Revenge of The Carredon

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REVENGE OF THE CARREDON Technical Assistance: Dr. Michael Fortner, Dr. George
Design and Writing: Brian Reeves and Darrell Exner
Hayhurst Original Logo Design: Tom Tomita
Additional Contributions: Deanna Gilbert, Greg Revised & Expanded Developers: Eric Gibson, Jim
Gorden, Greg Nagler Ogle, Gareth Michael Skarka, Nikola Vrtis, Stephen
Marsh, Talon Dunning
Editing: Ron Blessing
Nile Empire and Terra Design: Greg Farshtey, Greg
Art Director: Aaron Acevedo Gorden, Brian Sean Perry, Ed Stark, Michael Stern, and
Graphic Design: Aaron Acevedo, Jason Engle Ray Winninger
Cover: Aaron Riley TORG ETERNITY DESIGN TEAM
Interior Illustrations: Chris Bivins, Thomas Writing and Design: Shane Lacy Hensley, Darrell
Denmark, Talon Dunning, Bien Flores, Maurizio Hayhurst, Markus Plötz, Deanna Gilbert, Ross Watson
Giorgio, Gunship Revolution, Tamires Para, Alida Contributors: Greg Gorden, Jim Ogle, Steve Kenson,
Saxon, Jon Taylor, Ed Stark, George Strayton, Henry Lopez, Aaron Pavao,
Angus Abranson, Steven Marsh, Patrick Kapera, Bill
Playtesting: Leamon Crafton, Jr., Chris Dugdale,
Keyes, John Terra, James Knevitt, Jonathan Thompson,
Crystal Elmore, Lisa Felton, Sam Frazier II, Steve Andy Vetromile, Joseph Wolf, Jasyn Jones
Goucher, Brendon Hays, Joseph Jones, Elle Lusina,
Art Director: Aaron Acevedo
Brad Mongar, John Pearce, Chris Plotts, Jacob
Ratliff, Robert Schneider, John Thompson, Martin Graphic Design: Aaron Acevedo, Jason Engle
Wallace Playtesting: Jimmy Macias, Michael Conn, Damien
Coltice, Michael Mingers, Michelle Hensley, Ron
ORIGINAL DESIGN TEAM Blessing, Veronica Blessing, Tracy Sizemore, Golda
Mythos and Game Design: Greg Gorden, Bill Lloyd, Andrew Harvey, Dale Davies, Ed Rugolo, Scott
Slavicsek, & Douglas Kaufman, with Ed Stark, Greg Walker, Darrell Brooks, Melvin Willis, James Dawsey,
Farshtey, Stan!, Brian Schomburg, Christopher Kubasik, Brad Rogers, Jamal Hassan, Jeremy Dawsey
Ray Winninger, and Paul Murphy
Additional Concepts and Playtesting: Daniel Scott
Palter, Denise Palter, Jonatha Ariadne Caspian, Michael
Stern, Richard Hawran, C.J. Tramontana, Martin Wixted

Torg, The Possibility Wars, and all unique characters,


concepts, locations, and creatures are trademarks and
/ or copyrights of Ulisses Spiele. All rights reserved.

1
INTRODUCTION 4 Scene Four: Possession is Nine Tenths . . . . 28
The Sea Dragon Case . . . . . . . . . . . . . . . . . . . . . . 28
Adventure Background . . . . . . . . . . . . 4 Maul Them All . . . . . . . . . . . . . . . . . . . . . . . . . 28
Beta Clearance! . . . . . . . . . . . . . . . . . 5 A Big Problem . . . . . . . . . . . . . . . . . . . . . . . . . . 28
The Fallen . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Adventure Synopsis . . . . . . . . . . . . . . 6
Scene Five: Clear Sailing . . . . . . . . . . . 29
Act Timing . . . . . . . . . . . . . . . . . . . 7 Ingarta Victorious . . . . . . . . . . . . . . . . . . . . . . . . 29
Naddodd Victorious . . . . . . . . . . . . . . . . . . . . . . 30
ACT ONE: Bon Voyage . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
THE MARK OF THE BEAST 8 Aftermath . . . . . . . . . . . . . . . . . . . . 31
Threats . . . . . . . . . . . . . . . . . . . . . 31
Overview . . . . . . . . . . . . . . . . . . . . 8
Battles at Sea . . . . . . . . . . . . . . . . . . . 33
Scene One: Oxford Down . . . . . . . . . . . 8
Incoming! . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
The First Wave . . . . . . . . . . . . . . . . . . . . . . . . . . 10 ACT THREE:
The Goliath . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 FORBIDDEN ISLE 34
Victory . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Scene Two: Hazaar Hazards . . . . . . . . . 11 Overview . . . . . . . . . . . . . . . . . . . . 34
The Uninvited . . . . . . . . . . . . . . . . . . 11 Scene One: House of Leaves . . . . . . . . . 34
Garbing Up . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 In the Stacks . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
The Snubbed . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 In the ashes . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
The Feast . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Scene Two: Ill Met in Killarney . . . . . . . . 38
Taking Down Tolwyn . . . . . . . . . . . . . . . . . . . . . 14 Ross Castle . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Scene Three: Ill Omens . . . . . . . . . . . . 14 Inside the Castle . . . . . . . . . . . . . . . . . . . . . . . . . 40
Ritual sacrifice . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Scene Three: A Dark Secret . . . . . . . . . . 40
A Desperate Attack . . . . . . . . . . . . . . . . . . . . . . . 15 Lough Leane . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Dark Assassin . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Inisfallen Abbey . . . . . . . . . . . . . . . . . . . . . . . . . 40
End of Line . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Old Gonegal’s Hut . . . . . . . . . . . . . . . . . . . . . . . 41
Scene Four: War Council . . . . . . . . . . . 16 Ending the Siege . . . . . . . . . . . . . . . . . . . . . . . . 42

Scene Five: A Ride in the Country . . . . . . 18 Scene Four: Bargain with Evil . . . . . . . . 42
A Daring Escape . . . . . . . . . . . . . . . . . . . . . . . . 18 The Witch is Dead . . . . . . . . . . . . . . . . 43
Aftermath . . . . . . . . . . . . . . . . . . . . 19 Scene Five: Evil Roots . . . . . . . . . . . . . 44
Aftermath . . . . . . . . . . . . . . . . . . . . 45
ACT TWO:
A VIKING THING 20 ACT FOUR:
Overview . . . . . . . . . . . . . . . . . . . . 20 SEED OF THE WORLD 46
Scene One: On a Boat . . . . . . . . . . . . . 20 Overview . . . . . . . . . . . . . . . . . . . . 46
Along the Shore . . . . . . . . . . . . . . . . . . . . . . . . . 21 Scene One: Descent into the Dark . . . . . . 46
There’s Always a Kraken . . . . . . . . . . . . . . . . . . . . 22
Entering Port . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Oona the Seeker . . . . . . . . . . . . . . . . . 47
Scene Two: Cold Shoulder . . . . . . . . . . 23 Scene Two: Flowing Underground . . . . . 48
The Loudest Voices . . . . . . . . . . . . . . . . . . . . . . . 23 Scene Three: The Hanging Tower . . . . . . 49
Fighting at the Thing . . . . . . . . . . . . . . 23 The Legend of Creation . . . . . . . . . . . . 49
A Night of Revels . . . . . . . . . . . . . . . . . . . . . . . . 24 The Redoubt . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Meeting at the Mound . . . . . . . . . . . . . . . . . . . . . 24 A Crack in the Foundation . . . . . . . . . . . . . . . . . . . 50
The Acorn Matter . . . . . . . . . . . . . . . . . . . . . . . . 26 The Fall of Dhagh-Kolduhr . . . . . . . . . . . . . . . . . . 52
Scene Three: Second Place is the First Loser 26 Scene Four: Enemies at the Gate . . . . . . . 53
Dirty Pool . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
No Good Deed . . . . . . . . . . . . . . . . . . . . . . . . . 26
Scene Five: The Mad God . . . . . . . . . . . 54
Dark Times . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 Conclusion . . . . . . . . . . . . . . . . . . . 57
And the Winner Is... . . . . . . . . . . . . . . . . . . . . . . 27

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ACT FIVE: Carredon Fragment Behavior . . . . . . . . . . 92
Missing Items . . . . . . . . . . . . . . . . . . . . . . . . . . 92
BONE AND STEEL 58 All Quiet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
Overview . . . . . . . . . . . . . . . . . . . . 58 Scene Four: Omens of Darkness or Light . . 94
Tolwyn Lives . . . . . . . . . . . . . . . . . . . . . . . . . . 94
Scene One: Hoist the Black Flag . . . . . . . 59 Tolwyn Dies . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
Douglas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Mark of the Carredon . . . . . . . . . . . . . . . . . . . . . . 95
Fortunato’s Secret . . . . . . . . . . . . . . . . 59 Knights of the Realm . . . . . . . . . . . . . . . . . . . . . . 95
Port Erin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
The Mark of the Carredon . . . . . . . . . . 95
Scene Two: Beat to Quarters! . . . . . . . . . 62
Flee or Fight . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
THREATS AND VILLAINS 96
Scene Three: On the Beach . . . . . . . . . . 64
The Old Fort . . . . . . . . . . . . . . . . . . . . . . . . . . . 64 Stalkers . . . . . . . . . . . . . . . . . . . . . 96
The Mermaid . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Other Foes and Allies . . . . . . . . . . . . . 98
Fire Aboard a Ship . . . . . . . . . . . . . . . . 66
Scene Four: The Deep Blue Sea . . . . . . . . 67 SECRETES OF OXFORD 102
Scene Five: Ship of Death . . . . . . . . . . . 69
The Arrival of Fortunato . . . . . . . . . . . . . . . . . . . . 70 Locations . . . . . . . . . . . . . . . . . . . . 102
Barricades . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
Aftermath . . . . . . . . . . . . . . . . . . . . 71 Blackbird Leys Park . . . . . . . . . . . . . . . . . . . . . . . 102
Black Collar Pub . . . . . . . . . . . . . . . . . . . . . . . . 103
ACT SIX: Castle Ardinay . . . . . . . . . . . . . . . . . . . . . . . . . 103
Dark Fortress . . . . . . . . . . . . . . . . . . . . . . . . . . 103
AELWARD’S AMAZING ENGINE 72 Dreaming Spires . . . . . . . . . . . . . . . . . . . . . . . . 103
Oxford Faire . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
Overview . . . . . . . . . . . . . . . . . . . . 72 Trenches . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
Scene One: The Streets of London . . . . . . 72 Wychwood . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
Burlington House . . . . . . . . . . . . . . . . . . . . . . . . 75
Recent History . . . . . . . . . . . . . . . . . 104
The Gyro-Dragon . . . . . . . . . . . . . . . . 75 Current Deployment . . . . . . . . . . . . . . . . . . . . . . 104
Tower Bridge . . . . . . . . . . . . . . . . . . . . . . . . . . 76 Underlying Tension . . . . . . . . . . . . . . . . . . . . . . . 104
Whitechapel . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
Local Personalities . . . . . . . . . . . . . . . 105
Scene Two: Eyes in the Shadows . . . . . . . 76 Pella Ardinay . . . . . . . . . . . . . . . . . . . . . . . . . . 105
The Unseen . . . . . . . . . . . . . . . . . . . 78 Laura Maddox . . . . . . . . . . . . . . . . . . . . . . . . . . 105
Sheriff John Morse . . . . . . . . . . . . . . . . . . . . . . . 105
Scene Three: Maze of Alleys . . . . . . . . . 78 Knight Colonel Robbie Hathaway . . . . . . . . . . . . . . 105
Scene Four: The Sale . . . . . . . . . . . . . . 79 Mister Collins . . . . . . . . . . . . . . . . . . . . . . . . . . 106
The Sharnhand . . . . . . . . . . . . . . . . . . . . . . . . . 106
Scene Five: Trapped on a Dead World . . . 81 High Priestess Ullian Buvar . . . . . . . . . . . . . . . . . . 106
The Dead World . . . . . . . . . . . . . . . . . . . . . . . . . 81
Archmagus Wyrwind . . . . . . . . . . . . . . . . . . . . . 107
Next Stop, Nowhere . . . . . . . . . . . . . . . . . . . . . . 81
Aftermath . . . . . . . . . . . . . . . . . . . . 83
THE SECRET HISTORY OF THE
Trapped Forever? . . . . . . . . . . . . . . . . 83
CARREDON 108
ACT SEVEN: Carrawak . . . . . . . . . . . . . . . . . . . . 108
UNTWISTING FATE 84 The Coming of the Gaunt Man . . . . . . . . 108
Overview . . . . . . . . . . . . . . . . . . . . 84 The Fate of Carrawak . . . . . . . . . . . . . 110
Scene One: Special Delivery . . . . . . . . . 84 New Conquests . . . . . . . . . . . . . . . . 110
From The Sky . . . . . . . . . . . . . . . . . . . . . . . . . . 85 Uthorion and Aysle . . . . . . . . . . . . . . 110
Overland . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86 Tolwyn and the Death of the Beast . . . . . 111
Underground . . . . . . . . . . . . . . . . . . . . . . . . . . 86
A Warm Welcome . . . . . . . . . . . . . . . . . . . . . . . . 87 The Gaunt Man Strikes . . . . . . . . . . . . 111
Scene Two: Stalker Showdown . . . . . . . . 87 The Future . . . . . . . . . . . . . . . . . . . 111
Dogs of War . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
The Source . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88 INDEX 112
Scene Three: Aspects of Terror . . . . . . . . 89
And So It Begins . . . . . . . . . . . . . . . . . . . . . . . . 89
Four Essences . . . . . . . . . . . . . . . . . . . . . . . . . . 90

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R
evenge of the Carredon is a seven act adventure
that takes place in the latter half of the first

INTRODUCTION
year of the war. The events it describes are
not dependent upon other adventures, so this
scenario can take place before or after other cosm
adventures. The outcome determines the fate of
Tolwyn Tancred, a powerful and influential figure
in Queen Pella Ardinay’s court, whose presence or
absence could have a lasting impact on the morale
of the forces of Light, the unity of House Tancred,
and the odds of victory in numerous battles
throughout the realm. By the end of the adventure,
the heroes finally confront an ancient evil and solve
an old mystery, while stopping the machinations
of Uthorion.

ADVENTURE
BACKGROUND
Of the Gaunt Man’s many powerful lieutenants,
few possessed the potential he saw in Uthorion, a
pallid young necromancer from a world where the
boundary of life and death was almost nonexistent.
When Uthorion discovered a Darkness Device of
his own, the Gaunt Man, recognizing his capability,
ceded to him a strange little magic-rich world for
his first conquest: Aysle. The tiny cosm, finitely
bound in a sphere not much larger than the disk
world it contained, was to be Uthorion’s to do with
as he willed.
It wasn’t a gracious gift. The Gaunt Man knew the
strong magic of the place would make it a costly
and long-term project, but at least it would keep
the ambitious potential rival busy, and hopefully
yield spoils eventually.
The armies of Light met the invasion with force,
but one by one they fell, and Uthorion’s dark hordes
swept across Aysle. As a necromancer, Uthorion
was never short of soldiers, and his former master
loaned his own nightmarish forces to tip the scales.
After generations of battle, Uthorion pushed the
forces of Light back to the Valley of the Sword. But
even in this dark hour, victory was not assured.
The harder he pushed, the stronger his opponents
seemed to get. Much of their inner strength came
from their heroes—stalwart Knight Protectors,
Wardens, Magisters, and even the Queen herself.

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He would need to break the heroes to break the
army. No matter how strong Darkness became,
Light summoned an equal strength, and the
BETA CLEARANCE!
stalemate continued.
This adventure assumes the Storm Knights
The Gaunt Man knew of a fell beast so terrible that
have progressed to Beta Clearance. If your
no hero could possibly stop it: the Carredon. Long
group is only Alpha Clearance don't worry!
ago he had corrupted the spirit of a mighty dragon
The encounters here may be difficult early on,
until it became a creature of foul darkness. As a
but not impossible. If the team is finding things
Horror, such a creature could never truly perish,
too easy or difficult, here are a few options for
and so the Carredon rose again on Aysle. Uthorion
the GM:
realized his former master had just handed him the
key to victory. • Upgrade or downgrade the opponents:
Increase the number of reality-rated foes
When sun set on that fateful evening, Uthorion’s
among them and the Possibilities each has,
forces surged toward the armies of the Light. Flying
include magic weapons (and use them!),
high above them was the Carredon, a dragon unlike
or add Perks like Endurance, Brawler,
any the folk of Aysle had ever seen, borne aloft
Whirlwind, or any Darkness Perk. Try one
on leathery black wings. As Uthorion confronted
of those three types of upgrade first, and
Ardinay herself, high in her tower, ejecting her
add more elements as needed. If things are
soul and taking her body for his own, the Carredon
too hard, leave out reality-rated leaders.
lay waste to the forces of Light. Tolwyn of House
Tancred, one of the Knight Protectors, charged • Increase or decrease the number of foes:
the Carredon in single combat. Her magic sword Upgrading or downgrading is better, but
plunged into its eye. Enraged by this previously- changing the force of numbers is an easy
unknown agony, the Carredon lashed out at her, operation and can be done in a pinch.
piercing her with one massive claw, and launching Anywhere foes are listed as "# per Storm
itself back into the sky. This was the last anyone Knight," simply increase that number if
saw of Tolwyn for nearly 100 years. things are too easy, or reduce it if things are
too hard. Start by a difference of one, and
In it’s pain, the beast returned to its home cosm,
go higher if it's still necessary. Remember,
a fallow place, long ago drained of life and
increasing the number also increases the
Possibilities. Tolwyn came with it, and despite
number of reality-rated versions of the foe
her wounds continued the battle. She eventually
present. Most are Rare, meaning 1 in 10
triumphed.
are rated. It's important to use Combined
Tolwyn’s wound were fatal, but she did not die. Actions and Mob damage with so many
She fell into a fevered trance, haunted by visions foes in play.
of her queen’s spirit sundered from her body and
Only alter the forces if players express that they
a monster wearing her face and ruling in her place.
aren't feeling challenged. Some fights are easy,
Tolwyn staggered through the lifeless world of the
some are hard. What should be an easy battle
Carredon until she eventually reached its end—
could suddenly become very difficult after a
and after that an endless void. Still she plodded on
few unlucky rolls, resulting in Disconnection
for decades, driven by the voices and visions that
and Wounds. A light touch is best—remember
pulled her ever forward.
these are heroes after all!
A century later, she awoke in a hayrick in
Liandar, an entire continent away from the Valley
of the Sword. She still wore her armor but was
weaponless and disoriented. A crofter discovered
her there and immediately recognized the warrior
woman of legend. The war was long since over,

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Uthorion vanquished (or so most people thought), Adventure Background above. The heroes are
and Aysle saved. Tolwyn knew better, and rode directed to the court of Ellefaine, but a disaster in
forth to save her Queen. the library forces the heroes to cross Elfame and
The rest is well-known history. But what neither seek out the true name from the sinister witch, Jinny
she—nor anyone else—knew, was that she brought Greenteeth. Jinny offers the scroll only if the Storm
the Carredon with her. Its cold, tainted spirit clung Knights purge her domain from the influence of a
to her, its spirit “riding” her own as she made Nightmare Tree.
her way back home. Its curse kept her alive and Hunting for the third Essence of Time, a crystal
protected her from the void. Time spent in the from the place where Aysle was created, sends the
strong magic of Aysle gave the Darkness strength, a Storm Knights into the Land Between, a labyrinth
strength that threatens to consume Tolwyn’s body of endless caverns extending deep into the earth.
and transform her into a weapon for Darkness. With their Seeker as a guide, the Storm Knights
If it succeeds, Tolwyn—and all she represents to traverse these caves, stumbling upon a desperate
the good folk of Aysle—is lost. force of dwarves trapped in a subterranean keep,
then ending their quest in a massive geode where
an insane demigod is imprisoned.
ADVENTURE SYNOPSIS To track down the fourth Essence, a lyche’s skull
This adventure is set near the end of the first year imbued with the power of Death, the heroes go to
of the invasion. By this time, the heroes have the Corsair enclave on the Isle of Man. There they
worked with the Delphi Council extensively, and recruit a Corsair who knows the object of their
are nearing—or already reached—Beta Clearance. quest is aboard the ship of a necromancer-turned-
pirate. The Corsair helps the team track the pirate
The Storm Knights are in Oxford helping to repel across the North Sea, finally battling him in the icy
one of Uthorion’s attacks. At a feast celebrating a wastes of the Graves.
victorious battle, it becomes increasingly clear that
something is not right with Tolwyn. Archmage Aside from the Essences, the Storm Knights also
Wyrwind discovers the Carredon’s soul riding in need the heart of the Carredon, which means they
Tolwyn’s body, and prescribes an ancient ritual must find its body. With only a single Carredon
to purge it from her, one that requires the heroes scale to guide the way, they travel to London, where
to seek out four artifacts aligned with the four a dwarven inventor is rumored to have a device
Essences of Ayslish magic, along with the dead that can open a gate between Cosms. However,
heart of the Carredon itself. thieves have stolen a valuable component, and
before the heroes can journey to the Carredon’s
The Storm Knights depart on a hazardous race home world to retrieve its heart, they must track
against time to find the four Essences and the down a powerful thieves’ guild and steal back the
Carredon’s heart before Tolwyn is lost. The heroes machine’s power source.
can choose in which order to pursue these pieces
of the ritual. Along the way, they are harassed by At last, all five pieces acquired, the Storm Knights
Uthorion’s Stalkers, teams of hardy warriors of the meet Ardinay and her forces back at Oxford for
Dark sent to prevent them from saving Tolwyn. the final ritual. The Stalkers that have hounded the
Storm Knights along the way make one final bid
The trail of the first Essence, an acorn imbued to stop the heroes. The ritual commences with the
with Life, sends the heroes to Norway, where various pieces aligned according to prophecy. In an
it is said to have fallen from the sky. The Viking epic battle, the Carredon is pulled from Tolwyn—
tribes, caught in an escalating dispute, present a but starts to materialize once freed! Can the Storm
hazardous political atmosphere that threatens to Knights destroy it before it is fully reborn? Or will
stop the Storm Knights’ quest in its tracks. the Carredon’s foulness be unleashed upon the
The second Essence is True Knowledge, in the world once more?
form of a scroll that carries information in the

6
ACT TIMING
Act One sets up the critical problem facing Aysle,
along with the stakes. The heroes are given clues as
to the location of the five components they’ll need to
save Tolwyn. The next five acts, Acts Two through
Six, can be played in any order the players prefer,
as the heroes track down those components one
by one. Once all the components are in hand, the
heroes gather in Act Seven to complete the ritual.
Though they must make haste, there is time in each
act for small diversions or short side adventures.

