will promptly vol- lesser of the two evils). man with a thin mustache.
unteer his group's services when he John Birch Harris, Survivalist
learns of the coming attack, and will Survivalist (7)
DEXTERITY 13 DEXTERITY 11
insist that he and his men stay in town Acrobatics 14, dodge 16, fire com-
to help teach the people survival skills Dodge 13, fire combat 13, melee
bat 15, lock picking 14, maneuver combat 12, unarmed combat 12
and fortify the village. 15, melee weapons 14, missileweap-
John Birch Harris and his "boys" STRENGTH 10
ons 14, running 14, stealth 15, un- TOUGHNESS 10
are not what they seem. They are Nip- armed combat 15
pon Tech agents, having originally PERCEPTION 9
STRENGTH 11 Find 10, first aid ]],land vehicles]]
been US businessmen visiting Japan Climbing 13
when Kanawa took over. Seeing the MINDS
TOUGHNESS 13 Willpower 9
economic opportunities in the realm, PERCEPTION 11
Harris and his companions promptly CHARISMA 6
Evidence analysis 12, find 12, first SPIRIT 11
allied with the High Lord's agents, aid 14, land vehicles 12, language
and returned home to begin their in- Intimidation 13
(Japanese) 15, language (Spanish) Possibility Potential: none
vestment schemes. They have recently 14, tracking 14, trick 15
been directed to keep a careful eye on Equipment: M249 SAW automatic
MIND 10 rifle (damage value 23), 2 .45 Colts
the activities here in Redside because Medicine 11, survival 13, test 12,
it is so close to the Living Land and the (damage value 16), extra ammo clips,
willpower 12 knife (damage value STR +3/18), first
Tharkold realms. Reggie Blake doesn't CHARISMA 10
know that Harris was the one who aid kit, two-way radio, flares, tent,
Charm 13, persuasion 14, taunt 12 sleeping bag, rations, climbing gear
scouted the area, and doesn't realize SPIRIT 13

•• 24
Act Two

Event: Help From don't really seem to have much choice. Spartans (4)
The townspeople are far from enthusi- DEXTERITY 10
Headquarters astic as they are already dependent on Dodge 12, fire combat 12, melee
"foreigners" for defense, and are indig- weapons 12, missile weapons 12,
This event can occur anytime after nant that theirgovernment would leave stealth 12
the Storm Knights have met the them to the mercy of the bikers. STRENGTH 10
survivalists, and the mayor and Blake Cunningham will absolutely refuse TOUGHNESS 11
are still in the town square area. to take orders from a "bloody native." PERCEPTION 8
A car pulls up along the curb, in the This will go over poorly with Sam, and Find 10, tracking 10
space normally reserved for official by the time he has finished threaten- MIND 7
vehicles. Al Marlin, mindful of his new ing to make Cunningham eat his own Survival 9
duties as police chief, promptly storms mustache, the atmosphere will have CHARISMA 8
over to chew the fellow out. In reply, chilled considerably. Taunt 10
the driver will hold out a small card. Sam Mogami is a bit of a wild card SPIRIT 8
Marlin slowly turns to Blake and mo- in this adventure. Although he will Possibilities: None
tions for him to come over to the car. make a nuisance of himself by trying Equipment: Uzi (damage value 17),
Before Blake can reach the area, a to get at least the Storm Knights to "toe short bow (damage valueSTR +5/19),
Kevlar-jacketed man of obvious Ori- the line," he is an ordinary patriotic 30 arrows, combat knife (damage value
ental extraction will step out of the car agent trying to do his job, and will be STR +4/18), kevlar body armor (ar-
and look around, followed by four a trustworthy ally during the adven- mor value TOU +5/22), two-way ra-
similarly-garbed men. ture. dio, compass, survival kit
The newcomer is Sam Mogami, a Since the Victorians will have their
Nisei (American-born of Japanese an- hands full with defending the town
cestry) and head of the team of Spar- from external assaults, he will be the Event:
tans which has just arrived. Sam's only reliable ally the Knights have once
mission to Redside is multi-purpose; the survivalists make their move. Of A Victorian Mystery
first, he looks at Blake, and sneers, course, his appearance is meant to fan
''I've gotto talk to you!" Then, without the flames of suspicion in the Knights' While the Storm Knights are still
even waiting for a reply from Blake, he being introduced to Redside and its
minds because of his ancestry.
heads over to the Storm Knights and people, a strange looking man in
introduces himself: Sam Mogami, Spartan Leader simple black clothes approaches them.
DEXTERITY 10 He Simply says, "We've got to talk.
lII'm Sam Mogami, and as a duly Dodge 12, fire combat 14, missile I'm McCreedy, and I know of some-
appointed representative of the weapons 13, unarmed combat 12 thing ... evil ... in this place. Things in
Delphi Council, and as per the Storm STRENGTH 10 this town are not as they seem. Don't
KnightRegistrationAct, while you're TOUGHNESS 11 talk to anyone about this now - here
in town you are to take orders from PERCEPTION 9 is my address. Meet me there tonight.
me. We thought this situation could Air vehicles 11, evidence analysis There is a terrible horror that you must
be handled by your group, but cer- 11, find 11, land vehicles 12, lan- put a stop to."
tain recent developments have re- guage (Japanese) 13, tracking 11, He hands them a crumpled note of
quired me and my agents to come trick 10, water vehicles 10 paper, scrawled on it is an address:
here." MIND 9 8 Schoolhollse St., Apt. 2.
Sam isn't in Redside to make Survival 12, test 10, willpower 10
friends, and with his gruff manner, he CHARISMA 10 If the Storm Knights can suggest a
certainly won't be making any. He Persuasion 13, taunt 12 place where they can talk immedi-
will get an explanation of the situa- SPIRIT 9 ately in peace, McCreedy will refuse,
tion, either from the Storm Knights or Intimidation 12, reality 10 only saying, "I can't ... not yet. My
Mayor Marlin, and then decide that Possibilities: 9 research isn't complete." If the Storm
the Victorians should setup camp near Equipment: Uzi (damage value 17, Knights insist, the adventure can jump
the town for defense, while the range 3-15/40/100, ammo 11), 9mm to Act Two, Scene Two, "The Monster
"survivalists" should help the town beretta (damage value 15, range 3-10/ Hunter," but it is strongly suggested
refortify itself; he will insist on going 25/40, ammo 9), short bow (damage that the Storm Knights be hurried
on to rescue the captured townspeople value STR +5/19, range 3-10/40/100), along by the Spartans to go on the
because it will help him and the other 30 arrows, combat knife (damage value rescue in the Living Land.
Spartans "assert the strength of the STR +4/18), kevlar body armor (ar- After the encounter, have the Storm
enemy forces." morvalueTOU +5/22), polarized sun- Knights make a Perseveral1ce total; if
During the course of these few min- glasses, two-way radio, compass successful, increase the group's total
utes, theStorm Knights should certainly Description: A short, wiry man, by+l.
get the idea that nobody really likes quite strong for his size. If the Storm Knights ask around,
being ordered around by Sam, but they they'll learn that the man moved into
Redside only about three days ago,

25
.e
Torg: Central Valley Gate

and he has kept to himself mostly. target at a time, each of them making swoop away, another appears, mak-
Most people regard him as "peculiar a swooping bite in a single-file forma- ing an identical pass, and then an-
but harmless." tion. Randomly determine which in- other, and then another ...
dividual (either Spartan or Storm Within a few seconds, you count
Cut To ..• Knight) will be their first target. one dozen of the creatures that have
Have each character make a Percep- attacked (the target).
Scene Three, "The Jungle Trek," as tion total against a difficulty of 12. If Tromblen normally attack solitary
the Storm Knights and Spartans head successful, thecharacterwillknowthat creatures or small groups, trusting to
into the Living Land/Mixed zone to an attack is imminent from a specific their fast flight speed and maneuver-
rescue the townspeople captured in direction, and will be allowed to make ability to kill a target. They will attack
the last raid. an unarmed combat or melee weapons only one target at a time, attacking it
active defense roll or shoot in the gen- until it is dead, and then moving on to
eral direction. If a character fails the another target. These creatures have
SCENE THREE: roll, it is surprised by the attack and killed almost all other game in the
can do nothing. area, and thus have been forced to
The Jungle Trek Describe the scene: attack the Storm Knights in a desper-
Suddenly the· whooshing sounds ate attempt to get food. If more than
seem to change tone, and then from half of them are killed or seriously
The Situation out of the mist, about three meters wounded, they will flee the area.
above ground level, emerges a green
Standard. The party plunges into Tromblen
and black creature, vaguely reminis- DEXTERITY 9
the Living Land/Nippon mixed zone, cent of a manta ray. 11 swoops down
whose border is only a few miles to the Dodge 10, flight 13, stealth 11
on (the target), making a piercing STRENGTH 12
north of Redside. Because of thernixed squeal. Then, before the first can
zone's nature, all weapons below tech TOUGHNESS 9
24 can be used without creating a con-
tradiction.
T he Mixed Zone
The Action Because of the peculiar mix- jects and beings of other reali-
ture of Nippon Tech and Living ties, such as Aysle, Core Earth,
As they proceed grimly on their Land realities, visitors to the area the Nile and so forth, will also be
way, the Knights will find scattered gain many benefits. With a mixed targets of the attacks.
traces of others who have gone before zone, todeterminecontradictions, Themajorityofstormsshould
them: abandoned motorcycles, use the higher axiom of the two have an effect value of 18 or less
trampled and smashed to bits by some realities. In effect, the zone has a (although more powerful storms
huge animal, torn leather jackets and Techof24 (from Nippon),Spiritof can occur), and can affect beings
scattered (and clean-picked) bones. 24 (from Living Land), Magic 2 and people in many ways -
Obviously, some gang members got (from Nippon), and Social of 22 winds and lightning may make
lost in the Deep Mist, only to meet a (from Nippon). If a character dis- physical attacks, spiritual cones
horrible fate. connects from reality, they must of energy may make spiritual
After a mile has been covered, these reconnect depending upon which attacks. Items may be trans-
signs will cease. The rain forest is eerily type of tool tlley were using: if formed in the storm. During
still, with no animal cries to disturb using a Tech, Magic or Social tool, storms, depth perception is
the silence. Abruptly, the Knights hear use the NipponTech reconnection warped, causing a -3 penalty for
a puffing, whooshing sound similar, number; if using a Spiritual tool, any Perception-or Dexterihj-based
but not identical to, the sounds made use the Living Land reconnection skill.
by stalengers as they fly through the number. Some very powerful storms
air. The sounds seem to be all around The area is also constantly cause vivid hallucinations and
them, as if some creatures are circling bombarded with reality storms, fe~r-inspiringalterations of real-
them, several meters above. as the two realms battle for domi- ity. Thesestormscan temporarily
nation of the area. The storms bring into being wildly unusual
The Attack can appear in an instant, and last realities.
for hours or maybe only seconds. Reality storms are best used
The sounds are coming from crea-
A storm will be attuned to one of as a means of increasing drama
turescalled tromblen, which are manta
the two realities - Living Land and tension in a scene. Ofcourse,
ray-like creatures from the stalenger reality storms don't discriminate,
or Nippon -and concentrate on
homeworld. There area dozen of these
attacking objects and beings of and may attack anyone, Storm
creatures, but they only attack one
the other reality, although ob- Knight or enemy.

_.I~--------------""~
26 .. . ,
Act Two

PERCEPTION 9
Tracking 12, trick (13)
MIND 6
Test (7)
CHARISMA 4
Taunt (8)
SPIRIT 4
Intimidation 8
Possibility Potential: none
Natural Tools: teeth (damage value
sTR +1/13), wings (speed value 12)

Event:
Quicksand!
The Storm Knights and their com-
panions encounter a pool of quick-
sand. It is a deep brown, much like
very moist mud, and thus blends into
the surrounding terrain very well. The
edge of the pool is only a couple of feet
deep, much like wading through a
moist swamp. Have each party mem-
ber roll a survival, evidence analysis or
Perception check against a difficulty of
15; anyone who succeeds will realize
that something is amiss.
Anyone who enters the quicksand
will realize their precarious position
soon enough - about two meters in
from the edge of the area, it abruptly
drops to a depth of seven meters. Any
character who enters the deep portion
of the quicksand must make a will-
power or Mind total against a difficulty
of 12 to not panic and start thrashing
about wildly, which will only cause
the unfortunate character to sink faster.
Anyone who fails the check will sink
from sight in one minute's time; those
who succeed in their check have about
ten minutes before they go under.
Anyone who enters the shallow por-
tion ofthe quicksand to assist their com- culty every few minutes; if successful,
panions who have fallen in must make Event: they know that the creature is following
an acrobatics or Dexterittj check against a The Rogue Bull them, and it seems to be closing in on
difficulty of 10 each round to avoid them (if the party has separated, the
falling in . When pulling a victim out of As the Knights proceed on their way, creaturehas followed thelargest group).
the quicksand, the puller will have to they will hear the occasional great crash Within a few rounds, the characters
make a successful lifting or Strength roll ofsome huge body moving through the will hear several large trees come crash-
of 12 (other characters coordinating on forest in the general direction they are ing down, and from the mist will
the action make rescue much easier). going. Characters making an evidence emerge a carnal, one of the nastier
The quicksand area is rougWy cir- analysis or Perception total oflO or higher denizens of the Living Land. Describe
cular, about 10 meters in diameter, will be able to determine that the sound the scene:
and will require the Storm Knights to is coming from directly behind them. If
The first thing you notice is its
maneuver around trees and through theStorrnKnightsrushalong,havethem
speed. Running on long hind legs, it
swampy areas to get back on the trail make additional evidenceanalysis or Per-
bursts from the mist with a roar and
on the other side. ception checks against the same diffi-
a charge. Nearly twice as long as a car,