7
T
he team starts out in the middle of a war.
Weeks ago, Lady Pella Ardinay asked Quinn
Sebastian for reinforcements. He sent a

THE MARK OF THE


small team of Storm Knights, knowing they’re
more valuable in a fight than companies of regular
troops or supplies. The newcomers haven’t been
on the lines very long when Uthorion’s dark forces
begin their attack.

OVERVIEW
Scene 1: The action starts with the team already in
place in Oxford, helping the defensive lines hold
ACT ONE:

against a push by Uthorion’s forces.


Scene 2: The Storm Knights are invited to feast
with Pella Ardinay as thanks for their deeds in
the previous scene, but the party is disrupted by
BEAST
sniping allies and a curse overcoming Tolwyn—
the Champion of Light!
Scene 3: Archmagus Wyrwind needs protection
during a ritual to divine the curse affecting Tolwyn,
and only the heroes can be trusted for the moment.
Scene 4: Wyrwind shares everything he learned,
and now it’s up to the Storm Knights to choose
where to go next to stop the mysterious curse.
Scene 5: Oxford is surrounded, so where-ever
the team chooses to go next they’ll need to break
through enemy forces to get there!

SCENE ONE: OXFORD


DOWN
Standard Scene. Core Earth Dominant Zone.
The Storm Knights were dropped into Oxford a
few days ago via a Delphi Council Osprey. Since
then, they’ve been attached to the 1st Regiment,
the remains of an armored division stationed near
Oxford and supporting Ardinay’s forces in battle
against Uthorion.
In the short time they’ve been here, the heroes
haven’t met Lady Ardinay herself, or Crown
Prince Edward, rumored to be in the area leading a
column of tanks. Most of their time has been spent
with Major Sean Roberson, a sturdy chap with a
knack for unit coordination and gallows humor.
The 1st Regiment is a reserve at the moment, but

8
Uthorion has a host of unpleasant weapons in his magical arsenal.

Roberson gently jokes that he expects everyone to What was left of the city between the warring lines
be content and waist deep in goblins or whatever- is thoroughly pounded to rubble, leaving a broken
they’re-called very soon. no-man’s land of low ruined walls and rubble. The
He’s not wrong. Challenger tanks in the bunker fire shots back at the
distant castle in reply, mostly striking blue magical
shields or landing on the intervening ground—
INCOMING! adding to the din and destruction.
Roberson and the Knights are in a large vehicle This opening volley is mostly about working the
bunker about 50 meters behind a main trench nerves of the defenders and making enough noise,
line—a line which traces the edge of the Oxford so no one can detect the magical tunnels being dug
hardpoint’s sphere of influence—when reports of towards the edge of the trench line. It also provides
enemy activity break out. The first wave is projectiles broken cover for the unlucky lurks and large
fired from siege engines inside Uthorion’s distant surface troops soon to attack the trench head on.
castle. Whatever the catapults are launching
detonates explosively when it hits the ground, and Storm Knights don’t need to test for fear or any
makes a horrifying shrieking sound along with the psychological effects, but grant a Possibility if a
bangs and rattles of destruction. The Dark Army’s character deepens the drama by breaking under
catapults just don’t have the range that Core Earth fire, or if someone tries to use persuasion and give
artillery does, however, and all the shots fall far a stirring speech or a performance to keep the
short of the front-line. soldier’s spirits up!

9
There’s no point in charging forward into the looks like part of a castle tower on its back—a spire
trenches or the bombardment area yet. Roberson from the Dark Fortress itself!
tries to halt any impetuous charges with a gentle Artillery shells and spells rain down on the
“Steady on,” and a suggestion to save it for the real creature, but detonate against a wave of blue energy
attack, but if a Storm Knight is determined to go about 100 meters away from it—the same kind of
out and get blasted, grant them a nice 3 Wound hit shield effect that protects Uthorion’s mighty castle.
(Soak-able) for their trouble. A scholar or conjuration test intuits that the shield
is useless against attacks closer than 100 meters,
THE FIRST WAVE but there’s a little gunfire from the line where the
After an hour the shrieking explosions stop, but the creature is that’s breaking through.
battlefield isn’t quiet for long. Sounds of gunfire This kind of unexpected situation is exactly what
erupt from the Core Earth lines, as distant lurks the Storm Knights are here for, and now Major
begin advancing through the rubble. The advancing Roberson and his men drive them to the breach
troops are about 1000 meters away, so anyone with in under a minute. This is enough time for Action
enough range can join in with the appropriate Pools to reset, but there’s no scene change so no
penalties, plus another –4 for Concealment and new cards are drawn—and there’s no time to
Toughness 10 cover. recover any lost Shock.
Close range fighters may be chomping at the bit to At the edge of the shield effect, reality-rated
move forward and get into the action by now, and characters feel the telltale tingle of shifting axioms,
farther down the line a group of three tanks charge and the reason there’s so little return fire from troops
forward over the trench and towards a mass of and vehicles inside the shield becomes clear. The
lurks there. The good Major still wants everyone to beast is carrying some kind of massive Talisman,
hold back and remain in reserve. “Bloody lunatics. and now an Aysle Pure Zone is in effect. Roberson
Steady on.” and his vehicles turn back unless the characters
After the heroes have a chance to make one or two bid them to move forward, but the Pure Zone
attacks at long range, the situation changes again. disables vehicles and weaponry in the hands of
Several pits open up just outside the trench, and Ords completely and immediately. British soldiers
waves of howling lurks leap from them to engage have taken to carrying smithed short-swords at all
the soldiers on the line. Now—finally—it’s time times, so they aren’t helpless, but there are more
to act! Flip a Drama Card and begin a regular than enough lurks supporting the creature to keep
encounter. The lurks are in two equal groups. One any troops busy with the left-over.
group is inside the trench battling soldiers hand-to- • Lurks (3 per hero): See page 100. There are
hand. From the bunker they have –4 Concealment, more around, but all are engaged with other
Toughness 10 Cover, and watch out for Friendly soldiers.
Fire! The other group is still emerging from tunnels, • Goliath: See below.
and have the same Cover and Concealment, but no
friendlies to get in the way. The heroes start at a
range of 50 meters. GOLIATH
• Lurks (4 per hero): See page 100. It’s not entirely clear what kind of beast the goliath
was before Uthorion’s mages did their grim work
on it. Now it’s blinded, covered in thick metal
THE GOLIATH plates, and carrying what looks like the remains of
Once the onslaught from the tunnels is dealt with, a stone tower on its back.
a new emergency draws the embattled Storm Attributes: Charisma 6, Dexterity 8, Mind 6, Spirit
Knights’ attention. Some distance down the line 8, Strength 22
where the tanks moved forward, a massive beast Skills: Dodge 10, find 5, intimidation 10, tracking
lumbers towards the line. It would stand 40 meters 8, unarmed combat 12
tall, except it’s hunched over and carrying what

10
Move: 12; Tough: 26(4); Shock: 22; Wounds: 5
Equipment: Enhanced Talisman (see Special
Abilities below)
THE UNINVITED
Perks: — Lady Ardinay intended for all the Storm
Possibilities: Never Knights to be invited to the feast. Unfortunately,
Special Abilities: she’s delegated the job to Kale Liander, and
• Armor: Thick iron plates +4. he intentionally snubbed one of the heroes to
• Enhanced Talisman: Everything within 100 make trouble. He claims it’s because he hates
meters of the goliath is an Aysle Pure Zone. If the person if caught—but actually he’s working
the tower it’s carrying is destroyed (Toughness for Darkness and is using this opportunity to
25, 5 Wounds) the effect immediately ends. drive a wedge between Ardinay and the Delphi
• Mindless: The iron sheath on the beast’s head Council.
renders it impervious to intimidation, taunt, He chooses his target carefully. Edeinos are
and the effects of telepathy and similar spells easy marks since they make humans and the
or miracles. The casing is Toughness 20 with 3 folk of Aysle uncomfortable alike. Anyone
Wounds, and if destroyed, this special ability is with a connection to Darkness, real or assumed
eliminated and the beast flees! from reputation also makes a good choice since
• Monstrous: The goliath stands over 30 meters no one would question his hatred—and many
tall. Attacks against it gain a +4 bonus. It is would support his move against such a “hero.”
immune to Interaction Attacks unless the foe is
If no easy target presents itself he’ll choose
also Monstrous.
the brashest and least charismatic character
• Protective Field: The goliath gains +20
possible and make up a phony snub. “I
Toughness against attacks from more than 100
nodded at her in the market and she refused
meters away. If the tower it carries is destroyed
to acknowledge my gesture,” or something
(see Enhanced Talisman above), this effect
equally difficult to refute.
immediately ends.
• Stomp: The goliath is drawn towards the foe It’s not that Kale is trying to keep the character
with the most Possibilities, and stomps him. away, but rather hoping the character comes
This attack uses unarmed combat, ignores any anyway and makes a scene. Such ill-manners
Visibility penalties, and hits a Medium Blast won’t change Pella Ardinay’s opinion, but
radius around the target too—which isn’t good could shift the opinion of other stuffy lords
news for any lurks engaged with the target! A and ladies and start a few cracks in the alliance.
hit deals the goliath’s Strength damage (22).

VICTORY
Once the goliath is dealt with, a cheer goes up from SCENE TWO: HAZAAR
the other defenders and a groan spreads through
the lurks. They flee in disarray back towards HAZARDS
Uthorion’s fortress. Most don’t get very far, felled By evening a page delivers an invitation to the
by assault-rifle fire or elven arrows. triumphant Storm Knights—all but one. See The
Trying to follow up with an attack into the Ayslish Uninvited sidebar about who is excluded and
Dominant Zone is ill-advised at the moment, as why. The page himself has no idea, he just delivers
Uthorion has a much larger host in reserve and a scroll that reads:
significant magical defenses in place as well. All Brave Warrior of the Light,
that’s left to do for the day is remain on patrol in You are cordially invited to Castle Ardinay upon this
case of a ruse and accept the congratulations of the eve to share a feast with Her Majesty Pella Ardinay,
mixed forces of defenders who survived. Lady of Light. She wishes to toast your triumph and
honor your contribution to the war upon Darkness.

11
Lady Ardinay’s seal is pressed into a drop of wax THE SNUBBED
at the bottom of the parchment. Once the message
The Storm Knight without an invitation must
is delivered, the page bows deeply, and then
decide what to do about it. Simply not going is an
sheepishly mentions that Lord Kale Liander bid
option, but one to discourage. Hint that the hero
him to mention that dining with the Lady of Light
was an important part of the victorious battle and
is considered a formal courtly affair, and that the
deserves to be there, and something may occur at
warriors should dress accordingly.
the feast.

GARBING UP Pro-active types might try to do something about


it immediately and discover exactly why one of
Most Storm Knights don’t bring formal clothing the team was excluded. Any Easy (DN 8) test of
along on missions, and unless they’re from Aysle various skills (stealth to follow the page back to his
it doesn’t quite fit anyway. Of course, a hero could master, streetwise to check for rumors, persuasion to
simply come as they are, but that might provoke gain help from allies) all lead to Kale Liander. He’s
trumped up gossip that the Storm Knights don’t open about his disdain for the excluded member
respect Ardinay. of the group, and haughtily suggests it would be
If the invitees do attempt to dress up, they have an insult to come to the feast anyway—secretly
a few options. The simplest is to request clothing hoping to fluster his mark into doing exactly that.
from the 1st Regiment, the unit they’re attached to. There’s little anyone can do to make Kale change
Roberson is the point of contact. Roll a persuasion his mind, but at least they know he’s an enemy.
test and compare the result to the Garb Table It’s possible to sneak into the party with a
below to see what the quartermaster can provide Challenging (DN 12) stealth test. Success means
or scrounge that fits. More independent (or the character gets in without being seen by any
connected) Storm Knights may opt for a trip to guards, and most guests—including Lady Ardinay
the Oxford Market, and use streetwise for the test herself—have no idea the intruder wasn’t invited.
instead. The Wealth Perk makes this test Favored, Kale, however, does, and arranges a scene to
and playing a Connections Destiny Card makes it “arrest” the intruder at an inopportune moment.
Favored and grants a +3 bonus.
It’s also possible to simply go anyway. The castle
It’s expected that warriors bring a weapon or guards protest, but won’t turn away a Storm
two, but this is a dinner engagement, not a battle. Knight—no matter how rude their presence may
Wearing armor over garb reduces its effectiveness be. Allow a persuasion test to see how many people
by one level, and coming in heavily armed reduces notice the commotion at the gate, with a failure
it a further level. drawing plenty of derisive looks and comments
during the feast. Success or better keeps it to

GARB
Clothing Style Result Effect
Dreary: cheap and Less than 10 Persuasion tests during dinner are Disfavored. “Did you
inappropriate battle lurks in the mud in that?”
Presentable: adequate but 10+ Persuasion tests during dinner are unmodified. “My
forgettable apologies, I didn’t realize you were a Knight.”
Elegant: stylish and 15+ Persuasion tests during dinner are Favored. “Our mode
impressive of dress is very becoming on you!”
Resplendent: royal and 20+ As Elegant, plus the character gains a Possibility when
striking Lady Ardinay herself offers a compliment. “You look
radiant, a true paragon of the Light!”

12
whispers and glances, but a good portion of the COURTLY INTRIGUE
court thinks the worst of the “disrespectful” Delphi If any player has the Courtly Intrigue Cosm Card,
Council representatives. now is the perfect time to play it. The side effects
could stem from however the uninvited guest dealt
THE FEAST with the situation, but a few new wrinkles could
add social pressure to the situation.
Castle Ardinay is within the Aysle Dominant
Zone, so any players with Cosm Cards must switch A hot-headed knight from the Gerrik household
for the banquet. The main hall is simply decorated may become smitten with exactly the wrong Storm
and kept warm by a large, open hearth. A main Knight. One of the Core Earth soldiers—after
table has a chair designated for the Lady of Light drinking a little too much—asks Sharnhand if
herself. Lady Tolwyn Tancred sits to the right, dwarven women have beards, and the conversation
arms crossed and looking angrily across the room ends in violence unless a Storm Knight intercedes,
at the petty lords and ladies. To the left is another potentially irritating one group or the other. For
empty chair, this one for Archmagus Wyrwind. some reason a pair of mean Tancred maidens take
He’s somewhere about, muttering to himself and unseemly delight at slighting one of the Storm
trying to stay out of any courtly pleasantries. Knights, pointing and giggling at their table.
There are various long, wooden tables for Incidents like these raise the tension at the event
everyone else. The Delphi Council, including the and show the cracks forming in the alliance. The
group and Major Roberson are seated at one such group’s actions can help settle things down or
table. The major houses, Tancred, Gerrik, and make them worse. Either way, Tolwyn observes
Liander each have their own. A dwarven woman, any incidents with increasing scorn from Ardinay’s
Gertha the Sharnhand keeps one table enthralled, table. If approached she declines to converse,
and another is filled with laughing British soldiers. stating simply she is no mood to speak. If pressed
The main floor is open, with room for small clusters she goes berserk and attacks as outlined below in
of people. The soldiers are at Prince Eddie’s table, The Final Insult!
but alas he’s not in Oxford at the moment.
THE FINAL INSULT
Rather than staying at her seat, Pella Ardinay is Unbeknownst to anyone, a malicious and cursed
moving from table to table, spending a little time spirit resides in Tolwyn Tancred, slayer of the
speaking with each, and is soon headed towards great Carredon, an evil dragon-like creature that
the Storm Knights. There’s time to do a little terrorized Aysle a hundred years before. She was
exploration or mingling before she arrives, but not changed by the event, and she’s seething with rage.
much.
Witnessing the petty rivalries and annoying
MAKING AN IMPRESSION jockeying before dinner has left her on the verge
As Ardinay arrives at their table it’s time for each of of snapping. If she hasn’t already gone berserk, the
the Storm Knights to test persuasion and see what final straw comes when the first course of dinner—
kind of impression they make on her. On a failure small roasted game hens—is served, and Kale has
she introduces herself, thanks the Knight for their insured the uninvited Storm Knight isn’t served,
deeds, and smiles tightly hoping to move along. even if the situation was previously resolved.
On a success she makes a little small-talk and asks Once the omission is pointed out he smugly
about the heroic deeds of the battle. On a Good proclaims:
result she takes notice, asks how Quinn Sebastian
“Oh, that meal was sent to the stables, where the
is doing, and what the hero plans to do after the
animal who was to be served it belongs.”
war is won. On an Outstanding result she invites
the lucky Storm Knight to sit at her table—a rare Whatever the party’s reaction, Tolwyn’s is more
honor sure to make the rest of the court jealous. extreme. She flips over her table, sending Ardinay
and Wyrwind tumbling, and launches herself at
Kale Liander. Flip a Drama Card and let the heroes

13
decide whether to engage or not. On her first action,
Tolwyn, now with glowing red eyes, takes a bite
SCENE THREE: ILL OMENS
out of Kale’s torso. If left alone, she slays him on Standard Scene. Guards assemble and keep
her second action and then begins moving against everyone else in the main hall as Pella, Wyrwind,
innocent bystanders. and the Storm Knights hurry Tolywn towards the
Archmagus’ tower. Any conversation about what
happened is deferred until they arrive.
BERSERK TOLWYN
“The walls here have grown ears of late,” the Lady
Attributes: Charisma 10, Dexterity 12, Mind 9,
mutters, “but we might speak freely in the tower.”
Spirit 12, Strength 13
Skills: Dodge 19, find 12, maneuver 15, melee Once inside the chamber, Tolwyn is laid down
weapons 23, reality 15, trick 12, unarmed combat inside a ritual circle on the stone floor, and Wyrwind
17 busies himself readying books and components.
Move: 12; Tough: 13; Shock: 14; Wounds: 4 Pella can share what she knows already.
Equipment: Veil Piercer (magic longsword, Tolwyn Tancred is her rock. She was a hero and
Damage Strength +5/18, AP 5, while berserk friend a hundred years ago, and in the final battle
Tolwyn can’t draw and use it, but a crafty hero against Uthorion’s darkness she faced and slew
might take it and use it against her) a gigantic horror known as the Carredon. Many
Perks: Endurance, Whirlwind—her many other call the Carredon a dragon, but it wasn’t. It was
Perks aren’t active while she’s in this state. a creature from some older, greater darkness.
Possibilities: 5 Tolwyn was assumed killed along with the beast
Special Abilities: as both disappeared. In that battle, Ardinay herself
• Bite/Claws: Tolwyn bites and slashes as fell, and was possessed by Uthorion for the past
though she had fangs and claws, but has neither century—until Tolwyn’s surprising return. The
and deals only Strength damage (13). warrior cut down the possessed Pella, sending
• Mindless: In this state Tolwyn is impervious Uthorion’s spirit skulking away, and then revived
to intimidation, taunt, and the effects of telepathy her with a radiant touch. For the last year they’ve
and similar spells or miracles. fought Uthorion together, chasing his army of
Darkness here to Earth. If something was amiss,
TAKING DOWN TOLWYN she was blind to it.
Even without access to most of her abilities and Ardinay is wistful, recalling this story, and does
weapons, Tolwyn is an extremely dangerous her best to answer any questions. She’s certain
opponent. If she KOs (or worse) one of the heroes, Uthorion has one or more spies in place within the
then Wyrwind finally recovers from his battering castle and turns to the Storm Knights, based on
and knocks her out with a spell at the end of the their recent actions, and since Quinn vouched for
next turn. If the group manages to defeat her with them.
Wounds, Ardinay rushes forward to stabilize her
“That vile fiend has so much to answer for,” she
friend and begs the Storm Knights not to kill her. If
spits, “and I shall see to it he does. It is...uncommon
Tolwyn is KOed with Shock or non-lethal Wounds,
for humans to live as long as Tolwyn and I have. She
Ardinay thanks them for staying their hands.
is the only person from my old life, the life before
The feast is officially over, and Ardinay and Uthorion, who remains to call me friend.
Wyrwind ask the Storm Knights to help them carry
“After her return she was my strong right hand. My
Tolwyn’s body deeper into the castle to examine
Champion of Light, as she was before. She showed rage
her and discover what’s behind this unsettling
in battle, but I thought it was the same righteous anger
outburst.
I wield as a weapon against the Dark Lord. I see now
that something was inside of her. Something festering
and evil. I hope only that there’s still time to save her.
Aysle needs its champion. I need my friend.”

14
RITUAL SACRIFICE • A green-skinned hag grins while reading a
scroll, and looks directly at the Storm Knights
When Pella is done speaking, Wyrwind is ready
as though she can see them viewing her.
to proceed. He points out something interesting
on Tolwyn, what looks like a birthmark on her • A strange contraption whirs in the background
right forearm in vaguely the same shape as the of a completely dead world. All that’s visible
Carredon’s head. Her friend doesn’t recall ever is a collapsed tower and the rotting corpse of
seeing that before, which seems to confirm the what looks to be a massive dragon.
Archmagus’ suspicions. After an hour, sudden darkness falls over the
“If I’m right, this is all to do with the Carredon that room.
Tolwyn slew so long ago. It wasn’t a dragon. Like
Uthorion, it was something corrupt, something from A DESPERATE ATTACK
the great Darkness beyond Aysle. Perhaps it’s as
The darkness in Wyrwind’s chamber is Mage Dark,
eternal as Uthorion seems to be, and its mark upon
so everyone suffers a –6 penalty on anything that
Tolwyn has some greater meaning.
requires sight, including melee attacks. The casting
“I have everything needed here to bring forth True was Outstanding, so regular Dark Sight Perks have
Knowledge, but such magic is deep and powerful. I no effect in offsetting the penalty, but a light spell
shall be...vulnerable for a time. If Uthorion has spies or true light may banish the effect. It came from an
ready to strike, now would be their best chance. Light item the assassins carried, and counts as DN 16 to
knows how long they’ve been waiting for just this dispel.
circumstance and opportunity.
The darkness lasts 3 rounds, during which
“I’ll need Lady Ardinay’s assistance for this. The rest time assassins leap into the room and attempt to
of you be ready, if anything is disturbed before the dispatch the Storm Knights before moving on
ritual is complete, the results could be catastrophic.” to Wyrwind and Ardinay, since both are already
Wyrwind gives the Storm Knights a few minutes occupied. This isn’t a surprise attack, the heroes
for any preparations they wish to make, and a page were specifically on guard for such an action, so
brings in any members of the group who missed initiative is normal for both sides once darkness
the feast. falls and the commotion starts.
The ritual itself takes over an hour. Heroes who • Dark Assassins (1 per hero): see below.
wish to have duration or concentration based
powers active may, but rather than rolling endless
tests, just apply a Fatigue effect (usually 2 Shock)
to anyone keeping effects going for the duration.
For most of the ritual, no attack comes. Wyrwind
looks increasingly sickly and haggard. Ardinay
looks almost crazed from grief and concentration.
Images swirl about the room: “THESE AREN’T REALLY
• An acorn falls from the sky through an aurora
ASSASSINS. ASSASSINS CAN
into a gloomy valley. The snow and darkness SEE IN THE DARK AND
retreat from the vicinity where it lands. DON’T WHINE LIKE THIS.”
• A skeleton with a glowing skull pilots a
ruined ship through a storm as the wind blows -TWOREK
and lightning crackles.
• Deep under the ground, a geode forms a
screaming face made of white and purple
crystals.

15
DARK ASSASSIN SCENE FOUR: WAR
These “assassins” aren’t hardened spies, but
normal transformed people working around the
COUNCIL
castle. Uthorion has threatened their loved ones To the amazement and concern of all, Castle Ardinay
with fates worse than death, and these poor souls has transformed into a much plainer structure. The
have spied and are now pressed to attack. None of floorplan is roughly the same, but the splendor is
them have Darkness Perks, and some openly weep gone. There are murmurs throughout the alliance
or apologize for what they must do—and over their that something has gone terribly wrong, and Core
inevitable impending fate. Each has a rune on his Earth and Ayslish warriors alike are fretful.
or her forehead, drawn in blood, that insures this is Soon enough there is a call from Lady Ardinay
their final mission. and the Archmagus to gather for a secret meeting.
Attributes: Charisma 6, Dexterity 7, Mind 6, Spirit Once everyone arrives, it’s Wyrwind who speaks
6, Strength 7 first.
Skills: Dodge 8, find 7, intimidation 8, maneuver “True Knowledge—the truth—extracts a heavy
8, melee weapons 8, stealth 8, taunt 7, trick 7, price. In truth, I’m a sickly old man, you see. In truth,
unarmed combat 12 this magnificent castle is a transformed school. Hardly
Move: 7; Tough: 7; Shock: 6; Wounds: — opulent and by no stretch a fortress. My tricks are laid
Equipment: Poisoned Dagger (damage Strength bare, but then so too is the truth of the Carredon.
+1/8, a hit that equal or exceeds Toughness deals
“I wouldn’t have had the vocabulary to describe it
1 Wound each round for 5 rounds)
if we hadn’t joined the war here. It is a creature of
Perks: —
Orrorsh, a horror of the Gaunt Man whom we now
Possibilities: Never
know serves as a kind of master to Uthorion. I saw
Special Abilities:
a vision of what it was in another world long ago,
• Death Rune: When an assassin is KOed or
and the Gaunt Man corrupted it, twisted it into the
killed, he or she explodes, dealing 14+1BD
fearsome beast it became.
damage to everyone in a Small Blast radius.
They automatically detonate at the end of their “If the creature falls, its corruption rests within
fifth turn. whoever slew it, there to grow until strong enough to
be born anew in the body. It’s Tolwyn’s cursed fate to
END OF LINE become the reborn Carredon herself—but she is a child
After the last of the assassins explodes, there’s a of Aysle, and Aysle has magic of its own.
final massive crack of energy from the ritual circle, “We can draw the cursed essence from her, separate
knocking everyone to the floor. It may not be that which is Aysle from that which is Orrorsh. To
initially clear if the final burst of energy is caused do this we need ritual components. Ayslish magic
by an assassin’s detonation ruining the ritual or is built on a foundation of four prime essences: Life,
some other factor. Death, Time, and True Knowledge. We need a focus
Wyrwind looks much older, Ardinay is shaken, for each, what we call a paragon foci in magical terms.
and the room itself looks different—the floor and We also need a paragon foci of the beast itself, the
walls are bare and the room itself is smaller. corrupted heart from the original Carredon’s corpse.
The visions of the ritual showed where paragon foci of
The Archmagus is exhausted but says he saw these essences may be found—or at least as near as I
what he needed to. He bids the Storm Knights to could divine.”
get some rest and meet back tomorrow, once he’s
had time to cast a few more spells and confirm a The Archmagus has marked a map of the Ayslish
few of his suspicions. realm with five locations.
• The scroll is a focus of True Knowledge,
and is within the Emerald Isle. He suggests a
visit to Dublin and the Fae Court there to get

16
Z
MARKED MAP
LOCATIONS

N
&

Y
6

more information about Jinny Greenteeth, the in Douglas that might make a good base of
creature holding it in the vision. (See Act Two, operations once the search commences. (See
page 43.) Act Five, page 58.)
• The acorn is a focus of Life. The valley it’s • The Carredon’s heart is outside of Aysle, its
in is north of Oslo. Spies say some kind of secrets are impenetrable to the Archmagus.
emergency meeting of the Vikings, called a However, he recognized the contraption in the
Thing, is coming up soon. Even outsiders are vision as the work of a dwarven inventor named
tolerated peacefully during a Thing, so any Aelward. Aelward was last seen in London.
attempt to go for the acorn should coincide To reach the heart they need something from
with it. (See Act Three, page 34.) the old Carredon. Ardinay gives the party a
• The geode is a focus of Time, and it’s located scale, a keepsake from the old battle revered
below in the Land Between. To find it the group as a trophy today, and bids them not to lose it.
needs a Seeker. Wyrwind knows a candidate If it is lost, the Storm Knights must return to
named Oona who can be found in Bristol. Oxford, and the only substitute is a finger from
Bristol is also a good port to sail from for any Tolwyn! (See Act Six, page 72.)
quest that needs to be reached by boat. (See Act Pella asks that the Storm Knights collect these five
Four, page 46.) items and return. With the illusion of the castle
• The corsair skull is a focus of Death, and dispersed, she must remain to steady the alliance
can be found near the Isle of Man. Ardinay and help repel the press from Uthorion’s forces,
notes that there is a Delphi Council safe house sure to come once he detects any instability. With
Tolwyn down and the heroes away, she expects it

17
to be difficult but promises to hold out as long as “THE REDCAP” CHALLENGER 2
possible.
The Redcap has enough fuel to drive about 400
The team may discuss which item they intend to kilometers—plenty to make it to any locations in
go after first. If there’s any question of whether they inside Britain and back. The hardpoint at Bristol
should take this mission without consulting the has diesel fuel. London, however, hasn’t been
Delphi Council, Ardinay reminds them that she’s resupplied since the war began, so odds of finding
the local director so it’s definitely an approved fuel there are low.
mission. She won’t order the heroes to go, it’s a
• Speed: 60 kph (11); Tough: 31 (10); Wounds: 4
dangerous mission, but the fate of Aysle realm
• Armament: 120mm cannon (Damage 30, AP
hangs in the balance.
10, Range 2k/4k/8k, 50 ammo), two 7.62 mm
Uthorion’s forces encircle Oxford, so no matter machine guns (Damage 19, Range 250/1k/4k,
where the group chooses to go first, they’ll need to Long Burst only, ammo 250).
break through the enemy lines on their way. The • Fast: Speed grants a +2 bonus to complete
most likely destination is Bristol, for a Seeker or steps in a Chase or a −2 penalty to be hit.
passage to Dublin, the Isle of Man, or Oslo, but it’s • Juggernaut: The vehicle may ignore its MR
also possible to head for London. If a Storm Knight while gaining a step in a Chase, but it suffers
happens to be a Seeker they’re pulled south. They’ll a collision.
need to break out of Oxford to find the right route • Passengers: 4.
down, but not by very far. Ardinay has already • Maneuverability: −4 penalty to land vehicles
spoken to Major Roberson and he’s prepared a for defenses or chases.
“carriage” for them when they’re ready to leave. • Very Large: Attacks against the T-90 gain a +4
bonus due to its size.

SCENE FIVE: A RIDE IN A DARING ESCAPE


THE COUNTRY Mechanically, the breakout operates the same
whichever direction the party chooses to drive
Dramatic Scene. The carriage waiting for the team
the tank. It operates similar to a Dramatic Skill
is Roberson’s Challenger 2 tank, named “The
Resolution using land vehicles (or beast riding if
Redcap.” It’s not exactly standard procedure to
horses are used instead). Each step is Standard DN
loan a four-Million Pound, 62 ton, heavily armed
10 difficulty, and the tank’s Fast (+2) does apply to
war-machine to just anyone, but he believes in the
this test.
mission, and surrounded by Aysle, no Ord could
get very far with it anyway. • Step A: Cross no-man’s land and avoid mass
enemy formations or large monsters.
“Just be certain to bring it back when you’re done, I’ll
• Step B: Smash through any small outposts
have hell to pay if I have to report that I misplaced it.”
guarding the roads to the destination.
Roberson gives an hour’s worth of lessons to • Step C: Move swiftly through the overgrown
any volunteers with adds in land vehicles, so they woods where transformed roads become
can drive it and shows anyone with adds in narrow.
heavy weapons how to load and fire the cannon. • Step D: Leave behind any forces still in
Those without adds may still learn and attempt pursuit.
to use the vehicle, but a Mishap for an untrained
There’s no hard limit to the number of turns it
driver high-centers the tank, forcing the crew to
takes to complete Step D and escape, but each turn
abandon it, and a Mishap on the gun destroys it.
the escape becomes more dangerous as Uthorion’s
If no one has an axiom that supports the tank, the
forces mobilize and get closer to the breakthrough.
offer is awkwardly withdrawn, and a much more
At the end of the first round, the tank and anyone
dangerous horse-ride is in order.
outside it suffer 5+1BD damage. At the end of the
second that becomes 10+1BD, then 15+1BD after

18
AFTERMATH
the third, and so on. An Opponent Fails card or a If Uthorion’s forces manage to destroy the tank,
Villain Setback stops this automatic damage for each hero has one last chance to make a Very Hard
one round. This isn’t a Chase, so a Last Ditch Effort (DN 16) stealth test to slip away while they celebrate
may be attempted if the conditions call for it! and burn the “corpse” of their foe. Anyone who
On the first round, three Lurks manage to latch fails, or who fell to damage riding apart from the
onto the tank. They can’t hurt it, but they do Stymie tank, is captured or killed. Alive or dead, Uthorion
its tests so long as three remain. Each round on the learns their secrets, and the forces of Light are
Villain’s turn, another three latch on, and if there going to have a bad year unless the survivors can
are ever nine or more, the tank’s tests become Very find reinforcements and complete the mission on
Stymied. Heroes may face the damage for people their own!
outside the tank and emerge to attack the pesky More likely the heroes escape to Bristol or London,
foes. If the heroes are in anything less than a tank, and the army of Darkness can’t afford to break
these lurks are normal opponents each round their encirclement of Oxford to chase them. The
instead! Dark Lord dispatches a team of Stalkers (see page
Inside the tank, the most important position is the 96) to catch the trail of the escapees and discover
driver. Not only is she the only one making the what they’re up to.
test to gain steps, but if she disconnects, the Where the Storm Knights head from
tank transforms into a small frigate—the here is up to them, but they know the
kind that floats on water—and is useless clock is ticking against both
for escape. One character may use the Tolwyn and Oxford.
machine gun on top of the turret
against lurks. Another two may
fire the main cannon and
the other machine gun to
support the driver’s test—
eliminating obstacles,
suppressing enemies, and
so on. A spotter may also
attempt to support the
driver with find or land
vehicles. The other, more
dangerous, role is going
outside to scrape lurks off
the hull!
• Lurks (3 per
round): see page
100.

TOLWYN
TANCRED

19
T
he group decides to seek out the acorn in
Norway. Their visit coincides with a meeting
of the clan leaders, called a “Thing,” and the
Delphi Council is recognized as an enemy clan—
and as such has the right to send representatives to

A VIKING THING
the Thing. The acorn is somewhere North of Oslo,
but Oslo is the starting point since that’s where the
Thing is being held. No fighting is allowed during
a Thing, so this is the best chance to check out
Norway and find the paragon item of Life before
it’s too late.

OVERVIEW
ACT TWO:
Scene One: Getting to Oslo isn’t easy, even without
a fleet of Viking raiders hunting for them. Ice is
thick this year, and sea monsters don’t respect the
“no-fighting” rules of the Thing.
Scene Two: The group attends the Thing and
meets the leaders of the different factions within
the Vikings. The Vikings have a problem too, and
the acorn seems the solution—but the man tasked
with recovering it is murdered!
Scene Three: A race is on between the heroes and
the different clans to be the first to claim the acorn.
However, not everyone has honorable intentions.
Scene Four: The Storm Knights reach the acorn,
but they aren’t there alone and have some tough
decisions to make.
Scene Five: Getting out proves more difficult than
getting in. Clan Bjanni and Uthorion’s stalkers are
waiting at the piers to stop the Storm Knights from
leaving—with or without the acorn.

SCENE ONE: ON A BOAT


Standard Scene. Aysle Dominant Zone. If the
group has already made contact with the Corsairs
in Act Five, that ship is their most likely means
of getting to Oslo. If not, or if things ended badly
with the pirates, there’s a longship—technically a
merchant ship called a knarr—docked in Bristol,
crewed with transformed sailors loyal to Core Earth
and happy to take on the mission to Dublin (Act
Three), the Isle of Man (Act Five). or Oslo for an
undisclosed price paid by the Delphi Council. The
ship is the “Wanderer,” captained by Dan Larsen.

20
Giants may get bigger when they are angry, unfortunately for everyone.

THE WANDERER each Storm Knight attempt a Strength test with


any adds in water vehicles added. The test is Easy
The ship only has a crew of five and spends most
(DN 8) in the Irish Sea and then Hard (DN 12) in
of its time under sail rather than using oars. The
the North Sea. Failure causes a Fatigue effect that
captain and crew test with water vehicles 10 when
doesn’t wear off until the hero spends more than a
necessary. The crew are all Ords, and Captain Dan
day back on dry land.
happily stands aside if a Storm Knight with adds in
water vehicles takes charge in an emergency. The most efficient course is to take the Wanderer
to Dublin, then the Isle of Man, then follow the
Top Speed: 10 kph (7); Tough: 15; Wounds: 3
northern shoreline and cut across to Oslo either
Very Large: Attacks against the ship gain a +4
with the Wanderer or Corsairs. It’s also possible
bonus due to its size.
to follow the shore south through the Aysle/
Maneuverability: –4 penalty to water vehicles for
Cyberpapacy mixed zone—especially if the crew if
defenses or chases.
afraid they’ll miss the Thing if they take too long
Passengers: 30
getting there.
Weapons: None.
The Vikings aren’t raiding at the moment, which
ALONG THE SHORE keeps encounters light for the journey. If they
travel south the Wanderer passes through a Reality
The journey by sea takes about two weeks in the
Storm with the usual effects. One of the corsairs is
Wanderer, or one week in a faster vessel. Captain
spotted in the Irish sea, headed north towards the
Dan charts the safest course possible, but the Irish
Isle of Man to divvy up some spoils and do some
Sea, and especially the North Sea, are rough and
carousing, so they’re not interested in the unladen
dangerous thanks to constant reality storms. Have
Wanderer.