I.
27
Torg: Central Valley Gale

it stands nearly double your height, total of 10 will be enough to reveal The Action
and moves faster than anything that this}. It was the only animal in the area
big has a right to. As it swings its the tromblen could not bring down. The Storm Knights and Spartans
head around on a short, stubby and Sam, if asked about how to handle come upon the edge of the village,
well-muscled neck, you can see the it, will answer "You don't live to be- which is in an artificially cleared out
huge spikes, nearly two feet long, come a veteran by locking horns with grove. Through the mist, they'll see a
that run in a crest from head to tail. a damned beast like that -let's try to gradual decrease in the amount ofveg-
Two forelimbs, laughably short, hang clear the area. If you have some fresh etation. Up ahead, they see a series of
uselessly at the midpoint of its torso. meat packed with you, leave it out, tall, flowing plants ofunearthly beauty,
Its deep red skin glistens with mois- and it will be enough to distract it." with simple patches of grass in be-
ture, and as it runs, almost leaping, If no one has any meat, Sam will tween. The first structures of the vil-
the ground shakes with the bulk. The shout and yell to attract the dinosaur's lage can be seen at the edge of the mist,
mouth opens to reveal two rows of attention, then lead itoffintotheforest the primitive leaf covered hrocktshoot
canines, perfect for rendering flesh, (a Storm Knights with a better stealth huts common to edeinos tribes (if de-
and even meters away, you can smell score can also attempt this). If the party sired, the gamemaster may have the
its last meal of flesh or carrion, the waits ten minutes, Sam will have given Storm Knights enter the village near
blood stains still ringing its outer it the slip and rejoin them, wondering the Tharkoldu quarters instead). The
gums and making its saliva a sicken- aloud how they could ever get along chanting and rhythmic drum beating
ing pink color. It is too much to take without the presence of an expert. of a Keta Kalles conversion ceremony
in, as it swoops low and prepares its can be heard rising up from the center
attack ... of the village, as hundreds of edeinos
The carnolattacks with both its teeth On the Right Track voices are raised in a chaotic and dis-
and its immensely strong spiked tail. harmonious melody. The ceremony is
Tlle party comes across a small clear- nearly complete, and the captives will
It is an intelligent fighter, making use
ing where the edeinos stopped to rest. be faced with the choice - join the
of the terrain for cover and tactical The tracks of human captives, gospog,
advantage, and its quickness allows it tribe or die.
and the lizard men themselves will be
to get out of the way of many attacks. everywhere, and the putrid stench of
Its purpose in this attack is to gain a the gospog will still be noticeable. If the
quick meal - if it can grab someone area is searched, several scraps of cloth-
The Village's Outer
and run away it will be satisfied. ing will be found. Have each maracter Defenses
Carnol searc1ling the "far" side of the clearing
DEXTERITY 13 make a find or Perception total of 10 or Once the party actually gets to the
Dodge 16, maneuver 15, unarmed higher. If successful, a real prize will be edeinos village, it will discover the
combat 17 found: a crude arrow drawn by one of hard way that itis guarded onall sides
STRENGTH 26 the captives. (The other captives stood by a variety of Living Land miracles
TOUGHNESS 30 around to hide the sketcher from view that they have never encountered be-
PERCEPTION 6 while he did this, so this is a genuine fore. The zone of defenses appears to
Tracking 8, trick (15) clue and not a trap.) be no more than a grassy glade, with
MINDS slender, supple, man-sized flowers
Test (12) standing up here and there. There are
CHARISMA 4 SCENE FOUR: only a few plants, standing at wide
intervals, ofsuch unearthly beauty that
Taunt (10)
SPIRIT 3 The Rescue the Knights might well decide to steer
Intimidation 22 clear of them. This is a good idea, since
Possibilities: none they are pleasure plants (see the Intro-
duction for a full description), and the
Natural Tools: Thick hide (armor
value TOU +2/32), teeth (damage
The Situation "gaps" between them are covered by
valueSTR +6/32), spiked tail (damage Dramatic. In this scene, the Storm patches of ground blessed with the
value STR +2/28) Knights must penetrate the spiritual miracles grass spear,grass blossom spear,
outer defenses of the edeinos village, and earth swallow.
An edeinos or other Living Land
which is littered with pleasure plant Once the village is sighted, Sam
expert can tell that the bull is an old will motion to his team and the Storm
one (from the jowls that descend down traps, as well as grass spear traps.
Once through, they must fight their Knights. Not daring to speak above a
to its neck), and will inform the party whisper, he'll explain, "I've done this
that carnol that are too old to breed way through a throng of edeinos war-
riors to rescue the captives, then use many times. I'll send the men around
become solitary and vicious beasts that
the confusion to escape the village. the perimeter, and we'll slowly sneak
will attack anything they meet (a through their outer defenses - ready
scholar(Living Land), general scholar for .After that, they must retrace their steps
back to Core Earth territory, conduct- your weapons and prepare for the as-
anyone who has spent any amount of sault. Funny, none of the typical de-
time in the Living Land or Sll /"Vival ing a running fight much of the way.

_._-~-------------------'-'lt\
28 'w-'
Act Two

fenses; no pain sacks. Johnson, go to ably the best option - the trees are moved. This living soil should give
the other side of the village and pre- close enough that vines and ropes the incident an aspect of terror seem-
pare those explosives - if you hear could be used to swing over the de- ingly more suited to Orrorsh than the
gunfire, set them off and takeout a few fenses (an acrobatics total of 10 would Living Land. Let the players find out
trees. That should throw them off long be enough). on their own that the only way to
enough for us to escape." successfully dig a trapped character
Within seconds, the Spartans, ex- out is to hurl or lug the dug-up soil at
cept for Sam, who stays with the The Distraction least six feet away from the victim. If
Knights, have dispersed into the mist. the players are taking too long to dis-
The Knights can see a Spartan to the Despite the sounds of the conver- cover this, wasting too much time on a
left and to the right. Sam suggests that sion ceremony, which are so loud that simple holding trap, then give them
they proceed slowly, cautiously, and they can even be heard outside the some hints, especially if an idea card is
points out that the Spartans are only village, a loud noise like that of an played.
going to open up if things obviously exploding grenade will bring a squad State that the victim's frantic scrap-
go poorly. of a dozen edeinos warriors, a ing at the soil has thrown dirt all over
Just as the Knights and Sam ap- stalenger, and one of the optants to the place, and that the soil flung far-
proach the edge of the glade, both investigate (if the Storm Knights or thest away is not flowing back into the
Spartans within view experience a bru- Sam fire their guns, Johnson, on the trap. If the players aren't too bright,
tal and quick death - while walking other side of the village, will set off they may believe that it is the spot
on the grassy areas, it seems that spears such a distraction - while it will dis- itself that nullifies the soil's spiritual
sprout from the ground, impaling tract the edeinos, it will also place all of life, not the distance. This could slow
them in less than a second. A short the villagers on alert, so Sam will sug- down the digging-out process consid-
scream of pain, a stream of blood, and gest waiting until the thick of battle erably, as the free characters get in
then they are limp on the ground, the before firing). each others' way while carrying the
spear seemingly shrinking back down dirt to just that one spot.
to the size of a blade of grass. Remember tha t, whatever the Storm
In horror, Sam will realize that the The "Quicksand" Knights do, the process of digging out
"damned scales" must have some new a trapped character will be a slow and
miracles at their disposal. Againstthese
Trap tedious one. Take advantage of every
specific miracles, countermeasures Earth swallow should be the most means to hurry them along through
will be of dubious effect. Probing the nerve-wracking oftraps for the Knights anxiety, with every sound from the
earth ahead of the party or tossing to deal with. This is a case where vivid surrounding jungle seeming to be an
objects on it will not uncover these referee descriptions can mean every- approaching beast of prey, and every
defenses because the miracles only thing - the first time someone liter- change in the ceremonial chanting the
reacting to sentient non-Jakatts. The ally falls for this trap, the Knights will approach of an edeinos patrol. No one
pleasure plants may be burned, but not know that this is merely a holding will imagine they could have so many
there should be a fear that the flame trap. Mindful of their unfortunate ex- thrills merely being stuck in one spot.
might be seen through the Deep Mist perience with the quicksand, they may
or, more likely, the wind will blow the well believe that this is some "artifi-
smoke into the village. Explosives or cial" quicksand trap. Describe the Flag
magic may well create enough noise slight shifting of the soil as the charac-
to draw the attention of every warrior If the trapped character blows his
ter tries to free himself, stating that the
in the tribe. The best plan is to find a soil appears more fluid than usual (it willpower roll, and a hero setback card is
safe path through the area (perhaps by is; the soil around the trap is alive), in play, then his screams will attract
destroying a specific pleasure plant), and generally giving the impression the attention of the an edeinos hunting
and then progress single file through that it might be a form of quicksand. party returning to the village (J 0 more
the defenses and into the village (of warriors) or the carnal (if it didn't
Require the trapped character to make
course, they should probably mark a willpower roll against a difficult of 10 suffer any wounds in the previous
the path to make sure that they can encounter).
to see whether or not the victim gives
leave thearea without triggering more in to panic (if the roll is failed, the
traps). victim will scream so loud that a squad
If the battle is so overwhelming or of half a dozen edeinos warriors and A Wild Celebration
confusing that it is possible that the one of the optants will come to inves-
characters get confused, it is perfectly As has already been hinted earlier,
tigate). the ceremony at the village has begun.
appropriate to have them make filld or Once the true nature of the trap is
Perceptioll checks to find the markers Branches are beaten against trees to
apparent, the process of rescue will produce a drumming sound, while
indicating the safe path out (the diffi- still be a creepy one. Describe how the
culty should be determined by how the bulk of the warriors are dancing
soil scraped away from the victim's wildly around the captives. There are
noticeable the markers are). legs flows like water back around the
Going overthedefensezoneis prob- at least 100 warriors here, and as many
prisoner, almost as soon as it is re-

••
29
Torg: Central Valley Gate

. . .~30I----------------------- ....~
."..,
Act Two

females and young. Flying overhead Equipment: Hrockt spear (damage battle, two warriors will carry the
are ten stalengers. There will be two value STR +3/19), simple club (dam- benthe into the mist and follow the
dozen gospog of the Second Planting, age value STR +3/19), spiked great Storm Knights back to Core Earth, in
plus whatever gospog survived from club (damage value STR +5/21) the hope that the benthes' pheromone
the first battle (both groups are still Miracles: Animal rage, blind, blos- attack can be used on them before the
armed). Also present are two benthe, som spears, cause pain, decreased touch, escape is complete.
two optants, and two gotaks. earth's ear, grass blossom spear, grass The way back to Core Earth should
spear,great club,healing,heightened Dex- be an on-again, off-again running fight
Edeinos Optants
DEXTERITY 11
terity, heightened hearing, increased until they reach the boundary of the
Strength, increased Toughness, intensiftJ Living Land; if the Knights getthis far,
Dodge 12, missile weapons 12,
stealth 12 emotions, pain sacks, see through mist, they will not be followed back to Core
STRENGTH 9 simple club, simple spear, spiked club, Earth.
TOUGHNESS 10 spiked great club
PERCEPTION 9
Language 10, tracking 10, trick 10
Benthe Tharkoldu Quarters
DEXTERITY 7
MIND 9 Beast riding 10, stealth 9 If the Storm Knights decide to in-
Test 11, willpower 10 STRENGTH 7 vestigate the strange tents on the side
CHARISMA 8 TOUGHNESS 12 of the tribe opposite the edeinos huts,
Taunt 9 PERCEPTION 17 they will soon realize that the plot to
SPIRIT 12 Evidence analysis 19, find 18, trick destroy the arms factory has many
Faith (Keta Kalles) 14, focus 14, in- 19 different involved parties. The tents
timidation 10, reality 13 MIND 14 are a combination of metal and wood,
Possibilities: 5 Survival 15, test 16, willpower 17 with cloth doors. Each of the tents is
Natural Tools: Claws (damage CHARISMA 11 abandoned.
valueSTR+3/12), teeth (damage value SPIRIT 11 The interior of each of the tents is
STR +2/11), tail (damage value STR) Faith (Keta Kalles) 13 similar- if they investigate more than
Equipment: Hrockt spear (damage Possibilities: none one tent, change the exact contents
value STR +3/19), simple club (dam- Natural Tools: Pheromonemanipu- only slightly. Describe the scene:
age value STR +3/19), spiked great lation
club (damage value STR +5/21) Each tent, although large, has only
Miracles: Animal rage, blind, blos- one room. There is a long board with
som spears, cause pain, decreased fouch, The Defenders a thin mat and a huge chest. There are
earth swallow, earth's ear, grass blossom several bins.
The six captives are in the center of
spear, grass spear, great club, healing, the dancing horde, numb with terror All around are parts of technologi-
heighteued Dexterity, heightened hearing, and bound with vine ropes, only a few cal equipment, all of its futuristic in
increased Strength, increased Toughness, feet from the altar. The two optants are nature; any Storm Knight making a
intensiftJ emotions, pleasure plant, see closes to the captives, with a dozen scholar total of 15 or higher will know
through mist, simple club, simple spear, warriors just a few meters away. The that this is very advanced stuff, and
spiked club, spiked great club rest of the tribe is dancing in a huge any Storm Knight who has encoun-
circle extending almost to the edge of tered techno-demons or their technol-
Edeinos Gotaks the village's defenses. The gotaks and ogy before will instantly recognize the
DEXTERITY 11 gospog have been segregated from stuff as occultech, the evil mixture of
Dodge 12, missile weapons 12, the rest of the villagers, and are gath- technology and occult magic.
stealth 12 ered near the Tharkoldu quarters. The tents look more like dens of
STRENGTH 9 The Storm Knights may be able to vermin, as the gear and rubbish (cloth,
TOUGHNESS 10 sneak to the edge of the ceremonial trash, tools and so forth) is nearly a
PERCEPTION 9 area by sneaking through the series of foot deep, requiring a Storm Knight to
Language 10, tracking 10, trick 10 edeinos huts, which are all vacant wade carefully through the tent. There
MIND 9 during the ceremony. If the Storm are no useful devices in the tent, nor
Test 11, willpower 10 Knights have gone undetected by the are there computers, diaries or any-
CHARISMA 8 village, once they are first noticed, they thing of that nature to indicate the
Taunt 9 will have four rounds before anyone plans or involvement of the Tharkoldu.
SPIRIT 12 but the optants and warriors can act Storm Knights looking into a bin
Faith (Keta Kalles) 14, focus 14, in- (due to the confusion of the moment). must make a willpowertotal o£12 to not
timidation 10, reality 13 After the first four rounds, 20 warriors get physically ill at the sight and smell
Possibilities: 5 per round will join the battle - with -blood issplattered everywhere, with
Natural Tools: Claws (damage 100 warriors in the village, speed is of body parts such as fingers, hands,
value STR +3/12), teeth (damage value the essence. During the chaos of the arms, legs and head, scattered liber-
STR +2/11), tail (damage value STR) ally about.