21
THERE’S ALWAYS A KRAKEN Attributes: Charisma 5, Dexterity 8, Mind 5(A),
Spirit 10, Strength 16
The trip to Oslo doesn’t quite go uninterrupted. The
Skills: Dodge 10, find 8, maneuver (12), stealth 10,
first sign that something is amiss is an overturned
trick (10), unarmed combat 13
hull in the water ahead—a fishing schooner by
Move: —; Tough: 16; Shock: 14; Wounds: 4
the size of it. Captain Dan means to get closer and
Equipment: —
look for survivors, but will grudgingly comply if
Perks: —
the team takes the less heroic option of skirting the
Possibilities: Never
area to keep a low profile.
Special Abilities:
There are no survivors in sight, and if a Storm • Bite: Damage Strength +2 (18), only against
Knight is brave enough to swim down into the Restrained targets.
cold water (automatic Fatigue) and investigate the • Fear: Kraken are nightmares of the sea. When
wreckage, there’s no bodies aboard, and signs of a massive tentacle first snakes up onto deck test
significant damage—the mast is snapped and the willpower or Spirit or become Very Stymied.
roof of the cabin is missing. Give the hardy soul a • Mindless: Kraken are immune to intimidation
Possibility for the effort! and taunt interactions.
As the swimmer is investigating or any other time • Tentacles: The creature’s lashing tentacles
that’s dramatically appropriate, the culprit makes may target up to four foes, up to eight meters
its appearance, a monstrous, giant squid! Captain away without suffering Multi-Target penalties.
Dan calls it a kraken, even though this beast isn’t of Tentacles default to a grappling attack, so a
quite the mythical proportions that name evokes. Standard hit deals Strength −2 damage (14), a
Good hit deals the full 16 damage and Restrains
The creature wraps its tentacles around the ship,
a foe, and an Outstanding hit also Stymies the
trapping several crewman, and unless it’s dislodged
target. A kraken may Multi-Action to use both
quickly, the Wanderer is doomed. Freeing the ship
its Bite and its Tentacles in the same round.
takes the form of a Dramatic Skill Resolution, but
• Swim: Speed 10 in water.
instead of a regular skill test, each step requires an
• Very Large: Attacks against the kraken gain a
attack that deals 16 or greater damage to resolve!
+4 bonus. Targeting tentacles with a Called Shot
If all four steps, each representing a tentacle,
has no bonus or penalty, and a Wound reduces
aren’t resolved within five rounds, the ship goes
the number of tentacle attacks the creature may
down, the kraken devours the crew, and the Storm
make.
Knights are left to their fates.
While that’s going on, the beast attacks the heroes ENTERING PORT
with its other four tentacles! Only one character There are hundreds of longships docked in Oslo.
may try to complete the current Step as usual, but The Wanderer isn’t hassled by patrols, and is
anyone can attack the monster itself. If it takes three allowed to anchor without incident. If the Storm
Wounds or is KOed, it retreats under the waves Knights don’t mention they’re attending the Thing,
and won’t hassle any other vessels for a long time. Captain Dan is sure to mention it—his crew looks
Viking enough, but he isn’t taking any chances.
KRAKEN If the Wanderer was destroyed by the kraken, a
This kraken is huge, but not mythical in size—only longship picks up the surviving heroes. They’re
about 15 meters long. It’s learned to capsize small taken prisoner unless someone thinks to mention
ships and then feast on the sailors as they swim for that they’re representatives for the Thing, after
safety. The creature’s thick shell isn’t applied to which the captain grumbles and offers to take them
its statistics, since most attacks are directed at its back to the port for the proceedings.
tentacles or flesh. Its face and body usually remain
submerged during an attack, so attacks against the
creature itself suffer a –2 penalty from atop a ship.

22
SCENE TWO: COLD
FIGHTING AT THE
SHOULDER
Standard Scene. Aysle Pure Zone. Even from
THING
the water, the mighty Strumsted fortress is Any attack, including perceived witchcraft,
visible, arching into the sky like Uthorion’s Dark brings the combined might of the thousands of
Fortress in Liverpool. Oslo stretches out around Vikings present—including Uthorion—down
the fortress, with halls, homes, and smoke from upon the heroes. If there’s only one offender,
hearths throughout the valley. The entire city is they are executed on the spot by Judges of the
transformed—the Vikings made short work of the Thing after a short “trial,” but a dead hero
many hardpoints from the old city. The population does at least offer the disgraced group an
has also largely transformed and adapted by this opportunity to go north into Kjollen without
point. further trouble. If the whole group fights, they
must flee or their adventure ends here. The
At the docks the Storm Knights are met by a
ritual can proceed—with difficulty—without
heavily armed group of berserkers, who gruffly
the acorn, or they could try another way.
ask the intruders’ business. They grudgingly admit
that all are welcome in Oslo—for the moment— Breaking the peace of the Thing also counts as
because of the Thing, but warn that violence at a a stain on the Delphi Council’s reputation with
Thing is forbidden. He who strikes a blow shall be the Vikings and puts an end to the desire of
killed, and their clan must transport the remains to any clan to support them over Bjanni.
Kjollen where the dishonored dead are taken. Before a hero rolls an attack, remind them
The crew of the ship elect to remain behind and of the potential consequences, and allow one
keep the ship ready to sail at a moment’s notice. If last chance to stop. Likewise, the Vikings
asked any questions about Oslo or the Thing, the themselves are on edge and frustrated. The
dock guards jeer that they’re warriors. If anyone right taunt gets a Viking to strike—and he’s
wants to try to split hairs on what counts as dealt with swiftly and harshly as above. In
violence—fists, blades, magic—they just grin and most circumstances even a Player’s Call won’t
taunt the heroes to try something and find out. get a Viking to attack. Instead he stalks away in
a rage and plots future revenge.
For lodging, the visitors may stay on their boat—
assuming they still have one—or stay in the city
itself. A hall has been set aside for emissaries, and
if they end up staying at it, Naddodd (see page
32) the frost giant is camped outside as well.
• Some clans have considered breaking away
The main focus of the Thing is a square near the from Thorfinn and going it alone or joining the
gates of the Strumsted. Each clan gathers there as Delphi Council instead.
speakers take to a mound to make arguments and
• Finally, the acorn that fell from the sky. All
attempt to sway the crowd. Up until now the Thing
the Vikings seem to agree it’s from Yggdrasil
has focused on territorial boundaries and resolving
and note the gloom storms that plague Kjollen
some long-standing squabbles between the clans,
have moved southward—but don’t touch the
major and minor, but as the Thing nears its end
valley where the object fell.
there are three major topics left to address the next
day, all of them relevant to the Storm Knights:
THE LOUDEST VOICES
• Most of the clans have requested that Thorfinn
rescind his order that dead who aren’t slain in While navigating the Thing, certain leaders stand
battle be buried in the dangerous lands to the out from the crowd.
north.

23
THORFINN BJANNI the Judges’ attention either. She’s most interested
Angar Uthorion himself is present at the Thing, in ending the practice of burying dead in Kjollen.
watching over his clan and making sure he doesn’t See page 32.
lose popular support among the Vikings. He
speaks little, and laughs off any charge of being HEKKR “MAUL-HAND” STURLOUDIR
Uthorion, with the statement that it’s not so bad Maul-Hand doesn’t have much to say, but he says
to be accused of being the man in charge of this it at the top of his lungs at all times. As leader of
glorious raid which has brought so much wealth his clan, his main concern is the spreading gloom
to his people. If something unexpected occurs and storms, since there’s nothing there for men to fight.
Uthorion’s combat statistics are required, see the They simply lay down and die in the darkness,
Aysle Sourcebook. losing any chance at an honorable death. He desires
the acorn, believing it can protect his people from
TROFASTR BJANNI such a fate. See page 32.
Bastard son to Thorfinn, Trofastr leads the clan
while his “father” is away at the Dread Covenant A NIGHT OF REVELS
in Great Britain. He’s ambitious—perhaps too
Beginning in the evening, the Vikings drink, sing,
ambitious—but ultimately loyal to the creature he
and boast of their victories. The Storm Knights may
believes is his father. See page 32.
join in the festivities or sit them out, as desired.
THE JUDGES Naddodd the giant has no place in tables or around
Judges of the Thing are drawn from across the the fires, and so he sits in the courtyard by the long
clans, and are usually skalds. Judges usually are house, grumbling to himself and anyone who
seen but not heard, unless the sacred rules of the listens about the plight of the chained giants.
Thing are violated in some way. They call out Boasting is a test of persuasion, and is akin to
for people to speak at the mound and adjudicate spreading tales of Glory. Anyone with the Story
executions should violence break out. They remain Teller Perk is Favored for the test. A success gains
silent unless enacting their official duties. acceptance from the Vikings, and prompts a
rebuttal of a tale of defeating a Core Earth warship
NADDODD under cover of a magical fog. A Good result marks
The emissary of the Storm Giants. He came hoping the Storm Knight as the clear victor, and earns some
to secure the release of the Chained Ones— respect around the city, along with a Possibility. An
frost giant thralls of the Bjanni clan, used in the Outstanding result gives the Vikings serious pause
Strumsted fortress and in sieges. The Bjannis to consider the power and abilities of the Delphi
weren’t interested in any hostage exchange, so Council. Persuasion tests are Favored for the rest of
now he’s seeking other means, including getting the Thing.
the acorn and trading it to the Vikings, in exchange
for freeing some of the giants. He’s a glum creature, Those partaking in drink must make a Strength or
always quick to point out someone’s mistakes or Mind test (player’s choice) to moderate or tolerate
assume the worst possible result of anything is the consumption of alcohol. Failure leaves the hero
what will happen. See page 32. Stymied all morning the next day.

INGARTA SJODREKKA MEETING AT THE MOUND


The charismatic leader of the Sea Dragon clan,
The next morning everyone gathers, and the Judges
Ingarta is chaffing under Bjanni’s leadership, and
announce the next topic of the Thing: burial of the
regrets taking her people over the maelstrom
dead. Currently those who fall in battle have the
bridge on this endless raid. Trofastr has attempted
right to a pyre or to be left on the battlefield. The
to broker a secret alliance with her during this
rest are to be taken to Kjollen, the Graves to the
Thing, which is technically against the rules as all
north. This places a heavy burden on the village
dealings must be publicly addressed at the mound.
young, elderly, and farmers.
She hasn’t agreed but hasn’t brought the matter to

24
It is Thorfinn himself who puts the matter to rest Next, the Judges call for the Delphi Council envoys
immediately. to take the mound and make their case to any clans
“The edicts of the Dead don’t just come from Angar who wish to join them. This may feel like a surprise
Uthorion, Lord of the Lower Dark. They come from to the characters, and that’s how the clans prefer it.
the gods. The same vision that told me of the Great They intently listen to any facts the Storm Knights
Raid, and the torrential bridges that brought our wish to present, and then the questions begin:
ships here to this land of gold and plenty, also spoke What portion of the spoils and thralls taken during
to me of death here. Our strength in battle is from our raids does the Delphi Council keep?
warriors. They not only go to the glorious afterlife, but As allies, how does the Delphi Council intend to
for each who falls, two of our foes in this world become keep the clan from falling to other Vikings?
enlightened and transform to embrace our ways. We
have all seen this happen! Can they offer treasure or magic as an incentive to
join? Perhaps a map to other areas to raid?
“But for every one of us who falls to sickness or
age, our enemies grow stronger instead. The gods What does the Delphi Council intend to do about
themselves shun these souls, and the only way they the frost giant menace? (Naddodd is particularly
may be redeemed is through Kjollen. There is no debate interested in the answer to this question.)
to be had here, only the hard path of ice and courage, After answers are given, the heroes may make a
and the weak path of death and defeat. I welcome any single, Nearly Impossible (DN 20) persuasion test
who would walk the other path say so now and leave to sway the crowd. On a success, Ingarta declares
our alliance.” that the Sea Dragons shall leave the alliance and
No Vikings have a reply to this, and the Judges test the Storm Knights’ claims. The rest of the clans
quickly poll the clan leaders for any who wish to discuss silently and intently, but no others are near
break with the clans. None do. to switching sides.

INGARTA AND MAUL-HAND

25
THE ACORN MATTER needed along the way or a Standard Strength test to
tough it out. Failure results in Fatigue.
Finally the Judges call out to address reports that
an Acorn of Yggdrasil has fallen near Kjollen, and This race isn’t done as a Chase, but as a series of
to discuss what the portents mean and which clan three decisions. For each one the group can choose
should possess this boon. Thorfinn again speaks, the Fast option or the Slower option. Choosing all
and ends the debate as swiftly as he ends most the Fast options wins the race, otherwise someone
duels. else reaches the valley first. The heroes don’t know
the exact mechanics of this, but impress upon them
“The Norns gifted me with visions of this event too.
that each decision is either gaining them time or
The rumors are true, the object that fell is a seed of
losing it.
Yggdrasil itself. It fell in the Hallingdal valley, and
no gloom ice may overtake the valley in which it takes If one of the heroes is extremely fast—the flight
root. Pulp Power for example—they might go on ahead,
essentially taking the Fast option on all three
“Such a treasure is a gift from the gods, and so it’s
encounters. It takes long enough to find the acorn
fate must not be decided by squabbles and favors. It
itself that whoever is next on the scene arrives as
must be decided by valor. I propose any clan who
it’s discovered. Hopefully the first group on the
wishes to claim it, come forward now and let the race
scene is the rest of the heroes!
for it begin!”
All the clans readily agree, and several contenders DIRTY POOL
step forward: Trofastr for Bjanni, Ingarta for the
Sea Dragons, Maul-Hand for the Sturloudirs, The northern mountains are covered in thick
Naddodd for the giants, and of course the Storm blankets of snow but aren’t especially difficult to
Knights, unless they mean to pursue the prize cross. The most efficient route the characters can
by clandestine means. All but Naddodd are devise follows a high mountain pass, and offers a
accompanied by five to ten of their best warriors. surprising opportunity: one of the other groups is
ahead of them, but below, and the conditions on this
Thorfinn notes with a wicked smile that the Thing face of the mountain are prime for an avalanche.
remains in effect until the victor returns—but the
no violence rule only applies within Oslo. What It wouldn’t take much, a large shoved rock, a burst
happens elsewhere is beyond the sway of the of gunfire, or a spell, and half the snow on the peak
Judges. With that the clans all beat their shields would tumble down onto the other group. Such an
and roar, and the race is on! avalanche could conceivably kill the Vikings, but is
certain to cut them off and slow them down. A find
test (Easy DN 8 if the group has binoculars, scopes,
SCENE THREE: SECOND or something similar) identifies the competitors as
Ingarta Sjodrekka and her Sea Dragons.
PLACE IS THE FIRST • Fast: Start the avalanche. Ingarta arrives in
LOSER Hallingdal for the showdown, but she’s alone.
She has no idea the Delphi Council caused the
Standard Scene. Aysle Dominant Zone. Each
avalanche unless they admit it, but she suspects
group takes a conspicuously different route out
them if they used gunfire to trigger it.
of Oslo, towards the mountains and valleys to
the north. Acquiring a map of the region, or just • Slower: Let the opportunity pass. Honorable,
following roads to Hallingdal, is simple enough but Ingarta and her team have a good head
and doesn’t require a test. It’s chilly inside Oslo start, thanks to their shortcut.
valley, but once into the mountains, it becomes
actively cold. Characters who don’t already have NO GOOD DEED
supplies and cold-weather gear can either make a
Another dilemma faces the Storm Knights along
Very Easy (DN 6) persuasion test to acquire what’s
the way. There are fresh tracks in the snow—

26
too many to miss, so no test is required. There happy to retreat indoors and serve warm drinks
are streaks of blood and chips of bone along the and sing cheerful songs as the storm rages. Even
tracks, indicating it’s a force of at least a dozen farther down the road cabins and small villages dot
undead, probably gospog. A standard tracking test the land, and no one turns away strangers when
determines there are 24 of the creatures total. A the Gloom is falling.
Good Success or better identifies them as draughrs • Fast: The heroes risk the storm and press on
rather than gospog. through the snow. Treat this as a four hour
The village of Gol is just off the Storm Knight’s Gloom Storm. Each hour, a character must
route and directly along the path of the tracks. test survival (based on Spirit rather than Mind)
Even without a map, distant smoke from chimneys or lose 1 Possibility. If a character has no
alerts the team there’s a settlement that way. Possibilities the storm deals 1 Wound, which
• Fast: The Storm Knights don’t need to engage can’t be recovered by any means other than
at all, and can continue on their primary natural healing. The group may seek shelter
mission. The village might be fine. after any hour, but that means going slower.

• Slower: The team diverts to pursue the • Slower: The group remains indoors by a fire
monsters and protect Gol. This takes valuable as the storm passes. It’s dark by the time the
time, even if the combat is storm is done, but the return of
resolved quickly. They catch color shows the danger has passed.
up just as the undead are The only evidence of of the storm is
arriving at Gol. The creatures a few gray, utterly still birds, perched
intend to slay one person each in trees where they perished.
and then drag the bodies North for
their own purposes. The village is AND THE WINNER IS...
grateful for any intervention, and If the heroes took the Fast option in
offer warm coats for any who don’t all three encounters, they arrive
have one, but they don’t have in the valley first. Of the others,
anything that speeds the heroes Ingarta arrives first, then Maul-
on their way. Hand, and finally Naddodd.
• Draugr (24): See page 31. Trofastr never intended to head
for the site—he’s waiting back in
DARK TIMES Oslo to take the acorn from the
winner.
It’s growing dark as the team closes
in on the valley, and storms brew If the group took one Slower
overhead. Here, closer to Kjollen, the option, Ingarta is first on scene to
roiling clouds produce softly falling claim the prize. With two Slower
snow, and the colors of the landscape options Maul-Hand and Ingarta are
begin to fade into a dull gray. This battling over the spoils when the
is a Gloom Storm. The heroes have heroes arrive. If all three Slower
likely heard of this phenomenon, options, Naddodd is on his way
but even if they haven’t, they feel back to Oslo to use the acorn
a creeping despair and dread as ransom.
as the snow falls, and every Whatever the order
instinct in their body tells them of arrival, the struggle
to seek shelter. to get and keep the
On the bright side, shelter is paragon item occurs
readily available. If they as a separate scene.
helped Gol, the village is

27
SCENE FOUR: the Storm Knights’! Savvy negotiators may offer to
give Ingarta the acorn after the ritual is complete—
POSSESSION IS NINE if the ritual doesn’t destroy all the components. (It
does.) A character with any magic skill can hazard a
TENTHS guess with a Near Impossible (DN 20) test to guess
Dramatic Scene. Aysle Dominant Zone. The valley the price of substitution, or whether the acorn may
of Hallingdal is relatively warm, similar to Oslo. survive the ritual.
No snow clings to the ground. The grass is green
and lush, and the trees look much healthier than MAUL THEM ALL
those that have weathered Gloom Storms. Clear
rivers and lakes run through the forested valley, Once negotiations with Ingarta conclude (or
and mundane wildlife is abundant here. break down) coarse laughter heralds the arrival of
Maul-Hand Sturloudir and his team of berserkers.
It takes time for the first person on the scene to Sturloudir has been itching for a fight for weeks
locate the acorn. It’s nightfall by the time the first thanks to the Thing, and he’s not about to pass up
people arrive, and seeking it at night isn’t possible. a chance to slake his thirst for blood. The acorn is a
The true object is at the center of a ring of good bonus, but no offer to give it up is tempting to him,
weather and bountiful life, so a flying character or it just encourages him to attack even faster.
a swift tracker can narrow down its location very
quickly. There’s a small crater where it landed, and If the heroes are the third to arrive on the scene
it takes time to dig through the disturbed dirt to Maul-Hand is attacking Ingarta as his men cheer
where the acorn is embedded. him on. She’s alive and fighting—barely—but falls
quickly if the Delphi Council doesn’t intercede.
There are plenty of acorns in the valley, but the Even once they do, she’s too hurt (2 Wounds) to
correct one has an unmistakable magical aura. Still, join the battle unless the Storm Knights attack her
another acorn might be substituted temporarily for or try to steal the acorn for her, in which case she
the real one with persuasion or alteration contesting joins the Sturloudirs against a common foe!
the opponent’s find. Divination automatically sees
through the ruse unless alteration is used. There’s no surprise attack here unless the group
approach with stealth. The berserkers are enjoying
the match, but not to the exclusion of doing their
THE SEA DRAGON CASE duty and keeping watch for the other participants.
The first person to reach the acorn has the legitimate • Ingarta Sjodrekka: see page 32.
claim, either the Delphi Council or Ingarta. Ingarta
is alone. The rest of her team were either killed in an • Maul-Hand Sturloudir: see page 32.
avalanche or fell to the Gloom Storm. If she arrives • Sturloudir Berserkers (2 per Storm Knight):
first she’s wary of the heroes, and argues that she see Berserkers on page 31.
won the acorn fairly, and if the Delphi Council is
honorable they’ll respect her claim and let the Sea A BIG PROBLEM
Dragons retain custody.
The ground shakes as Naddodd the giant finally
If she’s the second to arrive she acknowledges arrives. He’s twice as tall now as the when the
that the Delphi Council won, but beseeches them group last saw him. Some giants, the reality-rated
to give the acorn to her clan. With it they can bury type, can change size and grow larger when they’re
their dead as Bjanni demands without fearing the ready to fight. Naddodd definitely looks ready for
Gloom Storms and other dangers of Kjollen. a fight.
Whichever side has the advantage, make the heroes The exact timing of his arrival is up to circumstances
justify their insistence to keep the acorn. They don’t and the GM. A Setback for either side could
know it yet, but if they choose to let her have it, it’s bring the giant lumbering into the battle with the
possible for the ritual to go forward, but it’ll cost a Sturloudirs, and he strikes first at whichever side
life instead—either Wyrwind’s or possibly one of drew the Setback. Afterward he attacks one Storm

28
Knight and one berserker each round unless one recover and eventually make their way back to
side or the other becomes a clear threat to him. their clans.
If all the Sturloudirs have fallen it’s possible to Naddodd’s people have no tradition of taking
negotiate with Nadodd. He wants the acorn just as hostages or paying “the man price” for someone,
Ingarta does, but he only wants it so he can ransom but he tersely grunts his gratitude if revived. He
it for the release of several Chained-One giants makes one final plea for the acorn, in hopes of
enslaved at the Bjanni fortress. Unfortunately, that freeing his fellow giants, but doesn’t press the
would put the item in Bjanni hands, where it’s matter if refused.
unlikely the Storm Knights cold ever recover it. None of the vanquished attempt to bother the
Unlike Ingarta, he’s confident he can win a fight group again, and they don’t return to Oslo,
with all the tiny creatures here and uses threats preferring to skulk back to their clans without
as his primary point of negotiation. “Just give making a spectacle in front o f the Bjanni. One thing
me the bauble or I’ll stomp you all into paste and they all agree on: Trofastr is neither honorable nor
then spread you on my bread!” Without a Near trustworthy, and the Storm Knights should expect
Impossible (DN 20) persuasion test backed up by an ambush of some kind at their ship the moment
a good idea or a Near Impossible intimidation test the Thing is over.
to convince the giant he doesn’t have quite the
advantages he thinks he does, things turn violent
again. SCENE FIVE: CLEAR
If the Storm Knights took all three Slower options SAILING
they’re last to the scene, and Naddodd has the
acorn in his possession. Ingarta’s broken body lies Standard Scene: Aysle Pure Zone. The trip back to
by the crater. She’s still alive, barely. Maul-Hand Oslo is uneventful—assuming the Storm Knights
and his men are in hiding, hoping to ambush the go back. Their ship is waiting for them, but it’s
giant on the return trip. If challenged about Ingarta, possible to divert to another port and try to hire
Naddodd just shrugs, and answers any inquiry someone or cross to Sweden and then into Core
about the acorn with “None of your stinking Earth Europe without a ship at all. Such a journey
business!” takes time but avoids potential ambushes and gains
an airdrop from Germany to their next destination.
• Naddodd: see page 32.
Most likely, however, they return to gather
any of their remaining belongings and the crew
THE FALLEN of whatever ship they arrived with. Oslo is no
Ingarta and Maul-Hand are both important longer quite as busy. The Thing isn’t officially
figures to the Viking Clans, and Naddodd, though over, but the smaller clans have left or are in the
belligerent, is a moderating voice for the frost process of leaving. The Bjannis remain since this
giants. Some or all of them are likely to fall in battle is their territory, along with the Sea Dragons and
here, and it’s up to the heroes if they’re taking steps Sturloudirs, waiting for their victorious champions
to keep any of them alive. to return. Thorfinn Bjanni is no longer in the city—
If Ingarta or Maul-Hand are defeated but revived, the business of the Dread Covenant awaited him,
they expect to be ransomed back to their clans and there was no more pressing business for him
by the Delphi Council for gold—in fact they’re at the Thing.
disappointed, bordering on insulted, if that isn’t
the heroes’ plan. If released, each owes the group INGARTA VICTORIOUS
a favor. If the Storm Knights are ever defeated by If Ingarta holds the acorn, a feast is organized, and
Vikings, the fallen character should reappear and she’s heaped with praise. Trofastr makes no move
set them free, declaring things even. If simply against her while her clan is present, but he’ll take
left alive, the valley is pleasant enough that they his ire out on the more vulnerable Storm Knights

29
before they leave—see Bon Voyage, below. The Sea bonus on the find step. A connection or other means
Dragons aren’t close enough to help with that fight of inside information grants +2 bonus. Extra people
directly, but spread word of Trofastr’s treachery to can come along to assist or take different steps, but
the other clans, sending more Vikings to the Delphi each extra person is a cumulative –2 penalty to all
Council’s side. steps. If the job isn’t finished within five rounds the
Ingarta doesn’t return without the acorn. Her intruder is caught and never seen again. Thieves
clan appreciates it if the heroes inform them of beware!
her condition and whereabouts—unless they were
responsible for her death and defeat. BON VOYAGE
Whether victorious or not, it’s in the Storm Knights’
NADDODD VICTORIOUS best interest to get out of Oslo as quickly as possible.
Things are a little trickier if Naddodd has the acorn. Unfortunately, no matter how quickly they move
He’s a good diplomat for a frost giant, which is there’s one obstacle in their way: Trofastr Bjanni.
to say he’s a terrible diplomat. He demands the He and his men are loitering on the docks in front
release of all the Chained Ones in exchange for the of the heroes’ ship, weapons at the ready. There are
acorn. Trofastr offers one giant’s freedom instead— Judges looking on, but any appeal to them or to the
Naddodd’s choice. He hopes to goad Naddodd truce is met with a sneer from Trofastr:
into violence, and then the whole Bjanni clan can “You heard my father. The Thing ended once the
fall upon him and take the acorn as spoils. That victor returned. Now die!”
plan works unless the Storm Knights intercede in
some way. Persuasion on the giant forces Trofastr On the bright side, the docks are mostly populated
to trade five Chained Ones for the acorn, 10 on a by other Viking clans right now. None are swayed
Good Success and 15 on an Outstanding Success. to help the Delphi Council, but neither are they
Neither side is particularly happy about the deal, interested in aiding Bjanni. The heroes can escape
but they each grudgingly agree. Naddodd is on their ship after a Chase against a fully crewed
quietly grateful. Trofastr swears revenge for the Longship led by Trofastr with statistics similar to
intrusion into Viking politics—and takes it in Bon the Wanderer’s (see page 21), or fight where they
Voyage, below. are on the docks. If they win, no Vikings attempt
pursuit.
Without the acorn Naddodd doesn’t return to
Oslo at all, and trudges north to rejoin his people • Bjanni Berserkers (2 per Storm Knight): see
if he survives. Berserkers on page 31.
• Stalkers (varies): If this is the first treasure
HAVE FUN STORMING THE CASTLE sought, the Uthorion’s Stalkers don’t appear.
A deal between the giants and Trofastr leaves the If it’s the second or third, one Stalker and
acorn with the Bjannis, which the heroes may then two Howlers per Storm Knight arrive to aid
wish to liberate. It’s held inside the Strumsted: Trofastr. If it’s the fourth item, any surviving
part maelstrom bridge, part fortress. It has sheer named Stalkers join the battle as well.
walls, magical defenses, and countless Viking
guards. Penetrating the fort to gain the treasure is • Trofastr Bjanni: see Berserkers on page 32.
a Dramatic Skill Resolution. Three of the steps are
Near Impossible (DN 20) stealth tests. Step C is a
Near Impossible (DN 20) find test instead.
Invisibility grants a +6 bonus on stealth steps. Other
preparations such as wall crawling spells or items
grant a +2 bonus. The steps are minutes apart, so the
spells only apply if the caster goes inside. Likewise,
pathfinder or similar divination spells grant a +6

30
Naddodd, Maul-hand, and Ingarta all have a claim, do the StormKnights try to ally with one of them?

AFTERMATH Perks: Smasher, Vengeful


Possibilities: Rare (2)
With or without the acorn, the Thing is over, and Special Abilities:
its suicide to stay in Viking controlled territory any • Berserker: These warriors ignore Shock.
longer. A ship can travel directly to London from
here, or back around to the Isle of Man or Dublin as DRAUGR
needed. If Trofastr survives the confrontation, he
Attributes: Charisma 4, Dexterity 8, Mind 4, Spirit
loses favor with Uthorion, and totally blames the
8, Strength 12
Storm Knights for his shortcomings.
Skills: Dodge 9, find 6, maneuver 9, melee
weapons 11, missile weapons 10, stealth 9, trick
THREATS (7), unarmed combat 9 water vehicles 9
Move: 8; Tough: 14 (2); Shock: —; Wounds: —
Equipment: Battle axe (Damage Strength +3/15),
VIKING BERSERKER medium shield (+2 defense bonus), chainmail
Attributes: Charisma 6, Dexterity 9, Mind 7, Spirit (Armor +2)
8, Strength 10 Perks: —
Skills: Dodge 10, intimidation 13, maneuver 10, Possibilities: Never
melee weapons 12, stealth 10, survival 8, taunt Special Abilities:
(11), unarmed combat 10, water vehicles 11 • Bite/Claws: Damage Strength +2 (14).
Move: 9; Tough: 11 (1); Shock: —; Wounds: 1 • Fear: These eerie creatures cause instinctive
Equipment: Animal hide (Armor +1), great axe fear. Test willpower or Spirit or become Very
(Strength +4/14, stymies on a hit). Stymied.

31
• Mindless: Draugr are immune to intimidation NADDODD
and taunt interactions.
Attributes: Charisma 6, Dexterity 8, Mind 7, Spirit
• Relentless: Draugr ignore Shock.
10, Strength 22
• Undead: Draugr are immune to poison and
Skills: Dodge 10, intimidation 20, find 8, melee
other effects that require breathing, eating, or
weapons 16, reality 12, taunt 11, trick 10, unarmed
other “living” processes.
combat 12
INGARTA SJODREKKA Move: 10; Tough: 25 (3); Shock: 16; Wounds: 4
Equipment: Giant armor (Armor +3, Torso and
Attributes: Charisma 8, Dexterity 10, Mind 8, Legs), giant maul (Strength +5/27, Small Blast)
Spirit 12, Strength 12 Perks: Berserk, Endurance, Relentless
Skills: Dodge 15, intimidation 17, maneuver 14, Possibilities: 5
melee weapons 18, missile weapons 15, reality Special Abilities:
14, stealth 12, taunt `13, trick 13, unarmed combat • Dread: When this creature is present, any
13, water vehicles 15 Standard Scene immediately becomes a
Move: 10; Tough: 16 (2); Shock: 14; Wounds: 3 Dramatic Scene instead.
Equipment: Chainmail (Armor +2, Torso), • Immunity: Frost giants are immune to the
longsword (Damage Strength +3/15), medium effects of cold weather and attacks based on
shield (Defense and Toughness +2) freezing.
Perks: Endurance, Shield Mastery, Vengeful, • Very Large: Naddodd usually stands 8 meters
Whirlwind tall, but when in battle he grows to nearly
Possibilities: 3 20 meters tall! Anywhere within that range,
Special Abilities: attacks against him gain a +4 bonus.
• Gloater: When taunt or intimidation are
Approved Actions, the skald may affect the TROFASTR BJANNI
entire party without a Multi-Target penalty.
Attributes: Charisma 9, Dexterity 10, Mind 8,
Affected heroes lose a random card from their
Spirit 12, Strength 11
hand.
Skills: Dodge 15, intimidation 17, maneuver 15,
MAUL-HAND STURLOUDIR melee weapons 18, missile weapons 15, stealth
12, reality 15, taunt `15, trick 15, unarmed combat
Attributes: Charisma 6, Dexterity 10, Mind 8, 13, water vehicles 15
Spirit 12, Strength 13 Move: 10; Tough: 13 (2); Shock: 14; Wounds: 3
Skills: Dodge 15, intimidation 18, maneuver 13, Equipment: Chainmail (Armor +2, Torso),
melee weapons 18, missile weapons 15, stealth longsword (Damage Strength +3/14), medium
12, reality 13, taunt `13, trick 13, unarmed combat shield (Defense +2)
13, water vehicles 15 Perks: Endurance, Vengeful
Move: 10; Tough: 15 (2); Shock: 14; Wounds: 3 Possibilities: 3
Equipment: Chainmail (Armor +2, Torso), maul Special Abilities:
hand (Damage Strength +3/16, melee weapon) • Gloater: When taunt or intimidation are
Perks: Endurance, Relentless, Vengeful, Whirlwind Approved Actions, the skald may affect the
Possibilities: 3 entire party without a Multi-Target penalty.
Special Abilities: Affected heroes lose a random card from their
• Battle Leader: Allied Vikings within 10 meters hand.
of Maul-Hand are spurred to extra exertion, • Minions: The chief may transfer any hit to a
and deal +1 damage with any Strength based lackey within a few meters if he succeeds at a
weapon. reality test.
• Minions: Maul-Hand may transfer any hit to
a lackey within a few meters if he succeeds at a
reality test.

32
BATTLES AT SEA

The Storm Knights may spend a significant amount of time on boats in Revenge of the Carredon,
and there are both expected and potential encounters between ships that may occur. Here are a
few tips and tricks for naval combat in Torg Eternity.
The first factor is which ship spots the other first. This is a contest of find between the lookouts of
each vessel. The winner may choose to start at Step A (see below), Step B if victorious by a Good
margin, or Step C with an Outstanding win. Others may assist the designated lookout, but must
test to help out and suffer a –4 penalty without the height afforded by the lookout’s perch.
Ships maneuver using the Chase Rules. Assume each Step is a difference of 200 meters for ranged
attacks. So if one ship was just starting (no Steps complete) and another had completed Step B
that’s a difference of two steps or 400 meters. Two ships on the same step are only 50 meters
apart. The DN for gaining a step is the Speed Value of the fastest ship, as usual. The captain
usually makes the water vehicles test, but a helmsman may roll instead and any crew who can help
by rigging the sails or any other means may assist normally. Remember if a Step doesn’t appear
performing the current Step counts as an Approved Action for cards!
A ship that’s ahead on Steps may fire all its weapons at opponents on lower steps, even though
they may be mounted on opposite sides. Rounds in the battle are long enough for the craft and
bring both sides to bear at different times from its superior position. Ships on equal or lower
Steps may only fire with half their weapons, rounding always up. Reload time counts normally,
even though the rounds in a battle may be longer than 10 seconds.
When a ship completes Step D it has a choice: it may escape from any pursuit or use its position
to cut the distance and ram and/or board another ship. Once a boarding action starts it’s resolved
as a combat encounter between the two crews. Other ships don’t participate unless a Setback
brings reinforcements to one side or the other.
There’s no maximum number of turns in this kind of chase, and one extra option if a ship wants
to close range but not board: a ship may test to gain any lower Step that appears on the Drama
card, not just the next Step up. Thus a ship that completed Step C may choose to drop down to
Step A to brings cannons into range if A appears on the card—or wait to complete Step D and
start a boarding action.
Dilemmas still apply, and represent damage from distant shots or accidents during the
furious pace of combat. A Critical Problem could represent terrible wind direction or becoming
temporarily entangled in a magical Sargasso Sea, a Complication could mean damaged sails or a
strong current, a Potential Setback could be a whirlpool or a brewing storm, and so on.
If the craft doesn’t have the minimum crew needed its water vehicles test suffers a –4 penalty.
Storm Knights with water vehicles may count towards crew. Those without may test (DN 10) to
count as crew each round. Crew beyond the minimum don’t grant bonuses to Combined Actions,
but Storm Knights who participate do.

33
T
he heroes must travel to Ireland (also now
called Elfame) to ask the Fae Court for
the scroll from Wyrwind’s divination. It’s
supposed to be in the possession of the Fae Court,
but a powerful, evil hag named Jinny Greenteeth

FORBIDDEN ISLE
has possession instead. To convince her to divulge
the true name, the party must perform a dangerous
task for her, and along the way they introduce a new
wrinkle to the relationship between two High Lords.

OVERVIEW
ACT THREE:
Scene One: Arriving in Dublin, the Storm Knights
seek out the scroll in the Fae Court, but it’s no
longer there. They must seek out Jinny Greenteeth
to see if she has it.
Scene Two: The Storm Knights arrive in Killarney
to find the town besieged by enraged elves.
Scene Three: Before the Storm Knights can leave
Killarney, they must defuse the tense standoff and
get to the bottom of the conflict.
Scene Four: The Storm Knights brave Jinny
Greenteeth’s terrifying swamp. When they at last
meet Jinny, she promises the information they seek
in exchange for a favor: She wants them to uproot
a nearby Nightmare Tree.
Scene Five: As they prepare to attack the tree,
the Storm Knights encounter Uthorion’s Stalkers
—who offer a surprising call for a partnership to
defeat the Nightmare Tree’s evil.