31
I.
Torg: Central Valley Gate

TheTharkoldu themselves are away strange packages, and it was rumored Storm Knights hear the same phrase
from the tribe, helping cement their that a lab on the second floor has been more than once, or hear that the work-
alliance with Hog. In order to further experimenting with explosives. He'll ers don't remember, have them make
their plans, they have used the monkey explain that it was some weird chemi- a Perseverance check; if successful, the
form spell to disguise themselves as cal explosive he'd never heard of be- group's Perseverance total goes up by
humans (this is an alteration/entity 13 fore, but it certainly was effective (this +1. If any of the Storm Knights elect to
spell). This adventure is written so operation was supposed to bea secret, use True sight on the workers, they will
that the Tharkoldu and the Storm but considering the stress and confu- see a black aura around each worker
Knights don't get into direct combat sion of the moment, Dan didn't really - have them make another Persever-
until the final scene, but if the charac- think before just blurting out the infor- ance check, which if successful, in-
ters are persistent enough to wait at mation). creases the group's total by +2.
the village for a day (dodging hunting Sam will comment that he finds the Once arriving in town, there should
parties all the while), the Tharkoldu information very interesting - his be a properly tearful reunion as the
will return to the tribe later the next reason for coming to Redside is to help freed captives are brought back to
afternoon. See Act Four, Scene Three, straighten out the arms shipments, but Redside. It should be early evening of
"The Second Stage" for complete sta- the Delphi Council hasn't authorized the first night the Storm Knights have
tistics. Seisaku to construct new explosives at been in town. At this point, they may
Any Storm Knight who is some- the factory (the Delphi Council's con- decide to talk to McCreedy or Blake,
how able to ask the edeinos about the tract calls for strict controls over what while Sam will definitely storm off to
tents or their inhabitants, will learn activities occur at the factory). talk with Blake. Meanwhile, the Victo-
that each tent belongs to a human. All If asked about the conversion cer- rians have been working on their de-
of them are tall, thin with jet black hair emony, they will explain that the only fenses for the upcoming attack, and
and black eyes. They have dealt with reason they had not been converted most of the streets have been barri-
the gotaks, who ha ve in turn convinced before the Knights showed up was caded, with Victorian soldiers and
the optants and the rest of the tribe to because the edeinos were waiting for townsfolk mounting checkpoints at
go along with their plans. They are an "expert" to come and question them the edge of Redside.
away for the now, but said they will about the factory: someone referred to
return la ter. only as "the Swordsman."
There are two other factory work- Act Awards
ers, named Joanie and Mark. If the
Aftermath Storm Knights ask any of them about The player characters should re-
specific routines atthe plant, they will ceive three Possibilities for this act. If
Once the party is back in Core Earth answer in an identical dull monotone, their play was below average, cut this.
territory, the freed prisoners will chat "Every day we just finish the weap- to two; if above average, make it four.
with their rescuers. If asked, a man ons." If the Storm Knights ask them
named Dan will volunteer that he about a specific day or specific occur-
worked in the weapons factory in ship- rence, their faces will simply go blank, Cut to ...
ping, but ofcourse, things have slowed and in the same dull monotone they
down since the biker attacks started. will say, "I don't remember." Once the Act Three, early evening in Redside.
He will also say that he saw some

•• 32
Act Three

Act Three

Factions in Action
Blake's house immediately, and alone
The Major Beat if necessary.
In this act, the Tharkoldu and their If the Storm Knights decide that
minions make preliminary moves they must discuss matters with Mayor
against the Nippon Tech arms factory Marlin, cut to "The Mayor's Office" in
and the town of Redside, drawing the Scene One. If they decide to get some
Storm Knights into the thick of the rest before pursuing the matter more,
action. The edeinos attempt to pen- cut to Scene Four (or, you can have
etrate the factory's security, while them spot Harris in the bar onthe way
Harris' Tharkoldu-Ioyal agents at- to their rooms, as descrIbed In Scene
tempt sabotage. In the course of repel- Three).
ling these attacks, the Storm Knights
discover that the truth behmd the
Seisaku plant is much more sinister The Barricades
than they ever imagined. In the scant hours that the Storm
Knights have been away from Redside,
the Victorians and townspeople have
Which Way to Go built barricades at each of the roads
running into town. The barricade is
This act is structured with the pre- simple, but effective: two or three
sumption that the Storm Knights will heavy trucks or pickups, with several
be returning to Redslde dunng the armed guards. There is also a watch-
evening. If, instead, they return the tower so that the hills off in the dis-
morning after the rescue, Blake WIll tance may be observed, giving the town
call them to the factory and give them more warning in case of an assault.
a tour of the facility, as well as intro- At the checkpoint, the Storm
duce them to some of the workers. If Knights will be able to get directions
this happens, cut to "The Tour" in to Blake's or McCreedy's house, as
Scene Four; during the course of the well as information on the location of
day, they may talk to McCreedy (see the mayor, Blake, McCreedy, Harris
Scene Two). Then, piay out Scene Four or the Victorian officers.
as occurring later that evening.. When the Victorians spot the Storm
If the Knights return to Redslde at Knights, they will quickly be ushered
night, they have several options. If the through the checkpoint, and the towns-
Storm Knights decide that they want people will react with joy at the Sight
to talk to Blake about what is going on of their rescued neighbors. Of course,
at the factory, go to Scene One, there will be a tearful reunion, state-
"Something's Rotten in Redside." If ments of gratitude, invit~tions t<: din-
the Storm Knights want to talk to ner, etc. This is a good tIme to mtro-
McCreedy, go to Scene Two, "The duce or develop already used game-
Monster Hunter." If they decide to master characters- potential rivals in
investigate Harris, cut to Scene Three, the town, love interests, curious chil-
"Kicking Back." If the Storm Knights dren engaging in hero-worship and
decide to go to the factory, go to Scene similar bits of flavor.
Four, "Failed Espionage." If Sam
learned of the explosives experiments
in Act Two, Sam will insist on going to

.e
33
Torg: Central Valley Gate

SCENE ONE:
Something's
Rotten in Redside

The Situation
Standard. The Storm Knights have
several clues to indicate that some-
thing unusual is underway at the fac-
tory. Sam had come to straighten out
the delayed weapons shipments, while
the factory's workers claim to be mak-
ing strange explosives, yet curiously,
cannot remember their day-to-day ac-
tivitieswhileatwork. They have come
to Blake's house seeking answers.

The Action
The Storm Knights have no trouble
finding Blake's small but very com-
fortable house (he is, after all, one of
the better known individuals in
Redside). If the Storm Knights decide
to check out the house before proceed- in Act Two, Scene Four). Have the
ing, they will see nothing of an un-
Storm Knights make a Perseverance
Brainwashed
usual nature - Blake is merely read-
check against the difficulty of 15; If Dagarathov, the Orrorsh horror that
ing in his study (room 4). When the
successful, they get +1 to their total. If has come to Redside, has only limited
Storm Knights knock on the door, he they attempt this kind of magical or
will quickly open it up, smile, and ask, influence, being only able to take over
spiritual divination, or ask him about a person while they are within the
"So you're back. I guess the rescue
the memory lapses of the workers, he confines of the factory. The beast has
went well then, eh?" will seem to stumble a second, and
If the Storm Knights don't immedi- only manipulated a few of the work-
pause. He will slowly turn toward ers in order to gain power while not
ately confront Blake with their accusa- them, saying, "I don't know ... I don't
tions, he will simply try to rush them straining itself by taking over the en-
feel well." He will then seem to blank tire town. However, the creature has
away from the scene, asking them to out, and won't respond to any ques-
stop by the factory in the morning to continually probed Blake's mind to
tions, but will simply head to the learn what it can, and has been able to
begin their duty. If asked about the kitchen with a mindless detennina-
explosives, or aboutthe missed weap- plant a subliminal suggestion in
tion, and grab a huge knife (damage Blake's mind, since Blake has been
ons shipments (this will certainly oc- value STR +3/19) and lunge after the
cur if they accompany Sam to Blake's preoccupied with the arrival of the
nearest Storm Knight. Storm Knights for several days. The
house), he will show obvious surpnse After the Storm Knights subdue
that the Storm Knights have learned suggestion, of course, is to kill anyone
Blake and summon a doctor or Mayor who mentions the mysterious behav-
this, and then refuse to discuss the Marlin, a quick examination will re-
matter. He will tell the Storm Knights ior of any workers.
veal that there is nothing "unusual"
that it is none oftheir concern, and that about him and that his behavior is
they aren't being paid to pry into his
affairs.
"inexplicable." The doctor reassures Flag
them that Blake will be kept under
If the Storm Knights attempt a True observation for the rest of the night. If Sam went to Blake's house prior
sight, or some other spiritual or magi- to the Storm Knights arriving, Blake
cal means of divining his true nature, has already killed Sam and placed his
they will merely divine a black aura body in the top left bedroom on the
around him (exactly like the workers second floor.

•• 34
Act Three

Central Valley Gate: Map 4


Blake's House

Key
1. Entrance
2. Kitchen
3. Stairs
4. Study
5. Dining room
6. Living room
7. Bathroom
8. Bedroom
9. Closet
10. Music room

\
\
\
\
\
,
\
\
\ ,
\
\
,
\
\
\

\
\

8 -l- ,., 8

\ .f!I1"
\ 7
\ 11
\ -I
\
, '<'" 8
\
\
\
81 II I 11.11111
Second Floor +- ' ~II I I I I
\
\

.e
35
Torg: Central Valley Gate

If Sam is with the Storm Knights pon Tech's true nature). He may even
and survives theallackof the aarkcino, send two armed townspeople with
The Action
he will insist on going to the factory the Knights to Blake's house to arrest McCreedy's apartmentis located in
immediately. him. a three story house, with a white picket
fence and a large yard. He has Apart-
ment 2, which can be entered from the
The Mayor's Office Cut To ... front porch.
Mayor Marlin's office is a hive of If the Storm Knights wish to go see When McCreedy comes to the front
activity, as people are scurrying about McCreedy, cut to Scene Two. If they door, he opens it with a smile, beckon-
with preparations for any upcoming want to talk to Harris, cut to Scene ing, "Corne in, corne in." His apart-
assault. When the Storm Knights ar- Three. If they wish to investigate the ment has a very strong scent of cinna-
rive, there are two office workers, a factory, cut to Scene Four. mon (due to some recent cooking, but
Victorian strategist and the mayor in the Storm Knights areat liberty to take
the office, busy planning the manning this as something more sinister). As
soon as they cross the threshold to his
of the barricades. SCENE TWO: The house, he holds up a silvered cross,
The mayor will greet the Storm
Knights and take a few minutes to Monster Hunter obviously trying to ward any mon-
sters disguised as humans (this could
listen to their concerns. He wIll be
quite disturbed if the Storm Knights be very interesting if there is a
shapeshifter in the party). After the
bring up the explOSIves, the mexplI-
cable memory loss of the workers, the
The Situation preliminary check, he takes their coats
possibility of an edeinos/biker alli- and ushers them into the living room,
Standard. The Storm Knights corne offering them a warm cinnamon tea.
ance, or Seisaku's ties to this "strange to McCreedy's apartment looking for
Nippon Tech place" (remember that After some quick pleasantries,
information on this mysterious "mon- McCreedy will sit down in his Victo-
most people are still unaware of Nip- ster" he claims has corne to the area. rian style chair, and explains that he
has corne to Redside from New Lon-

• I
36
Act Three

don, in search of an awful horror thick with stains of blood, oozes from The Occult Strikes
named Dagarathov. As his relates his his eye socket and down his face.
tale, it steadily becomes clearer that Then as suddenly as it started, it Have the Storm Knights make a
this man is obviously obsessed with seems you all snap back to reality, Perception check against a difficulty of
the creature - he explains that it was and it is merely McCreedy, standing, 12; if successful, they will hear a slight
responsible for the death of his uncle talking, waiting for you to respond to rapping on the window just outside,
Samuel, and "since I first glimpsed the an unheard question. as if a tree limb was gently swaying in
power of that demonic beast, my heart the breeze and Striking the pane of
Have the Storm Knights make an- glass. Unfortunately, thereisno breeze,
has thirsted for revenge. For two de- other Perseverance check. If successful,
cades I have researched it, tracked it, and there are no trees near the house.
increase their total by +1. This sequence Suddenly, the pane of glass shat-
followed the trail of corpses, yet no is actually an occult illusion, and any
one would believe me. Finally, it has ters, as an inhuman screech, almost
Storm Knight who actively chooses to bird-like, wails through the room. In a
corne here, seeking I know not what, disbelieve, must make a willpower or
but it has entranced the entire town. burst of energy, McCreedy exclaims,
Mind total of 14 or higher to disbelieve 'It's found me." and heads for the
You must stop it before more people the illusion.
die at its hands." stairs and up to his study (Room 11).
McCreedy will relay some of the
tales of his research and the details of
some of the more grisly deaths the
creature has caused. He will also ex-
plain that he has found its true death
- called the "Ritual of Fire," it re-
quires a squared area, marked by four
burning torches. The creature must be
lured into the area, and then struck by
a flaming weapon of some kind.
While the creature is in the square,
the phrase, "Death unto demonkind,
death unto Dagarathov, back to the
beginning of the endings, blackness,
cinder, to the void," must be spoken.
At the end of the ritual, the creature
will be killed.
At the completion of the description
of the ritual, have the Storm Knights
make a Perseverance total; if successful,
increase the group's total by +1.
After the total has been generated,
describe the following scene:
A chill runs through you, yet it is
nearly 80 degrees outside. It is a no-
ticeable presence, and you all notice
it, except that is, for McCreedy. He
simply sits in his chair, takes a quick
sip of his tea, and place the cup and
saucer on the table by his chair.
Abruptly he stands, suddenly
cheerful. "Come, come, my friends.
Drink up. Now, no matter what hap-
pens,· there is someone to stop this
beast, and my life's mission is now
complete. My soul will rest easier."
As he speaks, it seems that the
flesh around his jaw and eyes is
slowly rotting away, as globules of
blood drip from the exposed muscle
and bone. His body starts shriveling,
as his eyes tum to a blackened goo.

... -------------------_._.
He smiles as a green and yellow pus,

~
~ 37
Torg: Central Valley Gate

Crashing through the window are value STR +3/16), acidic blood (dam-
eightsmall demon-like creatures. Each age value 14 - anyone within one
McCreedy's Study
of the demons stands about half as tall meter of a creature that takes a wound McCreedy's study (room 11) is a
as a human, and they are ignoring the is splattered with the blood) typical occultist's place of research: a
Storm Knights and heading straight Special Abilities: Illusion (a group huge library of occult related books is
for McCreedy. Any Storm Knight of three of more creatures can gener- crammed into the shelves running
making a scholar (OCCIIIt) or occult total ate an illusion up to four cubic meters along the walls. In the center of the
of 14 or higher will know that the at a range of 50 meters. The base disbe- room is a desk, with several rolled up,
creatures are aarkcinos, a kind of de- lief value is 8 plus the Many-on-One musty scrolls. Also on the desk is
mon that is often summoned by occult value of the number ofadditional crea- McCreedy's diary, which details his
rituals. tures adding to the illusion) attempts to track Dagarathov over the
Aarkcino (8) The creatures' main objective is to past ten years.
DEXTERlTY 11 kill McCreedy, al though they will Storm Knights who take the time to
Dodge 12, maneuver 13, unarmed battle the Storm Knights if they are read the diary will learn the following
combat 13 attacked first. Once McCreedy has information:
STRENGTH 13 been killed, they will leave the build- • McCreedy has thoroughly re-
TOUGHNESS 14 ing. Once either McCreedy has been searched the creature's True Death-
PERCEPTION 8 killed or the creatures have been it is as he explained it to the players.
Find 10, tracking 11, trick (14) stopped, have the Storm Knights make
MINDS a Perseverance total; if successful, they • The creature has a weakness to runes
Test 9 (12) receive a +2 to their total.lfMcCreedy blessed by a priest and wielded by an
CHARISMA 4 has been killed, drop their Persever- individual of the same faith.
Taunt (14) alice by -2 due to the horror of the • The creature has a severe weakness
SPIRlT 6 event, but add +2 the next morning, to sunlight.
Intimidation 15 after they have had time to rebuild • The creature has resided for many
Possibility Potential: some (75) their resolve to stop the creature re- months in the Glade of the Queen (the
Natural Tools: Talons (damage sponsible for this attack. setting for the prologue). Over that

•• 38
Act Three

Central Valley Gate: Map 5


McCreedy's Apartment

-~

5 11 9

7 L
OOWN ,
==
==
" 4 10 ==
-
8

=
-
/'
6 ., Second Floor
/'
/'

/'
I /'
/'

UP Ir-- /'
/'
~;:: /'
f-- ./

~=
1--
3
/'
/'

~u'p

Key
1. Main entrance
2. Living room
3. Stairs to

~ second floor
4. Kitchen
5. Dining room
6. Back entrance
-1- 7. Stairs to first floor
8. Bathroom
First Floor ~ 1
9. Bedroom
V C !:EC9'Mi'"
UP
10. Sitting room
11. Study

••
39
Torg: Central Valley Gate

time it had dominated the group of talking with Harris they willleam that The Action
shapeshifters/werewolves that lived his fellow "survivalists" have betrayed
in the area, but one of the beasts went him. The Storm Knights may be any-
rogue and summoned a group of oc- where when this scene begins, includ-
cult wizards to help either cast out the ing at Blake's or McCreedy's house, at
creature or help them escape. The wiz- The Action the Valley Hotel, in their rooms or at
ards created a gate to someplace else the barricades on the edge of town.
on Earth, with the intent of bringing This scene begins late at night, per-
themselves and the werewolves The Valley Hotel is quiet, and two haps two or three in the morning.
through to dominate a new area. of the townspeople are busy pound- The scene begins when the alarms
ing a few beers trying to forget the at the arms factory go off, sending a
• McCreedy tracked the gate to just battle earlier this morning. Alone at a
outside Redside, and has learned that piercing shriek of sirens through the
table is Harris, nursing a beer. air. The Storm Knights are the first on
Dagarathov has come through as well. If the Storm Knights approach,
His research indicates that the gate the scene, and make a startling discov-
Harris will offer them a chair and or- ery - at the edge of the factory, three
will be up for only about three weeks. der a round of beers for them. If the edeinos have been killed by some kind
Storm Knights ask about the other of energy field. Their bodies are on the
survivalists, he will comment that they
Cut To ... are on guard duty at the barricades,
ground, slowly decaying into a puddle
of blackened goo, and laying beside
If it is early evening and the Storm and he is taking a well deserved mght them is a small, round technological
Knights decide to head to their rooms, off. device with seven crystals set into an
cut to Scene Three. If it is late In the Within a few minutes, three Victo- ornate black metal frame. Anyone
evening or the Storm Knights decide rian guards will come rushing into the making a sciellce total of 14 or higher
to investigate the factory, cut to Scene bar,and head straightfor Harris. They will realize that the device is a
Four. are taking an accusing tone, and tell Tharkoldu recording disk used to
him that they have seen four of his make holograms of particular loca-
agents headed for the arms factory, tions or individuals.
SCENE THREE: and they are clearly expecting a full
explanation. .
Kicking Back Harris has been backed Into a cor-
ner, and will be both surprised and
The Mystery Deepens
angry. "j have no idea what's going Within minutes of the discovery of
on. As far as j know, they're supposed the dead edeinos, some of the towns-
The Situation to be at the barricades." people arrive on the scene, led by
Standard. The Storm Knights have The Victorians will suggest that they Mayor Marlin (if Blake did!)'t attack
decided to track down Harris and dis- go to the factory and investigate, and the characters in Scene One, he will be
cuss his involvement with the factory while Harris will not be eager to do with this group). The people will liter-
and the strange events in town. If they this, he will reluctantly go along. ally be abuzz with rumor and specula-
ask any of the townspeople, they will tion, and they will all react with revul-
hear that Harris was last spotted head- sion at the sight of the partIally dlsm-
ing for the Valley Hotel (or if they pass Cut To ... tegrated edeinos. ..
by, they will see him in the bar). While A series of gunshots WIll rmg out,
Scene Four, "Failed Espionage." coming from within the factory. Any
character making a Perceptioll total of
12 will know that it came from the
SCENE FOUR:
W hat is Going On?
Failed Espionage
ground floor. If Blake is present, he
will order the Knights to InvestIgate; ,f
The "survivalists" who have only Mayor Marlin is present, he will
sold au t to theTharkolduaremak- have them ihvestigate. Both of them
ing their move. They havedecided will comment that, " ... no one is sup-
to approach the plant at night
The Situation posed to be in the factory at night."
(when there is no one working) As soon as the Knights approach to
Dramatic. The alarms around the within four meters of the factory walls,
and destroy it so that the techno- arms factory go off, waking up the
demons can send in a few agents they will feel a tingling chill - like
entire town. Someone has obviously someone grabbed the base of their
to quickly soften up the place be- failed to infiltrate the factory. During
fore planting new stelae and tak- spine and injected Freon into. their
the course of the investigation, the bodies. For each non-human In the
ing this area of California. Storm Knights begin to learn more group, have him or her roll a willpower
about the true nature of the factory. or Milld total against a·difficulty of 16;

•• 40
Act Three

Central Valley Gate: Map 6 Road


Seisaku, Inc. Arms --..~.--~.~.-_.~.""",-~~,'"'
Factory - Grounds ~, -./1>-- ._-. _1"_"""'- -- , -" j

Key
1. Parking lot
2. Employee entrance
3. Main entrance
4. Loading bays
;<@; Occult barrier

{,
1,
I
4
}
0,

R edside and the Arms Plant


The construction of the after Sacramento was reclaimed, enough out of the way that Blake
Seisaku arms factory wasa bless- and its close location to the Liv- and Harris could convince the
ing for Redside, which had been ing Land makes it an ideal facil- town that the factory was a good
economically crippled since the ity to supply U.S. troops in com- idea simply because of the jobs
start of the war. Before the war, bat. This factory is secretly- that would be made available.
Redside relied on local farmers owned by the Kanawa Corpora- Once the plant was estab-
and produce brokers for much tion. Like the rest of the United lished, it was expected that the
of its business, but its continuing States, the townspeople are local military would provide
proximity to the front lines of the oblivious to the true nature of ample protection. However, the
Western Land have motivated what has occurred in Japan and seeming Core Earth victory up
most people to leave the area. Sacramento. around Sacramento (really the
Just when things looked their The Seisaku plant's location replacement of Living Land ste-
darkest, the military situation was chose for three main rea- lae with those of Nippon Tech)
stabilized, with a garrison force sons: cheap land (values plum- caused the brass in the state to
being stationed at Redside. The meted with the invasion), prox- move some of the forces north to
presence of the troops gave the imity to major shipping centers capitalize on the success, while
remaining local businesses a (the weapons are trucked to ei- the rest of the troops have been
slight boost, but the decisive fac- ther San Francisco or Los Ange- dispatched to Los A1)geles to deal
torwastheappearanceofSeisaku les if not used at the war front or with the Tharkold crisis. Now
representatives, led by Austra- domestically), and a stable mar- that the edeinos and bikers are
lian businessman Reggie Blake. ket (with the war, the market for starting to direct their attention
Seisaku decided to construct a weaponry is VERY stable). to Redside, the town is desper-
weapons factory in Redsidesoon Redside was deemed to be far ately short of defenders.

.e
41
Torg: Central Valley Gate

Central Valley Gate: Map 7 Key


Seisaku, Inc. Arms Factory - Basement 1. Stairs
2. Generator
3. Crates
~

"
000 4. Entrance to
subterranean caves
0
0000 1
q~L-J '6o~ og
0[Q)0
2 0
0 3
0

00 [] 0
0 00 00
DO
000
D 00 DD
oD[Q] 0 / :
30

~
D
0
0
[0]8
DO
[Q]O
DB 0
4.,'
I
000
METERS
!

o 2

if the. roll is successful, the character is is trying to determine who the Storm first floor in areas 3, 6 (one bundle
attacked by a kind of "energy surge" Knights are, and what they intend to each), 8 (four bundles) and 9 (four
which takes the form of whirling green do at the factory. bundles).
and yellow patterns of light, and does It was believed that the only prob-
damage value 14; if the roll is failed, lem would be the night shift guards-
the same energy surge attacks them, The Source of the they were quickly and efficiently killed
but does a damage value of 26, and if by theagents (theirbodies, with throats
the character is killed, their body Gunshots slit by knives, were left in the recep-
slowly begins to dissolve into a puddle The factory has been infiltrated by tion area). However, the agents were
of black goo. For purposes of fairness, the "survivalists" who are actually in forced to shoot one of the workers on
the gamemaster may want to subtly the employ of the Tharkoldu. They the "night shift," completely throw-
encourage non-humans to spend pos- intend to destroy the factory by plant- ing the plans into chaos, and the trig-
sibilities to succeed at the Mind total. ing explosives. The shots occurred on gering of the alarms (by the failed
The Storm Knights have just crossed the first floor as they were using the edeinos expedition) was the final
an occult ward put up by the creature stair wells and encountered some straw. Only three bundles were
Dagarathov to keep out non-humans workers from a mysterious night shift. planted in area nine and three bundles
(it is intended primarily for use against According to their information, there on the second floor. The bundles are
edeinos). isn't supposed to be a night shift ... set to explode five minutes after the
After the barrier has been crossed, Storm Knights enter the factory.
have each character make a Mind roll Bundles of dynamite can be spotted
against a difficulty of 12 - if success- with a find or Perception total of 8, and
ful, they will feel a "mental presence"
The Agents they can be deactivated simply by turn-
that tries to look into their minds, but The "survivalist" agents have pen- ing off the timer.
it has been repelled; if the roll is failed, etrated the plant in order to plant ex- The agents pulled back to area three
they will definitely feel the presence, plosives throughout the factory. The to try a quick escape, but then the Storm
and in fact, it is combing through their four agents each have five bundles of Knightsand townspeopleamved. They
mind right now, as if going through a dynamite (damage value 24, blast ra- are armed as described in Act Two.
filing cabinet. Have the group make a dius 0-5/15/30). Two of the agents If the Knights enter via the main en-
new Persevera1lce check - if success- were sent to the second floor to plant trance, they will be outlined against the
ful, add +1 to their total. Of course, this dynamite throughout the halls, while darkness, making a good target. If the
mental presence is Dagarathov, who the other two placed dynamite on the agents are noticed by theStorm Knights,

....
they will open fire; if the Storm Knights

....."42
'.~---------------------- .. . .~
,
Act Three

I.
43
Torg: Central Valley Gate

wanderright by, the agents will let them lair, which is nearly three meters penalty for failing the roll.
pass and then try to sneak out. Once across. The cave is dark and seems to 2. Employee entrance. This is a solid
outside, some fire in the general direc- run straight down into the ground. door with a Tonghness of 19. A lock
tion of the crowd out front will allow Turn to Act Four, Scene Three, "The picking total of 18 is necessary to open
them to escape the grounds and then Lair" for more information. the door. Since the alarms have al-
sneakoutside the town's borders. Storm Once the Storm Knights enter the ready been triggered, there is no real
Knights with a Perception total of 12 or area, Dagarathov will awaken the penalty for failing the roll.
higher will hear the shots outside if the aarkcinos and send them after the
agents sneak past them. Storm Knights (unless they have al- 3. Reception. There are two desks
ready been killed at McCreedy'S). on either side of the entrance way,
with phones, fax machines, and pho-
Flag tocopiers. On the wall opposite the
Flag entrance is a poster, showing two US.
Army soldiers wielding M16s in the
If Sam came to the factory by him-
self, he was killed in the reception area If the Storm Knights decide to in- Living Land, shooting at edeinos. It
(first floor, area 3) by the agents. They vestigate Dagarathov's lair, cut to Act reads, "In defense of our country and
dragged his body into the men's Four, Scene Four, for the creature's our lives. Seisaku, Inc."
restroom (first floor, area 5), and stats. Also, if the characters find the If Sam has been killed, the
grabbed all of his weaponry. Upon cave entrance, it will attempt to take bloodstains are near the stairs'(see the
entering the area, have the Storm over their minds instead of merely "Flag").
Knights makea find or Perception check observing. 4. Stairs.
against a difficult of 12 to find the
5. Restrooms.
bloodstains; if they have a flashlight First Floor
with them to illuminate the room, the 6. Offices. Each of the offices is for
difficulty is only 8. 1. Main entrance. nus is a door of a middle-level or low-level executive.
bullet-proof glass (Toughness 19). If Sam The offices are spartan, with a desk,
preceded the Knights, the door has been chair, and filing cabinet. There are no
Seisaku Plant busted open; otherwise, they will have records of any interest in these offices.
to destroy or open the door themselves 7. Warehouse records room. Here
Facilities -a lockpickillg total of18 is necessary to are where the plant's official records
TI,e factory itself is a two-story struc- open the door. Since the alarms have are kept. It shows a weekly shipment
ture, also with a huge basement. It is already been triggered, there is no real of 200 M16s to the U.s. army over the
dedicated to the manufacture of M16s.
When the Storm Knights first enter the
factory, they will be coming through
either the main entrance (first floor, area
1), the employee entrance (first floor,
area 2) or the loading bays (first floor,
area 11).

Basement
1. Stairs.
2. Generator. The backup genera-
tor for the plant in case power is cut to
the town.
3. Crates. This area is for storage of
extra office supplies, and spare heavy
equipment (replacement gears for the
manufacturing equipment and so
forth). The pile of crates and equip-
ment is nearly three meters tall, and
each crate weighs at least 400 kilo-
grams (the replacement machinery
weighs about 1000 kilograms).
4. Cave. Hidden behind the crates
and equipment is the entrance to the
subterranean caves of Dagarathov's

• I
44
Act Three

Central Valley Gate: Map 8


Seisaku, Inc. Arms Factory - Ground Floor
1

6 3 6

"'- ~ cUP t<.

c[] c[]c[] ±
f=
4

[}[}
t -
~ [PC}
r
J FI
L
Fl ~

\ 2 "'-~ 5 5 ,
/"

I 1II1
~"""III III L."
'<:'"
~ -I II
4
"
f 0 I I
[gJ I D~c 09 5
10

\
\
7
1111+++1 54
-'r
--------1
~D 9

I I -
1 Httll I
z
I
I
Pentagram
Area
I
1
'< 10 l' I I
1 ______ - - 11
f
I

DOD D ID1Dlm -

METERS Key
! i
1. Main entrance 5. Restrooms 8. Weapons storage
o 2
2. Employee entrance 6. Office 9. Factory /warehouse
3. Reception 7. Warehouse 10. Stairs
4. Stairs records room 11. Loading bays

45
I.
Torg: Central Valley Gate

Central Valley Gate: Map 9


Seisaku, Inc. Arms Factory - Upper Floor

3 2 2
)l 7

<== =
~
2

2
: IDJiJ 4

6
n
U
n
2

-I
...,. ./
1
z 8 8
IIII II 11tH § 6 11

.., [QJ
~

-.
0

19i~ID
9 10 •
~z DO 0
1IIId
,. ~
'0

I
Manufacturing
Area
DOD
-

Open Storage
Area
[} D~
loTI 0 I

METERS
Key
! ;
1. Storage closet 5. Conference room 9. Break area
o 2 2. Office 6. Stairs 10. Stairs
3. Blake's office 7. Explosives lab 11. Barred door
4. Computer room 8. Restrooms