SCENE ONE: HOUSE OF


LEAVES
Standard Scene. Aysle Dominant Zone. Following
Wyrwind’s guidance, the search for the Carredon’s
true name takes the Storm Knights to Elfame,
where such knowledge is held in the Scriptorium
at Armlainne, the residence of Marquess Ellefaine.
The contingent of High Elves, though they put on
a united front when dealing with other folk, are
suffering a split within their ranks. The half-siblings
Ellefaine and Uryafaine battle constantly over the
best way to deal with the natives of Core Earth.
Where Ellefaine believes it is the responsibility
of the elves to assist against Uthorion, Uryafaine

34
Mage-Killers go after mages first, as their name implies!.
is more concerned about the welfare of the High vines and colorful flowers. Surrounding the palace is
Elves and holds no love for other folk. a sprawling garden of florid hedges, water fountains,
Marquess Ellefaine has taken up residency in and willow trees, where tiny faeries flit among the riot
an old fort in Phoenix Park, just west of Dublin, of growth.
reshaped by elven hands and Ayslish axioms into Even though Ellefaine is generally more
an amazing palace of strength and beauty she has welcoming than her half-brother, the guards
dubbed “Armlainne,” from the old Irish name. stop the Storm Knights at the gate. Getting into
There the heroes must seek out the Carredon’s Armlainne presents their first challenge.
true name – but getting into the court is the first • A Very Hard (DN 16) persuasion or intimidation
challenge. Read or paraphrase the following: test can convince the guards to let the heroes
Dublin is a massive city of wooden buildings and pass.
narrow streets, the smoke of thousands of cookfires • A Challenging (DN 12) persuasion or
lingering over the pitched roofs. Outside the city intimidation test sways the driver of a wine
walls, on a forested hill overlooking the rushing River delivery cart to smuggle the heroes through,
Liffey, stands a graceful palace that looks as though which in turn requires a Challenging (DN 12)
it were constructed of ivory and branching trees. The stealth test during inspection.
old fort’s star-shaped stone walls can still be made
out, undergirding the delicate elven architecture of • Sneaking over the walls requires a Hard
the palace above, but nearly swallowed by a bower of (DN 14) Strength test, as well as an opposed

35
stealth test to avoid the guards patrolling the black robes sits at a nearby work desk, papers spread
perimeter. out before him.
• Charm spells or similar magic, miracles, or The moment the heroes enter, Ellefaine’s High
psionics can influence the guards long enough Magister, Asmorn, cries out in astonishment and
to gain access. leaps to his feet. He throws a divination spell toward
• Having an elven warden in the party permits the heroes. To their horror, a transparent human-
them immediate access. shaped figure briefly becomes visible, its eyes
pinpoints of evil red light. It hisses and evaporates.
The palace is just as lovely on the inside, with
several elegant buildings separated by gardens. It Ellefaine’s royal guard surround her with swords
isn’t hard to find the great house in which Ellefaine drawn. One shouts, “Get Ellefaine out of here,
holds court. Margrave Uryafaine and three of his now!,” but it is too late: Uthorion, aware that his
knights are already there. He paces, as the two spy has been discovered and, pleased to see its
siblings argue over a separate issue regarding location, summons some of his dark servants to
the Fianna, a group of human rebels growing in attack the heroes.
popularity near the city: Uryafaine doesn’t trust With an ear-splitting blast, dimthreads appear
the Fianna and wants them driven from the area, in the room and out pour mage-killers—freakish
while Ellefaine believes they could be a valuable demons capable of resisting magic, making them
bridge between humans and elves. efficient assassins, especially against spellcasters.
When the Storm Knights enter, Uryafaine They move quickly to kill anyone and everyone in
demands to know why they “besmirch this the room, focusing their efforts on Asmorn. They
great hall” with their presence, but Ellefaine are joined by a barghest, which focuses its efforts
defends them, and wants to know what business on the heavy tome in the middle of the room first,
brings them to Armlainne. Uryafaine argues blasting it with a jet of fire on the first round.
that the heroes should be thrown out, and when Asmorn is on the defensive during this fight out of
Ellefaine refuses, he takes his contingent and necessity, only helping against the elemental if the
storms off, claiming the Lady is making a huge mage-killers are dispatched.
mistake. • Mage-Killers (2 per hero): see page 37.
Players who enjoy roleplaying may wish to talk • Enhanced Barghest: see page 37.
out their encounter with Ellefaine, while others Fire spreads in the library during this fight, leading
might wish to keep it brief. Either way, in the end to ever-changing environmental conditions.
Ellefaine sees the importance of lending her aid, • Round One: The barghest destroys the tome
and leads them personally to the Archive. and plinth when it arrive via dimthread. If
it acts, it blasts flames at other bookstands
IN THE STACKS causing another blaze (Small Blast Radius) that
The script library at Armlainne, dedicated to the does 8+1BD damage. One Mage-Killer defeats
god Elmiir, is an astonishing place, rich with lore. Asmorn, while the rest set their sights on the
Read or paraphrase the following: Storm Knights. Ellefaine’s guards escort her
out of the building for safety, though three stay
Ellefaine leads you into the Archive, a circular, behind to fight, controlled by the players.
ivy-covered tower at the western end of the palace. • Round Two: The barghest spends one more
Inside, the floor is filled with two concentric rings round attacking books, this time selecting part
of double-sided shelves practically groaning with of the inner ring of bookcases, starting another
untold numbers of books. A complex lattice holding Small Blast Radius blaze. The central fire
thousands of scrolls lines the interior wall all the way increases in size to a Medium Blast Radius that
to the high eaves, accessible by balconies and rolling does 10+1BD damage.
ladders. In the center is platform upon which a simply • Round Three: The barghest turns its attentions
massive tome rests on a plinth. A wizard in feathery toward the Storm Knights. Meanwhile, the

36
fire spreads quickly among the bookcases, • Altered Magic: A Mage-Killer has some
increasing to a Medium Blast Radius that does Miracles listed among its spells. These count as
10+1BD damage. Gathering smoke creates Dim unique spells and are cast with alteration, but
lighting in the library. otherwise the effects are identical to the miracle
• Round Four: Fire jumps to all the bookcases it’s based on.
in one quarter of the library, and spreads along • Fear: Those who encounter a mage-killer
the sides. That entire section is considered fully must make a willpower or Spirit test or be Very
ablaze and does 16+1BD damage. The smoke Stymied.
now creates Dark lighting in the library. • Immunity: Mage-killers are immune to the
• Rounds Five and Beyond: The flames now direct effects of magic spells, including damage.
fully engulf half the library and are spreading Miracles and psionics affect them normally.
quickly up and around the walls. Anyone still • Mindless: Mage-killers have no sense of self-
in the library takes 8+1BD heat damage, and 2 preservation and fight to the death. They are
Shock per round from smoke inhalation. immune to intimidation, taunt, and the effects of
telepathy and similar spells or miracles.
MAGE-KILLER
ENHANCED BARGHEST
These demonic humanoids have thick
tentacles in place of their limbs that glisten Barghests can be summoned and
with slime. Suckers on the tentacles allow commanded as a fire elemental, and this
them to grasp objects, including one has some extra magic enhancing
surfaces. They have empty it for its mission.
pits instead of eyes, and in Attributes: Charisma 5,
their skull-like heads is an Dexterity 12, Mind 5, Spirit
oversized mouth ringed with 10, Strength 15
fangs. They have a special Skills: Dodge 14, find 7,
axe strapped to one arm. intimidation 11, maneuver
Attributes: Charisma 6, 14, missile weapons 14,
Dexterity 13, Mind 11, stealth 13, taunt (8), trick
Spirit 8, Strength 12 (8), unarmed combat 14
Skills: Alteration Move: 10; Tough: 17 (2);
13, conjuration 13, Shock: 10; Wounds: 1
dodge 15, find 12, Equipment: —
intimidation 10, Perks: —
melee weapons 15, Possibilities: Never
stealth 15, tracking Special Abilities:
14, trick 13 • Armor: Rock or
Move: 13; Tough: 12; chain skin +2.
Shock: 8; Wounds: 1 • Bite/claws:
Equipment: Axe Damage Strength +3 (18)
(Strength +3/15) • Fear: Barghests
Perks: Spellcaster (detect have glowing eyes and
magic, dispel magic, emit a primal growl.
doom*, fear, fire shield*, When first encountered,
haste, mage dark, mage test willpower or Spirit or
hands, pathfinder, stun) become Very Stymied.
Possibilities: Rare (3) • Fire Breath: A
Special Abilities: barghest may suffer 2

37
Shock to breathe fire on all targets within a is Jinny Greenteeth. She’s a powerful fae, a dryad—
Large Blast radius. It uses the creature’s missile but seduced by Darkness and as cunning and evil
weapons to hit, deals 16 fire damage, and as they come. She possesses great knowledge in dark
affects each target’s lowest Armor value. magic and often shares that information with those
• Flame Jet: A stream of fire deals Damage who can bargain for it, as I now believe Asmorn was
13, Range 10/20/30, Small Blast. On a Good or doing. If anyone has the scroll, or knows where it can
better hit, flammable targets catch fire, doing an be found, it is her. I hear she dwells near Killarney, but
additional 8+1BD per round until extinguished. I know not where. No doubt the locals can guide you
• Immunity: This elemental is immune to to her. But be wary; she is formidable and suffers not
attacks based on fire. those who cross her.”
• Large: These “dogs” are the size of a small According to elven rules of hospitality, the Storm
car. Attackers gain +2 to attack rolls to hit due Knights are given well-appointed rooms if they
to its size and bulk. wish to rest before they leave Armlainne. Before
• Vulnerability: Attacks based on cold or water they leave they may requisition supplies and
deal an additional 2 Shock to this elemental. horses, or anything else they might need.

IN THE ASHES
Moments after the foes are defeated, a sorceress SCENE TWO: ILL MET IN
rushes up from another part of the palace and casts
a spell to tamp out the blaze. Any part of the entire
KILLARNEY
library that caught fire is destroyed, left a soggy, Standard Scene. Aysle Dominant Zone. Before the
ashen mess. Heroes with water spells may similarly heroes can seek out Jinny Greenteeth, they’ll need
stop a blaze during the battle with a successful to get more information from locals in the town of
casting. Those without magic or special fire- Killarney, in the low-lying western end of Elfame.
fighting equipment may knock over a bookshelf Unfortunately, Killarney is the site of an unfolding
with a Hard (DN 14) Strength test, that partially tragedy that has erupted into violence. When the
smothers some flame and keeps some parchment heroes arrive, they find things near the breaking
out of the inferno. point.
Uryafaine returns with his guards and immediately Twelve days ago, “Old Gonegal,” a reclusive
turns this situation into more evidence that humans widower known to be friendly with fae folk, was
represent a threat to all fae. Ellefaine refuses to see murdered by fellow villager Rory Cullen, who
it that way, underscoring how the heroes helped coveted a magic pot gifted to the old man by the
stop the attack, and ignoring Uryafaine’s pointed fae. Seeking retribution, a wicked powrie crept into
insistence that the attack would have never town and nearly killed Rory, before being chased
happened if the Storm Knights hadn’t been let in. back into the forest. The next day, Rory led several
Unless the heroes step in, this fight boils over to townsfolk into the forest to slay the powrie, but
where Uryafaine storms away, with promises to failing to find it, took vengeance on some of the
take action if Ellefaine won’t. fairies lingering at Old Gonegal’s hut to mourn his
passing. Angered further, the town was attacked
After some examination, it’s discovered that the the next night by a host of fae, setting horses free
scroll the heroes seek isn’t here. That’s extremely from their paddocks, spoiling food, and breaking
odd, but Ellefaine has an idea where it may have windows. Naturally, this led half the town to take
disappeared to. Read or paraphrase the following: up their pitchforks and descend upon the forest,
Ellefaine looks pensive. “The scroll you’re looking for slaying anything they found—fae, animal, or even
isn’t the only item missing from the library. It appears human.
that Asmorn was dealing with other powers, which On the sixth day, an enraged tribe of wood elves
might be why he was so on edge. A lucky thing for us, from nearby—the Tanyth—came to Killarney to
if not for him. The one he was most likely dealing with put an end to the murderous townsfolk. They came

38
by night, burning and slaying. Soldiers sent by into the invasion, are rapidly running out. The
the nearby Baron McCorran pushed back as well folk of Killarney are increasingly convinced fae
as they could, leading the townsfolk to safety in everywhere have turned evil.
nearby Ross Castle, the baron’s seat of power. Surrounding the castle is a force of elves, using the
The heroes arrive in Killarney just before sunset. natural terrain and foliage to hide their numbers.
Read or paraphrase the following: Just as the heroes come within sight of the castle,
The town of Killarney is nestled along the banks of a the elves are gearing up for their next assault. Read
lazy river, surrounded by a patchwork of farms that or paraphrase the following:
run right to the edges of a mighty forest, and home Ross Castle is a low, gray tower, hunkered down
to a few hundred souls. But where you expected a inside a defensive wall. As the last light of sunset
quaint settlement near the shores of Lough Leane, you dies, the tower is lit by sputtering torches along the
see only devastation. The town has been sacked and battlements. At once you hear a horn blast and an
burned. Piles of scorched stone mark where once stood army of terrifying, agile, deer-headed creatures pours
buildings, and those that still stand are blackened out of the forests around the castle, peppering it with
frames. The street is littered with crow-picked dead flaming arrows. Some carry crude ladders tied together
bodies. Most appear to be humans of every age, some from saplings. The archers along the battlements try to
even wearing armor and bearing the green-and-gold repel them, but their numbers are too low. It’s only a
standard of the nearby baron, but you can also spot matter of time before these creatures get over that wall.
quite a few elves decked in “forest” armor blending in The deer-headed creatures are actually elves in
with the trees. Up ahead, an old woman sifts through battle garb, wearing skinned deer heads and war
the ashes of a ruined building, placing anything of paint on their bodies. A line of archers provides
value in a basket. cover while other warriors try to get over the wall.
The woman, Ina Sweeney, lost her home in the If not stopped, they’ll get over the castle wall in five
attack but hid instead of retreating to the fort. If rounds. Nothing stops the slaughter at that point.
there is an elf in the party, she is wary of the Storm However, the elves aren’t expecting a rear attack,
Knights, though she will still tell them about what so dispatching a small amount of them (one per
happened in Killarney. Like most everyone else Storm Knight) sends them into retreat.
in town, she believes the whole thing started with Elves or forward thinking Storm Knights may
the powrie attacking for “no reason.” She wants not wish to slay these elves. Non-lethal attacks are
vengeance upon all elves. She doesn’t know how just as effective at disrupting the assault, as are
to find Jinny Greenteeth but suggests visiting Ross Interaction Attacks that send elves fleeing rather
Castle. than plunging to their doom off the castle walls.
Persuasion won’t stop the assault, but a Very
ROSS CASTLE Difficult (DN 16) test convinces individuals to
This ancient keep is now the home of the McCorran depart...for the moment.
family. Baron Malcolm McCorran was knighted by • Wood Elf Warriors (5 per Storm Knight): See
Ardinay for his service during the initial invasion, below
granted rank, and sent to far-flung western Elfame
to establish some measure of order. His reign is WOOD ELF WARRIOR
paltry, and he is known to be timid when it comes to
confrontations with the fae, but he alone represents These elves are masters of the forest, trained to use
Ardinay’s authority out here. its natural camouflage to enhance their skills in a
fight.
The hundred townsfolk remaining have retreated
into the walls of Ross Castle. They’ve tried to send Attributes: Charisma 6, Dexterity 9, Mind 6, Spirit
word of their plight, but so far no riders have made 8, Strength 8
it farther than the forest. Things are getting tense. Skills: Beast riding 10, dodge 10, find 8, maneuver
Food stores, still being accumulated this early 11, melee weapons 11, missile weapons 12, stealth

39
13, survival 10, taunt 9, trick 7 LOUGH LEANE
Move: 9; Tough: 9 (1); Shock: 8; Wounds: —
Just west of Killarney is Lough Leane, one of the
Equipment: Seelie Armor (Armor +1, +2 bonus to
largest lakes in the western reaches of Elfame.
stealth in dense vegetation), short bow (Damage
Locals swear kelpies sometimes gallop in the
11, Range 10/25/40), short sword (Damage
shallows. The eastern side stretching north and
Strength +2/9)
south from Ross Castle is thick with dense forest,
Perks: Elven archer
an arm of a much greater forest that surrounds the
Possibilities: Rare (3)
town. Little waves lap against the muddy, pebbly
Special Abilities: —
shore.
INSIDE THE CASTLE As a Warden, Wymark’s tracks can only be found
If the Storm Knights have an elf among them, with a Heroic (DN 18) tracking test. They head
their reception at the castle is chilly, but they are north along the lake’s edge, then abruptly veer into
still allowed in by nervous guards. Baron Malcolm the water and vanish.
greets them in his tower, seeking any word they Not far north of Ross Castle, a finger like peninsula
might have on human reinforcements. He doesn’t protrudes into the lake. The Storm Knights spot
know any more about this situation than Ina did, three elf warriors moving furtively toward the
but he begs the Storm Knights to help defeat the end of the peninsula. If they intercept, the elves
evil elves. respond to violence in kind, though they prefer to
He suspects their encampment is somewhere simply scatter into the woods and vanish. They are
north along the lake. Just two days ago a local headed toward a small coracle beached at the end
Warden, Wymark, set forth that way to sue for of the peninsula, and from there over to Inisfallen
peace with the elves but hasn’t returned. Baron Island. From the shore, the heroes can make out
McCorran can offer little but gratitude for their flickering torchlight on the island.
help, but as an added bonus, Wymark knows his
way around the area, and would know how to find INISFALLEN ABBEY
Jinny Greenteeth. Positioned near the center of the lake, Inisfallen is
a low, uninhabited island. It is home to Inisfallen
Abbey, now a crumbling ruin split by tree roots
SCENE THREE: A DARK and overrun with ivy. The Tanyth elves purged
SECRET it of lurks and claimed it as a base in their fight
against Killarney. Torchlight gutters among the
Standard Scene. Aysle Dominant Zone. The crumbled walls. Two elves are always perched in
heroes need to find the elf leader, or at least the high trees keeping watch on the shoreline and the
Warden Wymark. Baron McCorran feeds and village beyond. Approaching unnoticed is a stealth
houses them in the keep until they’re ready to go. test against DN 9. The number of Storm Knights
As the group passes through the courtyard, they adds a bonus to the elves in this case, so a group of
spot a squabble breaking out around one of the four or five is testing against DN 12.
townsfolk’s cookfires. Two men argue over a small Their leader is Traelorn. If confronted, he claims
metal pot. One of the two men is Rory Cullen, the townsfolk have been on a rampage, and the
who holds the very pot that, unbeknownst to the elves have decided fae kind must be avenged. His
Storm Knights, started this whole problem. The attitude is guarded but neutral; he can be swayed
enchanted pot is always filled with hot, nourishing one way or the other with persuasion or intimidation.
soup, and word is spreading that Rory eats better If the Storm Knights have an elf among them, they
fare than the stale hardtack and salted pork rations gain a +4 to this test.
given to everyone else. Rory won’t own up to the
origins of the bowl and parts with it only under
extreme duress.