'1 46
Act Three

course of the past three months, as SPIRIT 0 because the explosion will trigger the
well as two small shipments of 100 Intimidation (22) explosives in the lab, causing a damage
M16s to customers in Los Angeles."
II Possibilities: none value of 26 to everyone in the lab and
While not stated in the records, these Equipment: Armor (armor value damage value 25 to everyone in that
shipments were ultimately fated for TOU +7/22), pincers (damage value corner of the building.
the Nile Empire, but one was inter- STR +5/19), belt fed machine gun The lab has three simple work
cepted by Ra's Swordsman (see Act (damage value 25) benches, with boxes of the explosive's
Four for more information). 2. Offices. Each of the offices is for components piled high. A shelf runs
8. Weapons storage. Finished M16s a middle level or low level executive. around the walls, holdingseveral clear
are stored here prior to shipping. Be- The offices are spartan, with a desk, plastic containers with the dry com-
cause of the lack of raw materials, chair, and filing cabinet. There are no pounds that form the explosive. In the
manufacturing has been shut down records of any interest in these offices. northern corner are a dozen foil
for two weeks - this area is currently wrapped packets of the explosive
3. Blake's office. The only place weighing about four ounces (they are
vacant. This area is two stories. where complete information on not labeled; they can be triggered by
9. Manufacturing. This area is Seisaku's plans is available is in Blake's heat or timer.
where the M16s are tooled and as- office (second floor, area three). Blake's
sembled. There are several rows of office has a very complex lock (to break 8. Restrooms.
molds, drills, and assemblers, as well through requires a lock picking total of 9. Break area. A table, some chairs,
as a large open space in the center of 16 or higher; the wooden door has a and a couple ofvending machines.
the floor. The area is spotless because Toughness of 12). 10. Stairs.
the factory has been effectively shut The officeis lavishly decorated with
down. The area is two stories. paintings, weapons, and other arti- 11. Barred door. This door can be
For more information on this area, facts hanging on the walls. In each opened so that goods from the manu-
refer to "The Night Shift." corner is what appears to be a full suit facturing area can be brought up to the
ofsamurai armor. Anyone who makes second floor with a forklift.
10. Stairs.
an nrtist total of 8 will know that the
11. Loading bay. A sliding door paintings are cheap replicas. The of-
opens to the dock, to allow tractor fice has a large desk and chair, a phone, The Tour
trailers and large vehicles to be loaded and a cabinet full of computer disks.
with goods. The door can easily be If the Storm Knights haven't come
On top of the desk is a small computer
opened from the inside; anyone trying into conflict with Blake, he will give
ofunfamiliar make. Unless one or more
to break in from the outside, must them a tour of the factory, all the while
Storm Knights have been in Nippon
makea lock picking total of 18 or a lifting explaining the hardship that the shut-
Tech before, they will not recognize it
total of 14 to lift the door enough for down has caused to the people of the
as a Nippon computer.
characters to crawl under. If the Storm Knights try to use
town. He explains that he needs the
Blake's computer, cut to "Seisaku's Storm Knights to protect the factory
Second Floor from damage so that once the "crisis"
Secret."
is over, the plant can start back up
1. Storage closet. Inside this area is 4. Computer room. Seisaku's busi- again. Because the factory has been
a deactivated Nagara Security 44TS ness records are stored on magnetic shut down, only Blake, a few secretar-
Robot; it is activated if someone fails tape drives in this room. There are ies and the executives will be present.
to penetrate Blake's computer, which nine computers - three for everyday He will explain away the explo-
is wired to an activation transmitter. If business, and six tha t are used to moni- sives lab as a simple work area, where
the Storm Knights open the door to tor the manufacturing equipment. The aspects of the guns are examined to
this closet the robot is automatically information in Blake's computer can- insure quality.
activated. not be accessed through these com- If the Storm Knights use true sight or
puters. a similar form of divination on the
Nagara Security 44TS Robot people in the factory, the person will
DEXTERITY 8 5. Conference room. This room has
a large table and eight very comfort- seem to disappear - in their place is
Fire combat 13, heavy weapons 12, an opaque grey form, outlined with a
jumping 10, running 10, unarmed able chairs. It is used for important
business meetings. black aura. Have the Storm Knights
combat 12 make a Perseverance check; if success-
STRENGTH 14 6. Stairs. ful, add +1 to their Perseverance.
TOUGHNESS 15 7. Explosives lab. If theKnightscheck
PERCEPTION 7 out the secret lab (second floor, area
Find 13, trick (12) seven), they will discover that the door The Night Shift
MIND 7 is locked, requiring a lock picking total of
Test (20) 16 to open (if brute force is used, the This scene occurs if the Storm
CHARISMA 5 door has a Toug/mess of20)- however, Knights enter the factory at night. Upon
Taunt (20) blowing open the door isn't advisable entering the manufacturing area (first

47
I'
Torg: Central Valley Gate

••
Act Three

floor, area nine), they will be stunned The Storm Knights will be able to cessed until the program is stopped.
by the bright lights (highly unusual enter and leave the room without in- D. Find and retrieve the necessary da tao
since the factory is shut down). terference as long as they don't inter-
Then, they will see two dead towns- fere with the workers. Step A requires a scholar (computer)
people right in front of them, shot to This is part of an elaborate occult total of 12; if the roll is unsuccessful, a
death (by the Tharkoldu saboteurs). ritual by Dagarathov. By summoning loud whirring sound will be heard
Stranger still is the fact that in the open these people for five consecutive across the hall (in room one), followed
area of the factory there are at a dozen nights, he can feed off their energy and byacrashofsplinteringwood. Emerg-
townspeople, standing quietly, mo- use it when he attempts to return to ing through the now wrecked doors of
tionlessly, completely ignoring their Orrorsh and take control of the Glade the storage closet is a Nagara Security
downed neighbors. If they approach, of the Queen. 44TSRobot, with programming to stop
they will see that the people are en- those who are tinkering with Blake's
tranced, much like zombies, with blank computer. Step B requires a scholar
stares. The people don't even seem to Seisaku's Secret (computer) total of 10. StepC requires a .
total of 14. Step D requires a total of 8.
notice them.
The people are gathered around a Operating the computer requires a
sunken portion of the floor. Shimmer- scholar (computer) total of 10 or higher.
ing inches above the floor is a penta- Retrieving information from the com- Operation False
gram of blue swirling energies. The
people are slowly walking toward the
puter is a four-step process. The op-
erator must do these things in order:
Crusade
pentagram. A. Beat the computer's security pro- Within Blake's computer files is in-
If the Storm Knights use true sight or gram. formation that the Storm Knights will
a similar form of divination on the certainly find useful. Under the direc-
people in the factory, the people will B. Find the System Deletion Program. tion of "his superiors," Blake has been
seem to disappear - in their place is C. Disengage the System Deletion Pro- ordered to construct the explosive,
an opaque grey form, outlined with a gram to keep the needed data from which will be shipped to severalloca-
black aura. Have the Storm Knights being erased during the search. This tions around the world. Used as part
make a Perseverance check; if success- will also place a lock of sorts over all of a campaign of terrorism secretly
ful, add +1 to their Perseverance. the data - nothing else can be ac- called "Operation False Crusade," the

.e
49
Torg: Central Valley Gate

explosives will be detonated in many China: Beijing Aftermath


churches and temples in the beliefthat Nippon Tech: Tokyo, Yokohama,
investigators will conclude that the Osaka If he is allowed to participate in the
Cyberpapacy was responsible for the fight, and survives, Harris' status will
attacks (after all, the explosive is na- How the Storm Knights handle the once again become the subject of con-
tive to the Cyberpapacyl. This plan news is entirely up to them. Simply
troversy. Many of the townspeople
will effectively rally anti-eyberpapacy taking it to the authorities is the forth-
will wonder about whether or not he
sentiment, helping to concentrate ef- right thing to do, but it runs into sev-
can be trusted, although they will Iis-
forts on Jean Malraux and ignoring eral problems, chiefof which is the fact ten to the Storm Knights if they have
3327, while also insuring a steady that they might not be believed. Then, any suggestions.
market for weapons and other tools of too, the intrigue pervasive in every- If anyone tries to arrest him and his
war. The first attacks will be made in thing that Kanawa touches virtually men after this fight, they will do their
two months' time. guarantees that some of the authori- best to escape into the wilderness.
The list of targets is shown below: ties will be traitors in his pay, and the
Storm Knights have no way of know-
US: Miami, New Orleans, Hous- ing whom to trust. Going over the
ton, Phoenix, San Diego authorities' heads to the public and
Act Awards
Germany: Berlin, Bonn, Munich media is an alternative, but many ra- The heroes should receive three
USSR: Moscow, Kiev, Leningrad dio and TV stations are now Kanawa- Possibilities for the act if they stopped
owned. the destruction of the factory. If they
Israel: Jerusalem The slower, but more exciting tac- learned thenatureoftheOrrorsh threat
Nile Empire: Cairo, Alexandria, tic, is to keep the information as the from McCreedy, increase the award
Thebes group's own secret, sharing it only by one Possibility.
Saudi Arabia: Mecca with other bands of Storm Knights. A
whole campaign could be spent sim-
India: New Delhi, Bombay, ply in sabotaging Kanawa's attacks.
Calcutta.

•• 50
Act Four

Act Four

Redside, Revenge
and Resolution
young men in the biker gang, who is a
The Major Beat recent convert and one of Hog's new-
In the concluding act of this adven- est recruits. She will bring with her
ture, the Storm Knights will be con- information that Hog has made some
tacted by Sally Rogers, a young woman sort of a deal with the edeinos, and is
in love with one of the lesser gang very well received in their midst. In
leaders. If the Storm Knights can or- exchange for this information, she
chestrate a rescue of her lover, they wants the Knights to help her rescue
will gain valuable information regard- her boyfriend, Tony Burke, and will
ing the upcoming assault on Redside. cry, beg, plead, and threaten to get
In the climactic final scene, the com- them to do it.
bined forces oHhe edeinos Teraks Kest Sally explains that once she and
tribe, the bikers and the Tharkold Tony were very close, but when Hog
techno-demons themselves attack looked him up to try recruiting him for
Redside, with only the Storm Knights the gang, he left her for a plant, of all
and the Victorians to save the small things. According to Sally, Hog in-
town from total destruction. vited Tony along with him on a trip to
show him "incentive" for joining up.
Long suspicious of Hog, Sally snuck
along behind them, luckily managing
SCENE ONE: to stick with them even through the
The Deserter storm front. A "scale" and a thin, black
haired man met them shortly after
they entered the Living Land, and
seemed to act as a guide.
The Situation From here on the story gets weird.
Standard. The next day, after the Thegotak, theman and Hog took Tony
to a small grove of man-sized plants,
Storm Knights have snatched some
well-earned sleep, several Victorian
with vinelike stems and one large blos-
sentries will come in, bringing with som on top. Tony's three companions
them a young woman in biker garb invited him to take a closer look atone,
who staggered up to them out of the then backed off. When Tony ap-
early morning darkness, asking for proached one of the plants, he seemed
help. Brigadier Cunningham ques- to go wild with pleasure.
tioned her briefly, then sent her under "Hog, the man and the scale walked
escort to the Storm Knights, who he off, talking about a 'plan for Fresno:
realizes are better suited than he is to When they were gone, I walked up to
handle this sort of thing. Tony and asked him what he thought
he was doing. He didn't even notice
me. I tugged on his arm to get him to
The Action notice me, and he turned just long
enough to shove me back. There must
The Victorian soldiers must rouse have been a dozen or so others around
the Storm Knights, despite the fatigue but after seeing what that one had
from the battles of the day before. done to Tony, I didn't go anywhere
They introduce the Knights to Sally near them."
Rogers, the girlfriend of one of the Eventually, Hog and the gotak came

tr..... - - - - - - - - - - - ..
~ 51
Torg: Central Valley Gale

back, and Sally hid in the jungle again enslaving more Core Earthers with it. STR +2/18), leatherjacket(armorvalue
when she heard them coming. The She thinks killing the plant is the only TOU +3/22)
gotak performed some kind of cer- way to keep Tony away from it (she's Description: A tall, slender blonde
emony, and Tony collapsed into a stu- right). As an added bonus, Sally will in her early 20s, Sally has no real faults,
por as he was dragged away. After point out that the reason Hog con- except for a wild streak in her nature
about ten minutes, Tony seemed to tacted Tony in the first place is because and a slight bit of ego concerning her
come to, but was real weak. He started he has his own gang of bikers. looks. No girl ever took a man from
to go back to the plant, but his com- As a gang leader in his own right. her; to lose her boyfriend to a plant
panions restrained him. Then Hog told he is one of Hog's confidants, and if infuriates her. She hates Hog's gang
him that if he would join the gang for freed of the plant's seductive influ- fordoing this to her, and will be a loyal
awhile, when the campaign was over, ence, he will surely join the heroes and ally if the Knights help her get Tony
he could be with the plant for all time. provide them with inside information back.
After that, Tonysaid he'd do anything on Hog's plans and the gang in gen- If the Storm Knights decide to res-
for them, as long as he could go back to eral. This should be enough to get the cue Tony, cut to Scene Two, "Busting
the plant. Knights to go along with her, and even Out the Biker Boyfriend"; otherwise
Then they went back to Core Earth. Sam will raise no objections. continue on to "The Pleasure Plant
Sally lost their trail this time, but made Grove./I
Sally Rogers
it out of the storm front. The first thing DEXTERITY 8
she'd heard upon gettingback to herald Swimming 9
haunts, Tony had summoned all his
friends to join with Hog and his gang.
STRENGTH 7 The Pleasure Plant
TOUGHNESS 8
Sally's story will provide valuable PERCEPTION 8 Grove
information for the Storm Knights- Land vehicles 10, tracking 9
not only are the plants around the If the Knights decide to destroy the
MIND 9 pleasure plant grove, Sally will lead
village used for defense, but a nearby CHARISMA 9
grove of pleasure plants is used to them there, but only if they promise to
SPIRIT 6 help rescue Tony. Because of the hunt-
enslave non-Jakatts. She can lead the Possibilities: none
party to this grove, so they can destroy ing of the tromblen pack, there will be
Equipment: Knife (damage value no random jungle encounters (see Act
it and keep Hog and the edeinos from

•• 52
Act Four

Two, S~ene Three). Sam and possibly from nearby hrockt shoots. If cornered, If the characters are sneaking into
some VictorIans may come along if the he will fight to the death with his club, the encampment, have them make a
party IS too weak to do the job. Sally also using a miracle to increase his stealth or Dexterity total of 12 every five
will come along as guide, of course, strength and/or toughness. rounds not to run into random
and is more than capable of taking If he can, he will flee into the jungle drunken bikers.
care of herself in a fight. and the Deep Mist as soon as he real-
When the Knights get to the grove, izes that defeat is certain. Letting the
they will not have time to do much optant escape would be a serious error Flag
more than get a brieflook at the plants on the Storm Knights' part. Not only
before trouble starts. After Hog and will he be able to eventually create a If the Knights don't think of jump-
Tony returned to Core Earth, the gotak new grove of Pleasure Plants, thus ing stray bikers and stealing their out-
became worried about the grove's se- repairing the damage this expedition fits, there is only one option that seems
curity and promptly prayed to Lanala was meant to create, but he will try to ~vailable to them: a sudden charge
to summon a group of ten voskats to redeem himself immediately by tak- Into camp, all guns blazing, ina snatch-
stand by and guard it; they have bur- ing drastic revenge on the party. and-grab raid to pick up the captives
ied themselves in the soil and will (only Tony will be easily found).
attackanynon-Jakattwhoapproaches
the grove. Voskats are one meter tall SCENE TWO: The Rescue
a~d a meter and a half long insects,
WIth a red shell. They have three legs Busting Out the This scenario assumes the Knights
on each side of their body. Voskats
fight with such a berserker frenzy that Biker Boyfriend are sneaking into the camp disguised
they will not retreat from a battle no as bikers. Nonhuman characters, such
matter what the odds. as dwarves, elves and edeinos may
The Situation even be disguised (this is not as silly as
Voskats it sounds, considering the "altered state
DEXTERITY 11 Standard. The bikers' camp is a few of mind" that most of the bikers are in)
Stealth 13 minutes drive away from Redside, hid- - each biker's Perceptioll, Charisma
STRENGTH 10 den in the barren wilderness. Hog is and Mind is effectively reduced to 4.'
TOUGHNESS 10 away at the moment, leading another Eachbiker must make an evidellceal1aly-
PERCEPTION 7 smallgang to the encampmentinprepa- sis or Perception total of 6 (higher if the
Tracking 8, trick 9 ration for the upcoming attack. Sally, of disgllise skill is used) to notice that
MINDS course, knows just where the camp is, "something's wrong with that guy." If
Test (7), willpower 6 and will show the Knights where they the biker challenges the disguised
CHARISMA 4 can pull over right before anyone in Storm Knight, a Storm Knight with a
Taunt (9) camp can hear their car(s). It seems un- persuasion or Charm success level of
SPIRIT 4 likely that anyone would hear them, nelltral or better will be able to con-
Possibilities: none anyway; the sounds of many motor- vince the biker that the fellow that
Natural Tools: Mandibles (damage cycles can be heard in the distance. looks like a lizard is just a biker with a
value STR +2/12), shell (armor value The setting is the same, whether the big nose. Sally, of course, is known as
TOU +3/13) rescue comes by night or day. There Tony's girlfriend, and a biker only
are 150bikers here, all raucously shout- needs a Perception total of 6 or higher
ing and partying. The leaders of this to recognize her.
Flag horde are in the center of the camp, With any luck at all, they will get to
and It IS there the Storm Knights must Tony'S tent without too much trouble.
If a hero setback card appears now, Getting inside the tent, however, will
the sounds of combat will be heard by follow Sally in order to find and rescue
Tony Burke. beanothermatteraltogether. The Brute
a roving band of hunters from the Brothers, a trio of hulking mountains
edeinos tribe. The hunters number two Although no actual sentries are out,
there are various couples wandering of flesh and blood, are warning every-
for each Storm Knight, plus an optant. one away from Tony's tent. It seems
When the battle with the edeinos off into the darkness (have each Storm
Knight make a find or Perception total that Tony got sick or something awhile
starts, the optant will first try to hinder ago (it was when the Pleasure Plant
any Knights still fighting the voskats of 9 every three rounds not to stumble
upon a couple, and a stealth or Dexter- that bewitched him was destroyed);
(the edeinos will arrive 12 turns after now only his nurse will be allowed to
combat begins), using senson) explosion ity total of 7 for the bikers not to notice
the Storm Knights). see him. The "nurse" is really their
or zntensify emotions. As his warriors younger sister Cindy, who has had a
dive in to the attack with what appears With stealth and surprise on their
side, the Knights ought to be able to thing for Tony ever since he blew into
to be suicidal frenzy, he will stand off a camp. She does have some medical
short distance from the melee, creating conduct a successful enough "biker
hunt" to gain full motorcycle gang knowledge, practiced mainly on
and hurling simple and blossom spears people \.rho run afoul of her three
regalia for every member of the party.

~"'---------------_I_.
~ 53
Torg: Central Valley Gate

muscles can be noticed even through


their leather jackets. They are rough,
tough, and love a good brawl, espe-
cially if it involved consuming cheap
beer before, during and after.
Once, the Bruie Brothers are de-
feated, Sally will dash into the tent-
the Knights should enter just in time to
see Sally flatten with one punch an
attractive young brunette 'clad in the
standard leather jacket (Cindy Brute).
Tony is awake, but only partially
aware of his surroundings. The men-
tal shock of losing his beloved plant
has left him in a daze. He will slowly
come around to the sound of Sally'S
familiar voice. After fifteen minutes,
he will be totally awake and alert, and
upon realizing what has happened to
him, he will gladly side with the Storm
Knights against Hog's gang. He will
also take his gang with him, using
them as reinforcements for the barri-
cades manned by the men of Redside
(see the battle in the final Act). The
Knights may now leave camp imme-
diately, while Tony and Sally will fol-
low after casually strolling through
older brothers, but her main reason be placed on the struggle, and some the camp and gathering up his friends.
for being in the tent is to try to seduce bettors give the Knights a share of the After they have left the area of the
Tony when he snaps out of whatever winnings when the lastBrutegoes down camp, Tony will relate to the Storm
is ailing him. All three brothers look and out (assuming it was a "fair" three- Knights that the attack on Redside is
about as bright as a lump of coal, but on-three fight). set for later that day (or if the rescue
they are loyal. Cindy told them to keep takes place in the evening or at night,
The Brute Brothers tomorrow).
everyone out of the tent, especially DEXTERITY 10
Sally, so everyone else is just going to Fire combat 12, melee weapons 12, Tony Burke
have to stay outside. unarmed combat 13 DEXTERITY 12
Build-up is everything for this scene. STRENGTH 13 Fire combat 13, melee weapons 13
As the Storm Knights approach the Lifting 14 STRENGTH 10
tent, they should see the Brutes stand- TOUGHNESS 13 TOUGHNESS 9
ing there, surrounded by a pile of PERCEPTION 6 PERCEPTION 11
crumpled beer cans. The Brutes are Land vehicles 8 Land vehicles 12
demolishing a few cases of beer, and MIND 6 MIND 9
will continue to do so through any CHARISMA 6 CHARISMA 12
initial negotiations. Their guzzling is Taunt 11 Charm 13, persuasion 14, taunt 14
almost poetry in motion. A Brute will SPIRIT 8 SPIRIT 10
smoothly pluck a canoutof a case, pop Intimidation 13 Possibilities: none
the top, chug-a-lug itdown all at once, Possibilities: none Equipment: Knife (damage value
hold out the empty can in one hand, Equipment: Knife (damage STR STR +3/17), leather jacket (armor value
and then crunch - all within one +3/17), leather jacket (armor value TaU +3/20)
round! TOU +3/20) Description: A handsome, atWetic
If a fight erupts, the fracas does at- young man with coal-black hair, Tony
Description: Although they are not
tract attention, butno one e1se will inter- actually triplets (one-year age differ- Burke is a basically good fellow who
fere. Fights like these are breaking out in ence between each of them), the Brute lacks judgement and direction - he'll
the camp all the time, and everyone will Brothers look remarkably alike, with always choose the path of least effort.
take it in the spirit of good, clean fun. At black haircut into Mohawkstyle, thick Like Sally, he will be a loyal ally of the
most, the other bikers will taunt the moustaches, and heavy beards. All Knights in the final battle, as will his
Knights if they seem to be losing, but are over six feet tall, and their bulging twelve buddies (standard biker stats),
will cheer them on if they win. Bets will

a.
54
Act Four

Interlude SCENE THREE: on his face. He is crafty and cautious,


taking care that none of his followers
The edeinos village, late afternoon. The Bikers Attack know of his connections with the
Tharkoldu.
Three edeinos are sitting, quietly ob-
serving a fire. From out of the mist Bikers (200)
emerge three thin humans with black
hair, pushing the edeinos aside, and
The Situation DEXTERITY 8
Fire combat 9, melee weapons 10
stepping through the fire. Muttering Dramatic. As the Storm Knights STRENGTH 9
"Simple-minded fools," they menac- take up positions at the Seisaku plant, TOUGHNESS 10
ingly walk up to the optant and the the roar of motorcycle engines will be PERCEPTION 7
leader screams, "Your people are as heard, rising in intensity as a huge Land vehicles 9, trick 8
useless as the damned monkeys. Your cloud of dust comes into view. The MIND 6
fools failed in their efforts to enter the biker gang, some 200 strong, is ap- CHARISMA 6
factory. Must we do everything our- proaching from the west (coming into Taunt 8
selves? I should skin you and eat your town near the shopping center and the SPIRIT 8
raw flesh in front of the entire tribe." stores). They are all roughneck thugs, Intimidation 11
There is no visible reaction from the looking for trouble and eager to take Possibility Potential: some (60)
optant. However, the forms of the advantage of the chaos caused by the Equipment: Ingram MAC 10 (dam-
humans shimmer and flicker, slowly war. age value 18, range 3-15/25 / 50, ammo
changing, growing taller, broadening. 10), chain (damage value STR +5/19),
In seconds, the veil of the spell is gone, knife (damage value STR +3/17),
and the "men" are revealed for their
true form, that of Tharkoldu techno-
The Action leather jacket (armor value TaU +3/
20), motorcycle (tech 22, speed
demons. Hissing, the leader screams, The biker force represents the full 160kmh/100mph (value 13), passen-
"I will lead this tribe now. Take him." manpower Hog has at his disposal. If gers 2, TaU 10)
The other two demons grab the optant, the Storm Knights somehow elimi- If the heroes are watching Hog
as the leader storms to his tent ... nated a large number of bikers in the through binoculars, they will see the
rescue of Tony, reduce the number look of surprise on his face as he sees
accordingly. the Victorians lined up for battle. This
Interlude Hog (real name Deke raid won't be as much fun as the oth-
Schlachter) ers were! Still, he has his duty and he
With the Storm Knights' word of
DEXTERITY 10 signals the attack.
the coming attack, the battle prepara-
Fire combat 15, lock picking 12, The canny Cunningham also has a
tions for Redside go into full swing.
melee weapons 13, unarmed com- little surprise for the bikers. To the
More barricades are erected around
the town's perimeter, as the Victori- bat13
ans attempt to teach the townspeople STRENGTH 11
rudimentary military strategy. Lifting 12
Cunningham, Marlin and the Storm TOUGHNESS 10 Running the Battle
Knights convene for the strategy ses- PERCEPTION 9
This battle should be run in a
sion. Land vehicles 11, trick 13
manner very similar to the battle
Marlin says, "We know the bikers MIND 8
in Act Two, Scene One. The ac-
will be going for the factory. You Stonn Test 11
tion theStorm Knightsseeshould
Knights defend the factory, or ifneces- CHARISMA 9
be indicative of their activities-
sary, help defend the barricades lead- Taunt 15
if they are doing a good job de-
ing to the factory. The cavalrymen will SPIRIT 11
fending the town, it will seem
be hidden in reserve todeal with press- Intimidation 14, reality 17
that the battle is going well; if,
ing problems, and if we can lure the Possibilities: 16
conversely, things are going
bikers toward City Hall, the cavalry Equipment: Ingram MAC 10 (dam-
poorly, describe how the Victo-
will be most useful." age value 18, range3-15 /25 /50, ammo
rians and townspeople are
Cunningham looks at the Knights 10), chain (damage value STR +5/19),
slowly being cut down by the
and the mayor, nods, smiles, and says, knife (damage value STR +3/17),
bikers.
"A good plan we have here. These leather jacket (armor value TaU +3/
When the edeinos make their
bikers will be put down in minutes." 20), motorcycle (tech 22, speed
appearance, the same techniques
160kmh/100mph (value 13), passen-
are useful in conveying the story,
gers 2, TaU 10)
even though the Storm Knights
Cut To ... Description: A large, muscular man
will certainly have their hands
in his mid-twenties, Hog has dirty
full with the lakten-mounted
Scene Three, "The Bikers Attack." blond hair and considerable stubble
edeinos warriors.

55
.1
Torg: Central Valley Gate

south of Redside is a small forest, pro- main battle. town. At ground level, all of the re-
viding sufficient cover for the cavalry. Once he sees that the battle is under- maining edeinos from the Teraks Kest
Once the gang has been completely way, Hog will break off from the main tribe are charging into town from the
committed to battle, and is staggering fight with twelve of his closest buddies. north (near the school), while above
from its losses, the Lancers will charge His goal will be to take his twelve men them, seven huge lakten are flying
au t and take them from the rear, crush- onto the side road and make a direct straight toward the plant.
ing the main body of Hog's force in a attack against the arms factory, which Six of them are being ridden by
vise between infantry-held barricade will hopefully be more-or-less synchro- edeinos; the seventh rider is a bare-
and cavalry charge. nized with the coming airborne assault. chested man with an Egyptian head-
When the bikers roar in to the at- dress, brandishing a gleaming khopesh
tack, they will discover an interesting (an ancient Egyptian sword which
difference between the design philoso- Flag looks something like a partially-
phies of 19th- and 20th Century per- straightened out question mark). The
sonal firearms. In the 19th Century, If the Knights did not kill the Brute sword's gleam is not merely reflected
long range was a primary consider- Brothers back at the bikers' camp, the sunlight; it is glowing of its own ac-
ation; in modern times, rate of fire is among the ranks of the attackers, they cord. This unusual force is heading
all-important. What this means from a will see three huge forms, one ofwhom straight for the plant - the Storm
practical standpoint is that, while the will shout "It's those guys! Let's get Knights may decide to battle them
bikers' Ingrams can fire much faster 'em!" Thebrothers will also bring along from ground level, but they also have
than the Lee-Hollings rifles of the Vic- a dozen otherbikers as reinforcements. the option of heading to the factory's
torians, their range is so short that few roof to meet this menace.
bikers will live long enough to use The seventh attacker is Ra's Swords-
them accurately. The Second Stage man, an evil Nile character who is
Remember, too, that the Victorian currently Mobius' informal ambassa-
infantry and other defenders will be In the midst of battle, the Storm dor to the Living Land. He is the only
under cover. The Armstrong cannon Knights will see, above the clouds of survivor of the team that traced a ship-
will further jack the odds in the de- gunpowder smoke produced by the mentofguns back to Redside (all of his
fenders' favor, and the charge of the main battle, a wholly unexpected force companions were slain in a battle with
Lancers will clinch the victory in the coming to renew the attack on the Nippon security agents defending the