40
Jinny makes for an unsettling ally, if she becomes an ally at all.

• Failure: He wants the heroes to leave to avenge the fae. As for Wymark, the Warden
Killarney, or he’ll be forced to see them as was here just a few hours ago. Traelorn knows
enemies, as well. the problem was originally centered around an
• Standard: The party may stay in the area as old recluse, and says Wymark went there to seek
long as they don’t help the humans. answers.
• Good: The heroes may come and go as they
see fit, as long as they make no aggressive OLD GONEGAL’S HUT
actions.
• Excellent: Traelorn sees the heroes as allies, If the Storm Knights decide to follow Wymark to
and sends two warriors to accompany them, if Old Gonegal’s hut, they pick up the trail once more
they wish. on the lakeshore and find the Warden at the hut,
inspecting the scene. The hut itself is far outside
Either way, Traelorn is preparing demands of town. The grounds around the cabin are home
for Baron McCorran: he has one day to turn to a riotous garden of vegetables and flowers. Tiny
the townsfolk over to face elven justice (though faeries float like fireflies around the garden, fleeing
children and the elderly shall be spared), or else into hiding upon the heroes’ approach. The front
an even greater force will flood the walls and slay door of the cabin is smashed in, and the place has
everyone. Traelorn can’t be budged from his oath clearly been looted. The dead body of Old Gonegal

41
lies in the middle of the floor. He has a cudgel
wound to his head, but his body is remarkably
SCENE FOUR: BARGAIN
preserved. A ring of flower petals has been placed WITH EVIL
daintily around him. More small fae fly around Standard Scene. Aysle/Orrorsh Mixed Zone
inside the cabin but zip away when the heroes (Night only). The heroes at last know the way to
enter. Jinny Greenteeth’s home in Muckross Swamp, a
Wymark knows Old Gonegal well and realizes low-lying isthmus separating Lough Leane from
the magic pot is gone. He suspects it was stolen, Muckross Lake. A pervasive evil hangs over the
and this might be what has angered the local fae. If swamp, due to a Nightmare Tree growing near
asked about Jinny Greenteeth, Wymark says he’ll the center. The Nightmare Tree is large enough
be happy to give them guidance if they’ll help him to spread its influence for one kilometer in every
broker peace between the elves and humans. direction. The heroes sense the shift as they near
the swamp. Read or paraphrase the following:
ENDING THE SIEGE An old road heads south from Killarney into a dense
The conflict can be solved in a couple of ways, forest that crowds the southern end of Lough Leane.
depending on what information the heroes have A thin, wraithlike mist hovers in patches under the
uncovered and how they wish to tackle the issue. overhanging trees, and the shadows are darker.
Something evil dwells here.
• If they confront Rory about the pot, he falters
and provides the full story. Returning the pot By the time you reach the swamp, the sun has set,
to the fae (or even just leaving it with Old casting the world into twilight. A sense of corruption
Gonegal’s body), and then sending Rory away hangs over this whole place. The ground grows more
with the Tanyth elves for justice, is enough to and more boggy, and the air is thick with buzzing
end the conflict. flies and the smell of rot. Witch lights flicker in the
distance. Strange designs of woven bone, sticks, and
• Baron McCorran is not willing to turn over
human hair dangle from the trees. Lamps made of
the humans in his charge to go to their deaths.
skulls impaled on posts light the path with an eerie
If a peace deal can’t be hashed out, the elves
green glow. Following them, you soon spot a rank,
inevitably overrun the castle. The only way the
black pool surrounded by more skull lamps. In the
townsfolk stand a chance is if the heroes come
center of the pool is a dome of mud, bearing a single
to their aid, which harms their esteem with the
dark entryway, slung with a curtain of bones.
fae in this region, and possibly targets them
for an attack by the Cavalcade (see the Aysle Jinny Greenteeth is fully aware of the approach
Sourcebook). of the heroes. Though she is eager to parley with
them, she does not permit them to enter her hut—
One way or the other, as a token of his thanks,
which is for the best, as it doubles as a larder hung
Wymark gives the party detailed instructions for
with the bodies of her previous victims. Instead,
finding Jinny Greenteeth’s lair, which is located on
she rises out of the pool, dripping with algae and
a dry mound, deep in the swamp beside Muckross
slimy plants.
Lake to the south. He won’t accompany them,
preferring to stay here and rebuild. Above all else, Jinny Greenteeth is a shrewd
and devious schemer, already two steps ahead
of the Storm Knights. She speaks of herself in
third person, shifting from coercion to threats
“DON’T LOOK AT ME. to outright deception from moment to moment.
THIS ONE IS DEFINITELY Unless provoked, she doesn’t harm the heroes. She
doesn’t know why they have come, but when they
NOT THE ELVES’ FAULT.”
ask about the scroll, she realizes they can be a tool
to free this area from the Gaunt Man’s influence.
-ROSE

42
In exchange for the item they seek, she wants Special Abilities:
only a minor favor: In the center of the swamp is a • Armor: Thick hide +2
terrible tree of dark power, one that appeared only • Claws: Damage Strength+2/17
three months hence. She feels that it’s different from • Fear (-2): The first time a character encounters
Uthorion’s Darkness, and fears what the intruder Jinny Greenteeth, he must make a Spirit test at
might do to her or her schemes. It being made of –2 or become Very Stymied.
oak, Jinny’s weakness, she is unable to approach
the thing. But the Storm Knights might be able to
succeed where she failed and destroy the tree.
Jinny has determined how to uproot the tree: they
THE WITCH IS DEAD
must cut the “seed” out of it’s center. If this isn’t If the heroes decide to just attack Jinny
done quickly enough, the tree can move the seed Greenteeth outright, they’re in for a serious
deep into the ground, and eventually the tree will fight. Jinny is a potent spellcaster, the equal of
grow back nearby. It won’t be easy; the tree will a dragon in power, and Storm Knights of alpha
defend itself with everything it has. Once the seed or beta clearance are outmatched by her. It’s
is out, it can be destroyed, and the tree with it. okay to let the players know this. If they insist
on a fight, they’ll pay dearly for the effort.
Most of this is true (see below), but Jinny keeps
her knowledge of the tree’s full defenses to herself, Should they succeed, they just eliminated a
to encourage the Storm Knights to undertake the key source of information for this adventure,
task. so another way must be found. Inside Jinny’s
mud hut is an alchemical laboratory replete
with many old tomes, one of which is the correct
JINNY GREENTEETH
one. This makes the attempt at unearthing the
Once a lovely dryad, Jinny Greenteeth embraced Nightmare Tree in Scene 5 optional, in which
corruption in exchange for power, twisting her case Uthorion’s Stalkers waylay the heroes as
slime-green body into a grotesque abomination. they emerge from Jinny’s hut instead.
Her arms and legs are long and frail-looking,
an appearance that belies her hideous strength,
and her hands are twisted into talons. Her face is
gaunt, with a beak-like nose and canine teeth, and
a long mane of stringy black hair hangs over her
hunchback.
Attributes: Charisma 3, Dexterity 15, Mind 16,
Spirit 13, Strength 15
Skills: Alteration 20, apportation 18, conjuration
20, divination 22, dodge 19, evidence analysis 20,
find 20, intimidation 23, maneuver 16, persuasion
10, reality 16, scholar 18, stealth 22, taunt 8, trick
17, unarmed combat 20, willpower 18
Move: 15; Tough: 17 (2); Shock: 15; Wounds: 4
Equipment: —
Perks: Spellcaster (absorb magic*, alarm, armor,
detect magic, diminish, dispel magic, enhance, fear,
invisibility, lightning, mage dark, multiple images*,
plant shackles*, raise skeletons*, scry, shield, slow,
speak with dead, stun), Resilient, Magister,
Frightening Aspect
Possibilities: 3

43
SCENE FIVE: EVIL ROOTS • Step A: Cut into the knot with a melee weapons
test. The DN is 30 minus the damage from the
Dramatic Scene. Aysle/Orrorsh Mixed Zone weapon.
(Night only). To earn Jinny’s information, the • Step B: Climb into the slimy interior – a slick,
heroes need to uproot a Nightmare Tree. There’s a disgusting job that takes a Challenging (DN 12)
good chance this is the first time they’ve done so, Dexterity test.
and it won’t be easy. The task is further complicated • Step C: The tree assaults the intruder with
by the arrival of Uthorion’s Stalker! a strong blast of claustrophobia and spiritual
When the Storm Knights are ready to tackle the terror. Resisting is a Hard (DN 14) willpower or
Nightmare Tree, read or paraphrase the following: Spirit test.
• Step D: The pulsating amniotic sac holding
It isn’t hard to find the Nightmare Tree: its aura
the victim must be carved out, which requires
of palpable dread is like a beacon. It rests at the top
a melee weapons test with the same difficulty as
of a dry hillock, surrounded by deep mire. Knee-
Step A.
high ground fog gives the place a dreamlike quality.
The tree, a mighty oak devoid of leaves, drips with At every stage, the tree attempts to force the
unhealthy moss. Knobby protrusions appear to give it intruder out. A Possible Setback result might shift
a face, while a great knot near the ground oozes what the location of the seed, while a Critical Problem
looks like human blood. Perched on its branches are pulls the seed down below the ground, into the
scores of ravens that peer at you silently. Standing tree’s root network. On a Complication, the tree
all around the base of the tree are marble statues of constricts and shudders. As usual, the heroes have
lithe, dancing swordswomen in flowing gowns, their five rounds to accomplish this task. Should they
sightless eyes weeping. fail, the tree shifts the body deep into the ground.
Just as the Storm Knights behold the tree, The “seed” is a fleshy sack that clearly contains
Uthorion’s Stalkers arrive on scene, weapons out a human body. The body writhes and presses its
and ready for an attack—but their leader pauses, mouth against the membrane in silent screams. If
dumbstruck by the sight of the Nightmare Tree. the Storm Knights cut the sack open a desiccated
Instead of attacking, the leader of the Stalkers asks corpse spills out—apparently long dead and now
the heroes what it is, where it came from, and what utterly still.
they plan to do to it. If they’re willing to parley and Branches may be cut, but the main trunk of the
share knowledge, the leader offers to help them tree is impervious to real harm until the body is
uproot it, on the condition that they allow him or removed. At that moment, the tree’s eyes open as
her to take the seed back for “study.” it uproots itself and attacks, fighting to the death.
Should they refuse, the Stalkers attack, planning • Statue Guardians (2 per Storm Knight): see
to deal with the tree afterward. In the ensuing page 45.
fight, the tree’s guardians awaken, turning this • Raven Swarm: see below.
scene into a three-way battle. But if they accept, the • Nightmare Tree: once the seed has been
Stalkers lend valuable aid in the fight to come. removed, see page 45.
The moment anyone approaches within 10 meters • Stalkers: see page 96
of the Nightmare Tree, the ravens burst into flight
with a raucous cry, wheeling around to defend RAVEN SWARM
the tree as one swarm. The statues turn to regard
This flock of evil-eyed ravens attacks as one mass,
the intruder, gracefully drawing their swords and
in a blur of claws and beaks. It covers an area more
beginning their deadly dance. These protectors do
than 20 meters across, affecting all Storm Knights
everything they can to keep the intruders away.
unless they are more than than 10 meters apart.
Removing the seed requires a Dramatic Skill
Attributes: Charisma 5, Dexterity 6, Mind 3, Spirit
Resolution, made harder by the interference of the
8, Strength 8
guardians.

44
Skills: Dodge 8, intimidate (9), maneuver 10, Move: 6; Tough: 21 (3); Shock: —; Wounds: 4
stealth 8, tracking 8, trick (8), unarmed combat 11 Equipment: —
Move: 6; Tough: 8; Shock: 13; Wounds: 4 Perks: Spellcaster (diminish, dispel magic, disguise,
Equipment: — slow), Whirlwind
Perks: — Possibilities: 5
Possibilities: Never Special Abilities:
Special Abilities: • Armor: Bark +3.
• Bite/Claw: Each round, a creature in contact • Camouflage: Stealth tests by Nightmare Trees
with the raven swarm automatically takes 3 are favored so long as they are in forested areas.
Shock at the start of their turn. • Claws: Damage Strength +2 (20), may reach
• Flight: Move 11 in the air. targets up to 10 meters away.
• Shred: Once per turn, the raven swarm may • Dread: Any Scene becomes Dramatic when a
attack each target it is in contact with without Nightmare Tree begins to move.
taking a Multi-Targeting penalty. A hit inflicts • Mindless: Nightmare Trees are immune to
12 damage that affects the target’s weakest intimidation and taunt attacks.
Armor. • Relentless: Nightmare Trees ignore Shock.
• Swarm: Unarmed attacks and crushing • Very Large: Attacks against the tree gain a +4
weapons deal base damage normally, as do area Bonus.
of effect attacks. Blades, bullets, or weapons
that can’t hit dozens of creatures at once deal
no damage at all. AFTERMATH
If they return victorious, Jinny Greenteeth cackles
STATUE GUARDIANS in hideous delight. Tricking her, attempting
These animated marble statues are carved to to renegotiate the deal, or any other treachery
resemble weeping swordswomen. does not go over well, but if the heroes upheld
their end of the bargain, she does likewise. She
Attributes: Charisma 5, Dexterity 10, Mind 3, summons a scroll in midair and hands it over to
Spirit 8, Strength 12 the adventurers. Then she warns them to leave her
Skills: Dodge 12, find 5, maneuver 14, melee swamp and never return.
weapons 15, stealth 11, trick (8)
Move: 10; Tough: 16 (4); Shock: 8; Wounds: – The heroes may then embark on the next stage of
Equipment: Longsword (Strength +3/15) their quest. If they partnered with the Stalker to
Perks: — defeat the Nightmare Tree, he or she carries the
Possibilities: Never news (and possibly the “seed”—the pod containing
Special Abilities: the body) to Uthorion, who is now aware that the
• Armor: Stone body +4 Gaunt Man has been secretly undermining him by
• Construct: Statue guardians are immune to inserting small Orrorsh hardpoints into his realm.
effects that require breathing, eating, or other This will have consequences in the months to come
“living” processes.
• Mindless: Statue guardians are immune to
intimidation and taunt attacks.
• Relentless: Statue guardians ignore Shock.

NIGHTMARE TREE
Attributes: Charisma 6, Dexterity 6, Mind 6, Spirit
12, Strength 18
Skills: Alteration 18, dodge 14, find 10, maneuver
10, reality 18, stealth 14, trick (16), unarmed
combat 18

45
T
he heroes must travel deep into the Land
Between to find the third Essence, the
one corresponding with Time. It comes in
the form of a crystal from within a geode deep
underground, which is guarded by a deranged
demigod trapped in the stone for eons. Getting
there requires a Seeker and leads the heroes
through dark tunnels, rife with unknown dangers.
Begin this act when the Storm Knights are ready
SEED OF THE to seek the crystal.
ACT FOUR:
OVERVIEW
Scene One: The heroes begin their journey. In a
spot where the cave tunnel narrows into a tight
squeeze, they run into a Nibikrid ambush.
WORLD
Scene Two: The tunnel angles downward through
water-filled tubes, dropping the Storm Knights
into a cave where they encounter some wayward
Bluespine edeinos.
Scene Three: The heroes come to a dwarven
guard tower built into a stalactite hanging over a
gaping abyss. The dwarves in the tower are under
siege and need help to protect a sacred artifact
from falling into the hands of lurks, led by a rare
dwarven wight.
Scene Four: Nearly at their objective, the Storm
Knights come to a lake of magma, where they must
figure out how to open an old dwarven gate without
activating the terrible automaton that guards it,
only to discover Uthorion’s Stalkers await them on
the other side.
Scene Five: At last the heroes reach the Seed of the
World, a huge geode in the center of the cosm of
Aysle, now the prison of an insane demigod, Gorm,
bent on destroying all who violate its realm. They
must contend with Gorm and its army of swarms
and escape with a piece of crystal—and their lives!

SCENE ONE: DESCENT


INTO THE DARK
Standard Scene. Aysle Dominant Zone. Before the
Storm Knights can begin their search, they need to
find and recruit a Seeker—an Aysle-born scout with
an almost preternatural insight into the mysterious

46
tunnels of the Land Between. Seekers are rare, but
not unheard of, and some offer their services to
any who can pay. If the group met a Seeker in a
OONA THE SEEKER
previous adventure, they must pay a visit to their
last known location. If not, Wyrwind may suggest OONA SAFALU
Oona, a talented Seeker who makes her home near Oona Safalu is a young woman from a tropical
Bristol, or the party may need to gain her location archipelago in Aysle’s pirate-plagued Trade
from Aelward (page 72). The adventure assumes Sea. She bears the ritual scars and tattoos of a
Oona is present, but she can be substituted easily. freebooter but is cheerful and chatty, generous,
When the heroes are finished requisitioning and slow to anger. Though unconventional
any provisions they think they’ll need, read or in the world of Seekers in her origins and
paraphrase the following: mannerisms, she is nonetheless just as skilled
in navigating the maze-like tunnels as any
Oona knows a trail that leads into the hills nearby. other of her profession. If told the purpose of
There, by a rushing brook, is a gap between the stones the quest is to save Tolwyn of Tancred, she
that opens into a cave. Bats chitter overhead in the high offers her services for free.
recesses of the ceiling. Before long you are descending
into the darkness, the light of the world fading behind Oona is a lively and fun-loving companion on
you. Lit by Oona’s torch, the cavern comes to life the journey. She’s not shy about getting into
before you: dripping stalactites, pools of cold water, danger, and laughs heartily any time she has
massive boulders. A path of sorts threads through the a narrow escape. She’s grateful to any Storm
branching tunnels, leading down slopes, along tricky Knight who comes to her rescue, and grins and
ledges, and among otherworldly cave formations, until ignores any scolding or admonition to be more
at last even that fades away, and you realize you’re far cautious.
underground with no knowledge of how to get back. If anyone plays a Romance card to get her
The air is chill and damp. There is no sound but the attention, that player may control her actions
occasional drip of water falling into hidden pools. in combat. A romance may also entice her to
After some time, the cave tunnel grows narrower stay with the Storm Knights even after the job
until it is merely a crack. This tight squeeze winds is done—assuming she survives!
for 15 meters through the rock before opening up Attributes: Charisma 10, Dexterity 9, Mind 8,
once more, but getting through is not easy. The Spirit 9, Strength 8
Storm Knights must turn sideways and wedge Skills: Beast riding 11, dodge 12, find 14,
themselves between the walls. Backpacks need to maneuver 12, melee weapons 12, missile
be removed. While inside the crack, the heroes can weapons 11, reality 10, stealth 13, survival 13,
only move a quarter of their regular movement, tracking 12, trick 11
and are both Stymied and Vulnerable. Storm Move: 10; Tough: 9 (1); Shock: 9; Wounds: 3
Knights that are larger than a normal human are Equipment: Leather armor (+1), short sword
Very Stymied and Very Vulnerable and can only (Strength +2/10), dagger (Strength +1/9,
move one meter a round, where party members small), short bow (11 damage), Everlit lamp
who are smaller than a human are either Stymied (permanent mage light, can be shuttered),
or Vulnerable and have their movement only cut Seeker’s pack.
in half. Perks: Seeker
Just as the party are working their way through Possibilities: 3
the first half of the crack, Nibikrids hidden in the Special Abilities: —
highest reaches skitter down the walls to attack.
Any character who fails a find test opposed by the
Nibikrid’s stealth begins this ambush surprised.
• Nibikrids (1 per Hero): see page 100.

47
SCENE TWO: FLOWING dumps the heroes into waist-deep water in a tall
cavern of spectacular columns and formations. The
UNDERGROUND river moves more sluggishly through here. Wading
Standard Scene. Aysle Dominant Zone. Delving reduces normal walking rates by half.
much deeper, the heroes come to a portion of the Lying in ambush behind nearby boulders is a party
cave where an underground river creates a wet of Bluespine edeinos. Near-crazed from being lost
hazard that hides unexpected dangers. for so long, these edeinos have wandered through
After many hours, you hear rushing water ahead, and flooded and submerged caverns for days since
the tunnel opens into a vertical, waterfall-hollowed exploring a blue hole in the Bahamas. They take
chamber, where a river roars out of a gap overhead, full advantage of the waist-deep water and do not
showers across the stalagmites and boulders, and then suffer movement penalties.
continues into several slick, tube-like tunnels at the The edeinos have a temporary shelter nearby in
bottom of the chamber. Oona points to them. “We have which they’ve gathered several dead cave fish, a
to go down.” pile of mushrooms, and sapphires that caught their
Rust-colored algae make the stones very slippery; eye. Neither the fish nor mushrooms are edible to
once someone is in a tunnel, stopping requires a humans, but the sapphires can be bartered to gain a
Very Hard (DN 16) Strength test. The tunnels split, one-time +4 bonus on streetwise tests to requisition
merge, split again, and twist through 100 meters of supplies.
honeycombed sandstone, and in no time the heroes • Edeinos Bluespine Warrior (2 per Storm
are separated. During this exciting descent, they Knight): See below.
must make a Challenging (DN 12) Dexterity
test or suffer 5+1BD damage, or 5+2BD on a EDEINOS BLUESPINE
Mishap!
WARRIOR
The water douses any fire-based light,
Attributes: Charisma 5, Dexterity 9, Mind
such as torches, so anyone without
6, Spirit 8, Strength 10
a light source makes this test at –6
Skills: Beast riding 10, dodge 10, faith
instead. At the bottom, the water
9, find 8, intimidation 10, maneuver 10,
melee weapons 11, missile weapons 10,
stealth 10, survival 8, tracking 8, unarmed
combat 11
Move: 9; Tough: 10; Shock: 10;
Wounds: —
“I THINK THEY Equipment: Hrockt shoot spear
PROBABLY SHOULD (Strength +2/12)
HAVE TURNED LEFT AT Perks: Whirlwind
ALBUQUERQUE.” Possibilities: Rare (2)
Special Abilities:
• Bite/Claws: Damage
-AIDEN MCCALLISTER
Strength +2 (12).
• Swim: Move 9 in water.