•• 56
Act Four

shipment of weapons).
Ra's Swordsman has the super at-
bat 13, long jumping 14, melee
weapons 16, running 14, unarmed
The Tharkoldu
tribute ofincreased Strength. He gained combat 14 Appear
this by entering the mystic flame of a STRENGTH 13
hidden temple of Ra in the Land of the Climbing 14, lifting 16 During the chaos of the battle, the
Dead. Because a fire gave him his TOUGHNESSU three Tharkoldu techno-demons fly
strength, he has the fatal flaw of suf- PERCEPTION 10 into the middle of the town, headed
fering a wound whenever he gets hit Evidence analysis 12, find 13, first straight for the factory. Their very ap-
with something cool enough to quench aid 13, language (English) 12, land pearance will be enough to panic the
fire (of course he also loses his en- vehicles 12, trick 14 townspeople and Victorians, although
hanced Strength). He regains his power MIND 13 they will continue to fight on.
when freed of his condition for a full Medicine 14, science 14, survival It is preferable for the Tharkoldu to
minute (six rounds). Water is the obvi- 15, test 14, weird science 15, will- march right by the Storm Knights and
ous means of triggering this flaw, but power 14 into the factory. Between Ra's Swords-
the chemicals inside a fire extinguisher CHARISMA 6 man and the edeinos, it's also very
will do just as well. Taunt 11 possible.
TheSwordsman'sweaponisagizmo SPIRIT 11 Techno-Demon
built like an old-time khopesh, but with Intimidation 14, reality 15 DEXTERITY 12
a lethal addition. In addition to its usual Possibilities: 12 Dodge 16, energy weapons 16, fire
damage, the sword will cause an electric Equipment:.45 Colt (damage value combat 14, flight 17 (20), melee
shock of damage value 16 to anyone 16, range3-1 0/ 15/ 40, ammo 7), electro- weapons 14 (17 defense), missile
who touches it (if touching uninsulated khopesh (damage value STR +6/22, weapons 14, stealth 13, unarmed
metal, such as with some metal armors electrical shock damage value 16, Tech combat 17 (20)
orridinga motorcycle, increase the dam- 27, TOU21) STRENGTH 16
age value to 18). The khopesh's pommel Special Power: Super attribute - Lifting 18
is a glowing bluestone the sizeofa small Increased Strength (16) TOUGHNESS 16 (21)
apple,withstreaks ofredshot all through Inclination: Evil PERCEPTION 10
it: the chunk of etemium used to power Goals: To destroy this plant for Alteration magic 15, divination
it. daring to send arms to the pharaoh's magic 15, find 14 (17), first aid 11,
foes, and as quickly as possible, so he land vehicles 12, tracking 14, trick
Edeinos Lakten Riders
can go home. To get out of the pres- 12
DEXTERITY 11
Beast riding 14, dodge 14, missile ence of that buffoon Baruk Kaah as MIND 13
weapons 13, unarmed combat 13 soon as possible. Apportation magic 16, conjuration
STRENGTH 11 Description: A lithe but powerful magic 16, test 17, willpower 17
black-haired man, with dark skin, Ra's CHARISMA 9
TOUGHNESS 12
Swordsman is extremely confident of Persuasion 11, taunt 13
PERCEPTION 9
his ability to handle people, with a SPIRlT13
Language 10, tracking 10, trick 10
MIND 9 confidence born of superior fighting Faith (Tharkoldu Evil) 18, intimi-
ability. This confidence prevents the dation 18
Test 11, willpower 10
CHARISMA 8 Swordsman from being as subtle as he Possibilities: 12
should be. Arcane Knowledges: folk +3, entity
Taunt 9
SPIRIT 8 +3, inanimate forces +2, living forces +2
Lakten Spells: Astral self, awaken, captive
Faith (Keta Kalles) 9, intimidation DEXTERITY 12
10 send, corpse keep, monkey form, pop, slave
Dodge 14, flight 14, maneuver, un- send, telepathy
Possibility Potential: some (55) armed combat 13
Natural Tools: Claws (damage Natural Tools: bite (damage value
STRENGTH 9 STR +2/18), talons (non-cybered limb
valueSTR +3/14), teeth (damage value TOUGHNESS 12
STR +2/13), tail (damage value STR) damagevalueSTR +3/19), wing strike
PERCEPTION 7 (unarmed combat to hit, damage value
Equipment: 5 hrockt spears (dam- MIND 6
age value STR + 3/19), sack 23), wings (flight speed 10)
CHARISMA 4 Equipment:Nanocord, windsniffer
Note: The edeinos warriors are cur- Taunt (11)
rently affected by the following (+3 find/Perception), balance-wires (+3
SPIRIT 4 acrobatics and other agility-based ac-
miracles: Heightened Dexterity (adds Intimidation (6)
+2 to all Dexterity-based actions) tions), interdermal plate (armor vallie
Possibilities: none TOU +5/21), cyber-enhanced talons
Natural Tools: Beak (damage value (damage value STR +5/21), cyber-
Ra's Swordsman
DEXTERITY 12 STR +5/14), talons (damage value STR wings (+3 to push for flight, +3 to lift-
+6/15), wings (speed value 12)
Beast riding 13, dodge 16, fire com-

I.
57
Torg: Central Valley Gate

ing while flying), life cyber, 3-slot other, and say, "Do you smell it ... that Roll to generate damage values to
chipholder, Res-14/ Alph lasers (dam- scent. Something is here." Then, three determine how badly the Tharkold
age value 25). Cyber value 16. huge tentacles come bursting through techno-demons are injured. If they
After the Tharkoldu have been in- the floor, grabbing the Tharkoldu. 1£ survive, Dagarathov may attempt to
side the factory for a few minutes (they the Storm Knights are in the area, have take over their minds, or they may
generated high enough Mind totals to them make a dodge total of 14 or take temporarily ally with the Storm
survive the occult ward), the Storm damage value 14 from flying concrete Knights to defeat the creature (and
Knights should enter to see them in as the floor is ripped apart. then kill the Storm Knights at their
the machinery area making final ad- The Tharkoldu are crushed by the convenience). 1£ the Tharkoldu are se-
justments on a large, round explosive tentacles (damage value 25) and riously injured, they will simply cut
device. Obviously they intend to use it slammed to the ground (damage value the timer on the explosive to one
to destroy the factory. 16). At this point, have the Storm minute and attempt to leave the fac-
If the Storm Knights engage them Knights generate one last Perseverance tory. The explosive does damage value
in combat, allow about three rounds total; if successful, increase their total 27, and has a blast radius of 50 meters
before the Tharkoldu stop, look at each by +3. (enough to take out the whole fac-
tory).

The Creature Emerges


Dagarathov has finally decided to
take action against those who threaten
his new lair. The creature pulls itself
up out ofthehole in the floor, with one
simple objective: to kill everyone in
the factory, and then return to the gate
and Orrorsh.
Dagarathov
DEXTERITY 13
Dodge 14, maneuver 14, unarmed
combat 16
STRENGTH 22
Lifting 24
TOUGHNESS 21
PERCEPTION 10
Alteration magic 12, find 12, track-
ing 10, trick (16)
MIND 9
Conjuration magic 16, test 14
CHARISMA 6
Taunt (18)
SPIRIT 8
Faith (Orrorsh) 13, intimidation 18,
reality 14
Possibilities: 2 per Storm Knight
Natural Tools: Tentacles (damage
value STR +3/25)
Spells: Forget, suggestion, summon-
lI1g
Arcane Knowledges: entity +2, folk
+2
Powers: Control, Elemental Alter-
ation (mist)
Corruption Value: 15
Fear Rating: 2
Perseverance ON: 15
Weakness: Runes blessed bya priest
and wielded by one of the faithful,
severe weakness to sunlight
True Death: Ritual of Flame

....' 411_---------------------------------------
58
.-.~
. .~
Act Four

Control
Dagarathov's powerisa three-point
power. It has a value of Mind+20, and
an effective rangeof8 (40 meters). This
power allows the horror to take com-
plete control of anyone within its range
by beating the victim's Mind. The
power allows the creature to control
more than one person at a time, but the
power roll must be then made using
the Many-an-One power of people
being controlled. If the power roll is
failed, everyone under the beast's con-
trol may make another Mind roll to
escape the horror'scontrol. The power
may only be used on an individual
once per day.

Forget
Axiom Level: 11
Skill: alteration/ folk 14

Backlash: 12
Difficulty: 14
Effect Value: 23
Bonus Number to: effect

Range: 8 (40 meters)


Duration:
Cast Time: 18 (one hour)
Manipulation: none
This fOClised spell, causes the victim
to forget whatever they witnessed for
a time period equal to the spell's effect
value 00 hours). When the spell is
cast, compare the effect value to the
target's Mind; if the result points ex-
ceed the victim's Mind, they will for-
get what has transpired.

Suggestion
Axiom Level: 11
Skill: alteration/folk 14 so that only he may cast it. When cast, Summoning
compare the effect value to the victim's
Mind; if the result points equal or ex- Axiom Level: 13
Backlash: 13
ceed the victim's Mind, the caster may Skill: conjuration/entity 19
Difficulty: 12
Effect Value: 20 plant a post-hypnotic suggestion con-
sisting of up to ten words, to be imple- Backlash: 14
Bonus Number to: duration
mented when a "triggering action" Difficulty: 16
occurs. When the action occurs, the Effect Value: 28
Range: 8 (40 meters)
victim will mindlessly follow the sug- Bonus Number to: effect
Duration: 18 (one hour)
Cast Time: 18 (one hour) gestion for the spell's duration (this
was used on Blake- "When someone Range: 5 00 meters)
Manipulation: none
talks of strange things at factory kill Duration: 5 00 seconds)
This fOClised spell may be cast on a them." Cast Time: 12 (four minutes)
particular individual only once per Manipulation: none

,.
~.
....
week. Dagarathov has constructed it

- - - - - - - - - - - - - - - - 59_..
Torg: Central Valley Gate

This spell opens up a gateway be- circular, about three meters in diameter, 3. Aarkcinos Lair The Aarkcinos
tween wherever Dagarathov is and carved directly into the rock. that Dagarathov has summoned are in
the horne dimension of the aarkcinos. The Storm Knights may enter the lair hibernation in this chamber. He can
If successful, it pulls one of the crea- under several different circumstances: summon the smaller creatures (en-
tures through: compare the effect value during a preliminary investigation of countered at McCreedy's house) from
to the target'slargest physical a!tribute; the plant (probably sometime during hibernation, activating them in two
if the result points exceed its Tough- Act Three), or after Dagarathov has at- minutes. The larger creature in the
ness, the creature has been pulled tacked the techno-demons and Storm prologue is an Aarkcino Prince, and
through. Dagarathov has designed the Knights in Act Four. needs five minutes to awaken and act
spell so that only it may use it. 2. Pile of Bones This room has the after hibernation.
stench of death, as the aarkcinos have Aarkcino Prince
The Lair brought several victims to this cham- DEXTERITY 14
ber. There are several distinct skel- Dodge 16, flight 17, maneuver 15,
Dagarathov's lair lies directly below etons, including a young child (once unarmed combat 17
the Seisaku arms factory, close enough Donnie Shears), a man and a woman. STRENGTH 15
to allow him to control workers while These disappearances were linked to TOUGHNESS 16
they are within the plant, but removed the edeinos and biker raids, so no one PERCEPTION 10
from the prying eyes of outsiders. The even suspected that they might have Find 12, tracking 13, trick (17)
cave leading into the various areas is been killed and brought here. MINDS
. ...:;.. ': ... _. , . . . :':'. ~;.:.: - . Test 12
CHARISMA 5
Taunt (14)
SPIRIT S
Intimidation 19
.... Possibilities: 4
Natural Tools: Talons (damage
value STR +4/19), armored hide (ar-
morvalue TOU +5/21), wings (speed
value 15), acidic blood (damage value
';'.', 14 - anyone within one meter of a
creature that takes a wound is splat-
tered with the blood)
Special Abilities: Illusion
(Aarkcino Princes can generate an il-
lusionata range of 50 meters. The base
disbelief value is 14, but non-princes
may not add to the disbelief value)
Description: Aarkcino Princes
stand nearly eight feet tall, and strongly
resemble demons, with huge wings,
'.; incredibly sharp talons on the ends of
their appendages and an evil appear-
ance. They are a deep red in color, with
glowing orange eyes.
4. Concealed Tunnel Entrance This
concealed entrance to Dagarathov's
.....' ; ..
lair appears to simply be more of the
: ...•. : •. :. same rough-hewn rock of the tunnel.
'.'
Have each Storm Knight make a Per-
ceptiou check against a difficulty of 14;
Key anyone who succeeds notices a slight
crack in the wall, indicating the out-
1. Hole in basement floor line of the entrance. The sliding rock
2. Pile of bones requires a Strength total of14 to open if
3. Aarkcinos' lair going into the lair (a total of 10 will
4. Concealed tunnel entrance suffice when leaving the lair).
-erfifl
5. Dagarathov's lair

8.
60
Act Four

5. Dagarathov's Lair This lair is The citizens of Redside will con- sonally involved in one or more places
simple rough-hewn rock, in a cham- tinue to operate the plant. Since this - this operation is several months
ber about eight meters across. There is plant sells weapons to Storm Knights away, after all. Knights with a sar-
nothing of interest in the lair, although as well as military forces, this place donic sense of humor may even, after
the scent of Dagarathov, a foul sulfu- would be an excellent spot for meeting warning the remaining temples in
ric odor, permeates the entire cham- new characters during shopping trips. Nippon Tech, send an anonymous
ber. As mentioned in Act Three, the message to 3327, telling him they've
Storm Knights have many interesting uncovered a nefarious plot to blow up
options for using the information temples in his own realm, and they
Conclusion gleaned from the Kanawa computer just knew he'd be thrilled to know
files. Going public can mean public they've foiled it. An interesting ques-
With the bikers crushed, the humiliation if things go wrong, as well tion is whether or not to inform Jean
Tharkoldu stopped, the terror of as possible hostile action by corrupt Malraux of what 3327 had planned for
Orrorsh cast out and the edeinos prop- government officials. Either way, the him. Handing out such information
erly humbled, there is no longer any Storm Knights can be assured a long, might be a useful bargaining tool later
need for the Victorians to stay in Cali- eventful series of adventures in the on, for securing the release of cap-
fornia. future. tured colleagues. It might also per-
With the comradeship that has just Finally, the Knights have the op- suade Malraux to pull the same stunt
been forged in battle, this adventure portunity to frustrate Operation False on 3327 that that High Lord had
means that the Storm Knights now Crusade. They don't have to get more planned for him.
have strong links with friendly forces involved in this than simply warning
inOrrorsh. BrigadierCunningham will authorities around the world (the com-
assure everyone that a strong Victo- puter maps also show the safe houses Act Awards
rian garrison will be maintained at the where the explosives and agents are
gate in Orrorsh until it collapses of its waiting already), and Sam could do The Knights should receive six Pos-
own accord (i.e. - the spell's duration that much on his own. If they want to, sibilities for defeating the bikers and
ends), in a few days. however, the Knights could get per- optants. They should receive another
two Possibilities if they stop Opera-

I.
61
Torg: Central Valley Gate

tion False Crusade, and three more if it over the bridge, it hits the water, and The Romance Card: For male Storm
they were able to use the True Death of slowly sinks, never to be seen again ... Knights, Janet and Sally are possible
Dagarathov. They should receive an- prospects, though in Sally's case, it
other 4-6 (depending on their play) for will be a hopeless cause, since she is so
the adventure as a whole. Stacks in love with Tony. If the Storm Knights
do stop by at Redside from time to
This section covers suggestions for time to buy weapons and ammunition
Interlude several subplots which come from the and meet with fellow heroes, thenJanet
Drama Deck in the Torg RlIlebook: can be kept in the campaign as a recur-
The Storm Knights didn't know The Martyr Card: This card could ring character. For female Knights,
how to take the meeting with Delphi be used at many different times in the Harris will deliberately try to seduce a
Council Representative Anderson. He course of this adventure, provided the female Knight, as part of his cover.
refused to answer any questions about Storm Knight's death is heroic and Tony provides the same problems for
Operation False Crusade, but smiled, worthwhile. females that Sally does for males. Sam
and said, "Thank you for your efforts. is another likely prospect. In addition,
We have top agents working on this. The Nemesis Card: There are sev-
there is also the pOSSibility of a quick
We couldn'thave done it withoutyou." eral possibilities here. Harris and his encounter with one of the townspeople
"But who is working on this? How friends are a good possibility, particu- (which can be easily inserted during
can we help stop this?" one of the larly if they escape Redside and are Act Two or Three).
Storm Knights asks. forced to wander Core Earth as exiles
"Not to worry. We have experts duetotheirfalluretoprotectKanawa's The Personal Stake Card: If this card
working on this ..." secrets. The Brute Brothers are another is played around Act One, it will de-
Cut toa bridgeovera river in down- good prospect, with their vendetta velop that the Storm Knight in question,
town Houston. Anderson is holding coming to a head in the biker assault if a Core Earther, has friends and/or
in his hands a binder labeled, "Report on Redside. Of course, the techno-de- relatives living in Redside. This makes a
on FalseCrusade." Carelessly, he flings mons or Dagarathov make fine con- good combination with theMnrtyr Card,
tinuing villains. as it provides more motivation for the
Storm Knight's heroic sacrifice.

•• 62
CHECKLIST

May 1992 will mark the second anniversary of the Orrorsh'" - Enterthe realm oflhc Gaunt Man'.... a perfect Ecology of Fear''''.
Find a power of fear thai can haml any Stoml Knight. uncenain Occult magic
release ofTORG: Roleplaying the Possibility Wars unlike any other. and creatures. no Iwo of which need have the same abililies.
and what a difference two years can make. Almost 128-page book Hem#: 20510 ISBN: 0-87431-319-8
thirtyTORG titles have already been released with
Space Gods'" - Discover why Eanh is central to the PossibililY Wars. Soulh
another dozen and a half planned for 1992, includ- America hosts a realm which boasts the highest technology level of any reality.
ing three short story compilations. slUr travel. psionics. and an enemy unknown (0 even the High Lords.
TORG is also available in French and will soon 128-page book Item#: 20511 ISBN: 0·87431-324-4
appear in German. with ne- Tharkold'" -Travel from the cosm of the Tharkoldu to their new home on
gotiations near completion Eanh - Los Angeles- as they seek revenge against Nippon Tech intheirown
for ~panish and Japanese bloody style. Techno-dcmons. new and deadly occultech devices. and a High
Lord unlike any you've seen before fill this dark and dangerous new realm.
versIOns. 144-page book Item#: 20512 ISBN: 087431-329-5
"The Possibility Wars
rage on... " Infiniverse'" Update Vol.#I- Find out who's winning and who's losing
the Possibility Wars in this wrap-up of the first IS months or Torg. Realm
With a little prompting updales. new stelae maps. dispatches and rumors.lwoexciting mini-adventures
fromourpublic, we thought and new lemplates combine to make this a musl-have for cvery Stonn Knight.
that it was high time for us 128-page book Item#: 20568 ISBN: 087431·331-7

to do a TORG title inven- LA City Sourcebook- The mean streets of Los Angeles have grown much
tory, including the titles you more deadly since the arrival of the Tharkoldu. This book details imponant
can expect to see in the first locations in the techno-demon realm. scores of ncw NPCs. and fcaturcs cxtcn-
sive maps to makc your campaign in LA easier to nlll.
part of 1992. 128-page book ltem#: 20524 ISBN: 087431-341-4

Torg: Roleplaying the Possibility Wars Delphi Council''' World Book Vol.#l- While the Possibility Wars mgc
TIle roleplaying game experience of the 90s is here! Torg combines the in the eighl realms. what's happencd to Core Earth? The Delphi Council makes
heroic action of the pulps, the magical adventure of fanw.sy. and the grim its reponto the Prcsidenl.listing changes in Europe. America. (he Middle East
silUations of fUlure-tech into one aU-encompassing game. and Asia. along with locations. stats of important NPCs. and ncw tcmplates.
Boxed Game Item#: 20501 ISBN: 0-87431-300-7 128-page book ltem#: 20513 ISBN: 087431-340-6

The Living Land'" - The first in a series of sourccbooks for Torg. The The Destiny Map - This first adventure for Torg stans off the Relics of
Living Lalld describes the realm and cosm of Baruk Kaah'~. High Lord'~ of the Powcr Trilogy wilh a quest to beat Pharaoh Mobius to a relic of grcat power.
primitive reality. This unique volume explains the situation in North America. From an archcological dig in thc Living Land 10 a chase through cxotic Core
including the position of Core Eanh USA and connections to other cosm raiders. Earth locales. this adventure showcases the premierc game systcm of I99(Js.
128-page book Item#: 20505 ISBN: 0-87431-304-X 64-page book Hem#: 20551 ISBN: 0-87431-309-0

The Nile Empire'" - This sourcebook explores the realm and cosm of the The Possiblity Chalice - The second advcnture in the Relics of Power
Pharaoh Dr. Mobius'~. High Lord of pulp reality. This volume details the Trilogy continues the Storm Knights' quest. From a trap-filled lemplc on Core
siluation in Ihe Middle East and Africa, and fealures new races. creatures and Eanh to a fonress guarded by tcrrible monsters in the fantasy realm ofAysle.lhe
rules for pulp reality (including a gizmo creation system). Storn1 Knights must stay ahead of the High Lords· agents or the Eanh is lost!
128-page book Hem#: 20506 ISBN: 0-87431-305-8 64-page book Hcm#: 20552 ISBN: 0-87431-310-4

AysleT\1 _ The realm and cosm of Lady Pella Ardinay'Y. High Lord of fantasy The Forever City - The Relics of Power Trilogy concludes as the Stornl
reality. This volume describes the situation in Greal Britain and Scandinavia. Knights must escape from Ihe Empire of the Nile and make their way to a long-
exploring a realm inhabited by dark creatures and heroic knighls. evil dragons forgotten city high in the Tibetan 1l10un- tains. There. they must decide whether
and brave dwarven fighlers.Featuring Ihe most imponant races, monSlers. to use the relics of power- or destroy them as the High Lords' agellts close in.
mythological animals of Aysle. and a magic system. 64-page book Itcm#: 20553 ISBN: 0·87431-311-2
144-page book Item#: 20507 ISBN: 0-87431-306-6
The Cassandra Files - Files stolen from tbe Delphi Council will provide
The Cyberpapacy'" - Explore a France ruled by the theocracy of Jean players and gamemasters alike with invaluable infomlalion concerning <tIl of the
Malraux I.a false Pope who has rewrilten Ihe Bible to bring the joys ofcybef\vare invading High Lords and theirminiolls. Contains adventure hooks and scenarios.
10 an uncenain nation. A Cyberpapacy where church police are armed with 64-page supp. Item#: 20554 ISBN: 0-87431·312-0
plasma energy weapons and alilhe chipware they can handle. The Inquisition is
back ... but now it has nanosecond response time. Queenswrath- The Queen of Aysle. Pella Ardinay. seeks the br..Jvest Stonn
128-page book ltem#: 20508 ISBN: 0-87431-307-4 Knights in the land. In this Torg supplement. you"11 find adventures. locations.
characters. and mysteries which the Queen of the Fantasy rcalm has personally
Nippon Tech'" - This sourcebook forTorg takes you on ajoumey 10 the realm taken intercst in. On her behalf. you must fight the cvil forces urlhe High Lords
of3327. encompassing the island nation ofJapan and other parts of Asia. Executives in both the cosm of Aysle and the other realitics that have invaded Earth.
clash in boanlrooms while ninjas and sanlUmi war in the alleys. Includes details on 64-page supp. ltem#: 20555 ISBN: 0-87431-316-3
the realm and cosmo as well as a martjal arts duelling system.
128-page book ltem#: 20509 ISBN: 0-87431-308-2
The GodNet'" - Explore the dimension of virtual reality in mis companion The Temple of Rec Stalek - An edeinos worshipper of Death has designs
to The CyherpopoLY sourcebook! Follow the GodNet runners as they examine on the powerofBaruk Kaah, and a twisted plan to depose the High Lord and take
the GodNet from the outside, then plunge into the Net for adventures beyond any his place. To stop this evil, the Storm Knights must fight for one of their greatest
cyberpunk's wildest dreams. Is it just a computer program-or something more? foes -and if they fail, Death will hold sway over the Living Land.
96-page supp. Item#: 20556 ISBN: 0-87431-315-5 64-page book Item#: 20572 ISBN: 087431-334-1

The High Lord'" of Earth - It had to happen! Someone has discovered City of Demons-Storm Knights in the battle-tom city of Los Angeles find
Earth's Darkness Device! Now a brave group of Storm Knights must try to reach themselves teamed with an unlikely ally - Thratchen - to stop a plot mar would
it first before another High Lord joins the Possibility Raiders'~ in their conquest deliver the nation to the forces of Nippon. It's a race against time through a war
of Earth! Includes a special response form to add the results to West End's zone to stop a Tharkoldu revolution.
Infiniverse CampaiRJI Game. 64-page book Item#: 20565 ISBN: 087431-326-0
64-page book Item#: 20557 ISBN: 0-8743t-313-9
Kanawa Land V ehicles- Hansom cabs to hovercraft. semi-trucks to battle
Full Moon Draw - Five of gaming's finest authors combine to take trips tanks. this book features all the vehicles Storm Knights need to get wherethey're
through the realms of TorR. Features six IO-page adventures, one set in each going. All carry the mark of Kanawa quality, along with histories. descriptions
realm, with new characters, mysteries, and non-stop adventure. and stats.
64-page supp. Item#: 20558 ISBN: 0-87431-317-1 80-page supp. Item#: 20567 ISBN: 087431-330-9

Pixaud's Practical Grimoire -PLraud's Practical Grimoire, a 96-page Creatures ofOrrorsh'" - The horrors ofOrrorsh stalk across these pages.
book brimming with spells, strange comments. and the occasional magic tip. thanks to the talents of Infilliverse subscribers. Undead, spectres, blood-crazed
This exciting book also contains an index of spells. fiends and new Nighunares are gathered here, and each entry includes a
96-page supp. . Item#: 20559 ISBN: 0-87431-318-X description, illustration and game statistics. along with details on where each
creature can be found in Gaea and Orrorsh.
Kanawa Personal Weapons - Nippon's Kanawa Corporation presents 128-page supp. Item#: 20574 ISBN: 087431-336-8
the finest in weaponry for those fighting the Possibility Wars. From flintlocks to
full-auto assault rifles, Lugers to lasers,you'li find all you need toeaIT)' the battle Central Valley Gate - A small California town is being overrun by
into low· or high-tech realms. This volume includes descriptions. histories, rampaging biker gangs and edeinos tribes and has sent out a plea for help. When
evaluations. and game statistics for each weapon. the Storm Knights arrive however. they learn ofan all new Orrorshari threat. Can
80-page supp. Item#: 20560 ISBN: 0-87431-320-1 this town be saved? Only you know thal for sure.
64-page book Item#: 20573 ISBN: 087431-335-X
Operation: Hard Sell- Why have Kanawa operatives suddenly taken
such an interest in the recently reclaimed city of Sacramento? And why are Storm Knights'" - What were the first few weeks of the invasion ofEanh
Japanese front companies buying up all ofthe land in the Northwest? The Storm like? Who were the heroes that stepped forward to stop the Gaunt Man and his
Knights must battle Kanawa agents and ninjas. Spartans and nature itself as Possibility Raiders? What clues can be gleaned from the tales that they tell-
they travel to Oregon to stop Operation: Hard Sell. how can their story help your Storm Knights fight their own battles? Find out
64-page book Item#: 20561 ISBN: 0-87431-321-X in Book One of the Possibility Wars Trilogy. a novel of grim realities fighting
for dominance of the Earth.
The Land Below'~ - A supplement explaining the endless cave network 352-page book lIem#: 20601 ISBN: 0-87431-301-5
below the Earth's surface. Not only will Storm Knights have to defeat horrible
creatures. but they will discover a mysterious pocket realm on the fringes of The Dark Realm - Book Two of the Possibility Wars continues the quest
Earth's reality. Nile minions are searching for a device of incredible power- to save Earth as Tolwyn, Bl)'ce. Mara. and the other Storm Knights enter the dark
an eternity shard that could permanently allerthe course of the Possibility Wars. realm of Orrorsh to confront the Gaunt Man. leader of the Possibility Raiders.
96-page supp. Item#: 20562 ISBN: 0-87431-322-8 A spcctacularepic of adventure, magic and high technology set ort a reality-tom
Eanh.
Crucible of Pain - A new frontier in gaming. as Dan Greenberg mixes 352-page book Item#: 20602 ISBN: 0-87431-302-3
fiction with a harrowing adventure. Storm Knights battle their way through the
six realms - or do they? - to save a Core Earth girl from a sadistic scientist. The Nightmare Dream - Eanh is caught in a waking nightmare ... a
64-page ficlionJadv. Item#: 20563 ISBN: 0-87431-323-6 nightmare ofdifferent realities and invading horrors from otherworlds. Now the
Storm Knights must face the final nightmare in order to save Tolwyn's dream-
Kanawa Heavy Weapons - A companion volume to Kalla\I'a Personal and the Eanh itself! Book Three of the Possibility Wars sets up the situations
\Veapom. this book takes you from standard artillery to Stinger missiles and described in the Torg roleplaying game and sourcebooks.
shoulder-mounted laser cannons. For the big jobs. where a hand weapon just 352-page book lIem#: 20603 ISBN: 0-87431-303-1
isn't enough. Kanawa's heavy weapons are all you'll need. This book includes
descriptions, histories, and game statistics for each weapon. Strange Tales From The Nile Empire'" - From deep in the heart of the
80-page supp. Item#: 20564 ISBN: 0-87431-325-2 African deserts, to the action-packed streets of Memphis and Cairo, pulp heroes,
daring adventurers, and brave heroines fight against the evil villain Dr. Mobius.
Creatures of Aysle'" -A bestiary of the fantasy realm, featuring scores of A shon story anthology set in the dramatic realm of the Nile Empire.
creatures contributed by Torg players. Foul entities. deadly denizens of land and 352-page book Item#: 20604 ISBN: 087431-343-0
sea. and myths made flesh arc collected here. and each entry includes a
description, illustration and game statistics. along with details on where each Dragons over England - A new queen shares the throne of the British
creature can be found in the Aysle cosm and realm. Empire. Elves, dwarves, and fairies roam the Scottish countryside. The Wild
128-page supp. Item#: 20570 ISBN: 0-87431-332-5 Hunt strikes terror into the hearts of the good and the evil. Join the quest to rid
the fantasy realm of Aysle of evil and darkness in this short story anthology.
Cylent Scream - Six forays into the unknown. as Storm Knights continue 352-page book Item#: 20605 ISBN: 087431-342-2
their desperate struggle in the realms of Torg. Features six IO-page adventures,
one set in each realm, featuring new mysteries, characters. and locations. Mysterious Cairo - Last of me "free cities" of the Nile Empire. Cairo is me
64-page supp. Item#: 20566 ISBN: 0-87431-327-9 hean of the pulp fiction realm. Weird scientists outfit pulp heroes wim strange
weapons. hardbiuen detectives track gangsters through the underworld, and new
The Storm Knights'" Guide 10 the Possibility Wars-Learn all you Storm Knights arc created in me war against evil. This anthology takes place in
need to know about creating characters for Torg! This volume features an the strange and sometimes terrifying city of Cairo.
expanded, story-based character generation system. complete with details on 352-page book Item#: 20608 ISBN: 087431-346-5
how to create a background for your player character. Also included are new
tools and equipment your Storm Knight can take into banle. A great reference Look for these and other West End products at all
for players and gamemasters alike. Waldenbooks, B. Dalton Booksellers, and fine hobby
96-page supp. lIem#: 20569 ISBN: 087431-328-7 stores everywhere

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