48
SCENE THREE: THE
HANGING TOWER THE LEGEND OF
Standard Scene. Aysle Dominant Zone. After CREATION
walking a few more hours, the route leads the
heroes to a dwarven fortress built into a stalactite, Storm Knights who wish to know more about
only to discover their path forward is in doubt. the Seed of the World have no problem seeking
Read or paraphrase the following: out someone who knows the legend of the
Up ahead you feel a stirring of wind, and soon creation of Aysle. Any native-born Ayslish
the cave opens onto a huge chasm that stretches in character knows the tale, as does Oona—and
both directions as far as you can see. You are near she loves telling stories during long delves.
the ceiling, from which hang dozens of stalactites Ayslish folklore tells of the Creators, who
of various sizes. The bottom yawns below you, a traveled free throughout the Universe,
lightless void of unimaginable depth. The largest of the scattering stars and building worlds with a
stalactites, a monster that must surely be 30 meters at wave of their hands. Deep in a region of vast
its base and twice as long, holds an amazing sight: The Nothingness, the Creators tried their hand at
stone has been worked into a sort of inverted tower of something new. The first Creator, Fordex, blew
dwarven design, with structures, delicate walkways, a speck of dust to create Something out of the
and windows carved into its surface. Lookout perches Nothingness. The second Creator, Errog the
protrude out over the chasm. The whole thing is lit by Mighty, heated sand into a glass sphere and
scores of braziers, which give it the appearance of a placed it around the mote, creating the Limit.
stone chandelier. The third Creator, Terrin the Bold, placed a
Several small figures move about on the battlements. flat stone beneath the speck of dust, creating
One spots you and shouts, “They’ve arrived! the world. Movin and Weeble, the Sculptors,
Reinforcements have arrived!” shaped the stone into mountains and valleys.
Ganthor the Pure poured water onto this
A drawbridge rumbles down to allow the Storm world, making the rivers and seas. Charon the
Knights to cross. If they’re hesitant, Oona assures Gardener planted a tree, Mhyrron the Gatherer
them the fastest path forward leads through this placed an egg beside the tree, and Plantir the
fortress. The drawbridge has no safety rails and is Hunter created beings in the likeness of the
only wide enough for an ox-cart, but despite the Creators and placed them beside the tree. Then
strong wind in the chasm, it’s safe enough to cross the last Creator, Harp, blew upon the world,
if everyone is careful. causing these things to come alive. The living
On the other side, the heroes are met by a dozen things immediately began to wither and die,
exhausted-looking dwarves. Their leader is Captain so Fordex placed the original dust speck in his
Bromlun of Goldenhelm. He quickly realizes the pipe and blew until it glowed hot and bright
Storm Knights are not the expected reinforcements. then affixed it to the outer rim of the glass
The despair is palpable among him and his fellows. globe, to provide heat and light to the world.
They are the last of a squadron of dwarves, Life flourished. Proud of their accomplishment,
dedicated to maintaining this fort, which they the Creators moved on to create new worlds
call Dhagh-Kolduhr, or “Seventh Redoubt.” It elsewhere.
was one of a dozen such sentry posts along the
Abyss in times past, but many have fallen. As
far as Bromlun knows, this one might be the last.
Three weeks ago, an army of lurks appeared on
the far side of the chasm. Bromlun and his soldiers
withdrew the drawbridge, but not before many

49
lurks made it across. A bloody fight led to the loss billet, as well as the mess hall and armory.
of many dwarves, whose bodies were sent to the • Next is the “Passthrough,” a fortified
Abyss. They blew the alert horn and were sure they passageway that connects with the two
heard an answering call from the next Redoubt drawbridges on either side. Murder holes in
along the Abyss, but it has been many days and no the ceiling provide additional defense from the
reinforcements have come. Barracks level.
The Storm Knights can see the besieging army • Below the Passthrough is the Visitor’s level,
of lurks for themselves—the far side of the chasm where travelers can be housed temporarily. In
has been worked into a towering gate. A dwarven its day, the Visitor’s level had a fully-functional
village dedicated to housing and feeding Dhagh- inn, general store, and bank, but now that job
Kolduhr’s contingent lies at the foot of the gate falls to the soldiers.
on a natural ledge, but the stone houses are now
the temporary home to a hundred or more lurks • The lowest level is called the Panopticon, a
which defile the site, tearing through the meager windswept lookout perch that offers 360° views
belongings left behind after they slaughtered the of the chasm. The alert horn is kept here, along
dwarves who lived there. with racks of crossbows for defense.
One figure stands like a stone among the cavorting,
fighting, and vandalizing lurks. It is a fellow dwarf, A CRACK IN THE FOUNDATION
but his features are deathly pale and his hair is Soon after, the Storm Knights are called to convene
stringy and colorless—a wight! The dwarves of with Captain Bromlun, who asks for their help.
Dhagh-Kolduhr shudder when they see him, and He says The Betrayer knows Dhagh-Kolduhr’s
call him “The Betrayer.” He has come with his secret: it hides the Lightforge, an arcane forge
army of lurks to seize Dhagh-Kolduhr. which, in the hands of master dwarven smiths, is
capable of imbuing magic into metal. When High
THE REDOUBT Doranir fell, the Lightforge was loaded onto a
sledge and pulled through miles of secret tunnels,
The Storm Knights are treated to a small feast, as then hidden here until the day when High Doranir
is dwarven custom. They may requisition supplies could be reclaimed. That day never came, and the
from the dwarves, though since supplies here are Lightforge still sits, cold and unused, in the vault
scarce, they are at –2 to their streetwise test. After, deep in Dhagh-Kolduhr. Captain Bromlun is sure
they’re granted quarters in unused barracks and that it’s The Betrayer’s true goal, and he must not
may explore the fort. be allowed to succeed.
Dhagh-Kolduhr is laid out as follows: Allow the group a chance to discuss their options.
• The topmost level is referred to as The Vault, The way ahead is blocked, yet Oona insists it is the
a room in which any treasures are stored. At only way forward. Helping the dwarves is a noble
the moment it contains extra weapons and effort but also a diversion from the quest to save
armor, along with the Lightforge itself. The Tolwyn.
Lightforge is shaped like a dragon’s head and After a few minutes, the calm is shattered by a
made of a single slab of starsteel, which weighs massive explosion overhead. Dirt comes down
easily one metric ton. It can’t be moved without from the ceiling and the floor cracks ominously.
specialized equipment that isn’t available in In some parts of the Redoubt, floor slabs break
Dhagh-Kolduhr. free from their mooring and plummet into the
• The next level down is the Commander’s Abyss, leaving gaping holes through which the
level, hosting the top-ranking officers’ quarters wind whistles. The damage shatters one of the
and the war room. drawbridge chains, causing the drawbridge to
• Next is the Barracks level, where the soldiers ratchet halfway down and then swing dangerously
and lower-ranking officers of Dhagh-Kolduhr for a few minutes, before finally breaking free and
falling out of sight. Retreat is now impossible;

50
51
however, the drawbridge leading to the dwarven rest weaker. The entire stalactite will break off
village on the far side still holds strong. soon. Captain Bromlun, and any of his remaining
The explosion came from somewhere overhead. soldiers, are ready to die defending the Lightforge.
Every dwarf in Dhagh-Kolduhr grabs a weapon New waves of lurks are already surely coming
and races to the Vault. If the heroes do not follow down the passage.
on their own, Captain Bromlun calls for their aid. At this point the heroes need to once more reassess
The Vault is a scene of chaos. A troll has burrowed their goals. If they stay to help the dwarves keep
a tunnel through the naked rock into the Vault’s the Lightforge out of the hands of the lurks, they’ll
ceiling. A swarm of lurks attempts to attach chains surely perish. Yet if they abandon the dwarves,
to the Lightforge. In seconds the room is a war the lurks will most assuredly gain this powerful
zone. magic item. It might be possible to buy some time
by entering the troll’s tunnel and finding a weak
• Lurks (4 per Storm Knight): see page 100. spot to collapse or a narrow point to block, but
• Troll (1): see page 100. that won’t stop the Redoubt from falling. Moving
• Dwarven Warriors (10): see below. the forge is possible with everyone cooperating,
leaving them exposed to attack, and even then it
DWARVEN WARRIOR can’t get far.
These stalwart servants of the dwarven empire Whatever they choose, most of the lurks are
hold the line against their foes with traditional sent into the troll tunnels, leaving only a small
battle axes. contingent, and The Betrayer, remaining on the
Attributes: Charisma 6, Dexterity 7, Mind 6, Spirit far side. If the drawbridge is lowered, it is possible
8, Strength 10 to cross over and confront the small force directly
Skills: Dodge 9, find 7, fire combat 9, heavy before moving on. The rest of the lurks, driven
weapons 9, intimidation 9, melee weapons 9, mad by conquest, swarm into Dhagh-Kolduhr and
stealth 8, taunt 7, willpower 9 plunge with it to their doom when the fortress
Move: 7; Tough: 13 (3); Shock: 8; Wounds: — finally collapses.
Equipment: Plate Mail (armor +3, Fatigues), Should anyone fall from Dhagh-Kolduhr into the
medium shield (defense +2), battle axe (Damage Abyss below, they plunge nearly a kilometer before
Strength +3/13), Ayslish Wheel-lock (Damage 13, landing in a huge web slung by nibikrids. They
range 5/10/20, Reload). still take 15+1BD damage, but they’re miraculously
Perks: — alive—though they must then contend with
Possibilities: None nibikrids!
Special Abilities: — • The Betrayer: see below
• Darkvision: Dwarves ignore up to four points • Lurks (2 per Storm Knight): see page 100
of darkness penalties.

THE FALL OF DHAGH-KOLDUHR THE BETRAYER


When the lurks are dealt with, any remaining Once a stalwart commander of the redoubt of
dwarves can tell the troll’s damage has doomed Dhagh-Dhorn, the dwarf now known only as The
Dhagh-Kolduhr. Already, cracks zigzag across the Betrayer was seduced by Darkness and became a
cavern roof, away from the weakened stalactite wight, bearing the typical stringy white hair and
root. The entire fortress will soon break up and death-white skin of his kind. As a warrior, he is not
collapse under its own weight, falling into the as experienced in spellcasting as other wights but
endless Abyss. is a fierce combatant.
In fact, every thirty seconds or so, parts of the Attributes: Charisma 8, Dexterity 9, Mind 11,
Redoubt groan and break off, along with bits of Spirit 10, Strength 12
the cavern ceiling. Every part that falls makes the Skills: Alteration 12, conjuration 12, dodge 14, find
12, intimidation 12, melee weapons 15, missile

52
weapons 13, reality 12, trick 13, unarmed combat test, but the scorching heat adds +2 shock when
14 Fatigue comes up on the action line during combat.
Move: 9; Tough: 15 (3); Shock: 10; Wounds: 3 The gate is shut tight and cannot be opened by
Equipment: Plate Mail (+3, Fatigues, Full body), mere Strength alone. A complicated mechanism
War Hammer (Strength +4/16, Stagger, Two nearby involving a huge magma wheel, cogs,
Handed, Unwieldy), Heavy crossbow (damage chains, and a weighted stone must be activated
13, 10/25/40, Reload). in order to open the gate. However, Oona warns
Perks: Frightening Aspect, Spellcaster (dispel magic, the heroes that the statue of the dwarf is a Gate
fear, lightning, summon elemental*) Guardian, a type of automaton that activates when
Possibilities: 3 any unauthorized parties attempt to open the gate.
Special Abilities:
• Darkvision: Dwarves ignore up to 4 points of Getting through requires a Dramatic Skill
darkness penalties. Resolution. If they succeed, the gate will open for
• Undead: Wights are immune to poison and them, otherwise they’ll have to contend with the
other effects that require breathing, eating, or Gate Guardian on a narrow bridge in these less-
other “living” processes. than-ideal conditions.
• Step A: The mechanism is powered by
magma, which pours out of a sluice gate in
SCENE FOUR: ENEMIES the ceiling onto a magma wheel. The wheel
AT THE GATE has slipped in its mounting and needs to be
reoriented, which requires a Standard (DN 10)
Standard Scene. Aysle Dominant Zone. As the science or Mind test.
Storm Knights get closer to their destination, they
have to contend with an old dwarven ruin deep in • Step B: A cog which connects the magma
the earth, guarded by a massive construct. wheel to the chain falls off easily. Though not
too heavy, getting it to fit in the corroded teeth
The hours blur together until you’re unsure whether properly requires a Challenging (DN 12) science
it is day or night on the surface, or even where you or Dexterity test.
are. The weight of the sheer mass of stone over your
head makes you feel small and powerless. Without • Step C: Now it is time to open the sluice gate
Oona you would be truly, hopelessly, permanently in the ceiling. The eons have made the lever
lost in the miles of silent, remote caves. The air has hard to pull, requiring a Very Hard (DN 18)
gone from clammy and cold to warm. A mix of toxic Strength test.
gases sometimes gives you coughing fits. • Step D: Once the magma pouring from the
Then, as the air grows hot enough to make you sweat, sluice gate has the chain turning, the weighted
you emerge onto a simply colossal cavern, lit by a sea stone is supposed to drop and open the door,
of roiling magma. Through heat shimmers, you can but corrosion causes it to hang up. It can be
make out a bridge of dwarven design, poised delicately freed by targeting it with a Very Hard (DN 16)
over this sea of fire, ending in a towering gate similar missile weapons or fire combat test. Pretty much
to the one back in Dhagh-Kolduhr, though this gate any projectile can do the trick; if the heroes have
also has a bas-relief statue of a dwarf wielding a huge none, bits of crumbled stone from the bridge can
hammer etched into it. “We’re almost there,” Oona be thrown at it. This can be bypassed if someone
says. “The final stretch is through that gate...I can feel wants to risk climbing up there and dislodging
it.” it by hand, which requires a Challenging (DN
12) Dexterity test. Failure results in a fall doing
Crossing the bridge is an anxiety-inducing affair 10+1BD damage, or 10+2BD on a Mishap.
but poses no significant hazards on its own. Once
in the cavern, though, the heroes are subject to
extreme heat conditions. It’s unlikely they’ll be in
here long enough to require a survival or Strength

53
DILEMMAS Move: 6; Tough: 22 (4); Shock: –; Wounds: 4
When a Dilemma appears on the Drama card, the Equipment: War Hammer (Strength +4/22, Stagger,
situation becomes more dangerous. Two Handed, Unwieldy)
Perks: —
• Possible Setback: The magma wheel slips
Possibilities: None
back out of its moorings, the cog pops back off,
Special Abilities:
or the sluice gate shuts again.
• Armor: This creature is made of stone, and
• Complication: The searing heat and low gains +4 Armor all over.
oxygen in this cavern cause gradual exhaustion. • Mindless: The Gate Guardian is immune to
The heroes must pass a Challenging (DN 12) intimidation and taunt interactions, as well as
survival or Strength test or suffer 2 Shock. telepathic powers.
• Critical Problem: The ancient mechanism • Relentless: The Gate Guardian ignores Shock.
irrevocably breaks, splitting to pieces and • Very Large: This statue is 10 meters high,
falling into the magma. The only way forward granting any roll against it a +4 Size bonus.
is to defeat the Gate Guardian.
As usual, the heroes have five rounds to SCENE FIVE: THE MAD
accomplish this task. If they do not succeed, the
Gate Guardian, realizing someone is attempting GOD
an unauthorized entry, grinds to life and attacks. Dramatic Scene. Aysle Pure Zone. The object of
Afterward, the gate is weakened enough to permit their quest now at hand, the heroes don’t realize
the heroes to pry it open without much effort. they’ve crossed over from Core Earth into the deep
Their troubles aren’t over yet, though. As the gate center of the cosm of Aysle, crawling through cave
rumbles open, a Stalker team wait on the other side, tunnels almost as old as the disk world itself. They
having been sent via dimthread into the cavern on discover a huge geode around which Aysle was
the other side. The Stalkers rush out through the formed during the creation of the world (see “The
opening door, trying to push the heroes back away Legend of Creation” sidebar above). The geode
from their goal. One attempts to seal the great is now the prison of a deranged demigod, Gorm,
door and damage the mechanism, an act which, trapped in here eons ago by Dunad as punishment
if successful, triggers the Gate Guardian if it has for crimes long since forgotten. Unable to leave the
not yet been defeated. It attacks Storm Knight geode, Gorm has grown increasingly stir-crazy,
and Stalker indiscriminately, always targeting the yearning to be free once more and maddened by
closest enemy. the bounds of his existence.
• Gate Guardian: See below The Gaunt Man first encountered Gorm a century
• Stalkers: Seepage 96 ago, when he ventured deep into Aysle in search of
a crystal from the “Seed of the World” to complete
the Carredon ritual. The confrontation was brief,
GATE GUARDIAN
as Gorm was no match for the Gaunt Man, who
This huge automaton, shaped like a metal dwarf in promptly destroyed Gorm’s physical form. Being
armor and wielding a mighty hammer, is affixed to immortal, Gorm gradually recreated his body.
a gate and animates only when someone unwanted When the Storm Knights arrive, they find an
attempts to open the gate. It detaches itself from enraged and unhinged demigod uninterested in
its position and moves around to attack, returning “dying” twice! Read or paraphrase the following:
when all enemies are dealt with. It may not stray
The tunnel is unremarkable, appearing just like
farther than 30 meters from its gate.
every other cave you’ve trudged down so far, but
Attributes: Charisma 5, Dexterity 6, Mind 5, Spirit Oona stops suddenly, looking around her as if sensing
6, Strength 18 something. Then you feel it as well—a subtle pulse
Skills: Dodge 8, find 7, maneuver 8, melee weapons in your body, as if it were pulsating in time with a
10, trick 6 great heart. Overhead is a crack through which filters

54
a pale, purple light. Oona hammers pitons into the Then you see something else: A large sphere glides
rock, and before long you climb into the crack, which up and out of the crystals on a far “wall” of the geode.
twists this way and that through veined white stone, As it draws nearer you realize it is also made of
never more than a pace across. All the while the light whitish purple crystals that rapidly grow and shrink,
grows brighter. Finally, you emerge on the floor of constantly changing the sphere’s basic shape. Several
a dazzling cavity, some 300 meters high. Amethyst crystals emerge in a pattern evocative of a face, which
crystals growing inward from every surface create a glares hideously down upon you. In a voice that
rough purple “floor,” while even larger crystals the resonates throughout the entire geode, the sphere
size of tree trunks turn the place into a labyrinth. says, “COWER. COWER BEFORE GORM AND
Soft purple light suffuses everything, emanating PREPARE FOR DEATH.”
from the core of every crystal. The light reflects off the Gorm does not attack immediately, instead
crystals on the far surfaces of the geode, like thousands savoring the moment. Clever Storm Knights
of stars glittering in a purple dusk. The sight is so may take this opportunity to draw Gorm into a
breathtakingly beautiful, you spend long moments in conversation, though it offers information only
stunned silence just taking it all in. sparingly, and cuts things off instantly if it meets
The moment is cut short by the sound of skittering trickery, mockery, resistance, or simply becomes
around you. Small creatures like crystalline spiders bored. As soon as this happens, the swarms of
dart between the tall formations around you. They Skitters attack from all sides.
stay hidden, spotted only for a moment as they rush During this encounter, it rapidly becomes
from one crystal to another. apparent that Gorm is quite insane. The eons have

Cower before Gorm!

55
fragmented its personality, just like the many facets another Storm Knight’s perspective! The heroes
of the crystals of its prison. Gorm’s face shifts every can circumnavigate to any point on the geode’s
ten seconds or so, its voice and demeanor changing inner surface, though they may need to jump to
with it, as the myriad personalities emerge and fall change perspective and switch to another surface.
back. Every round the GM should roll a Bonus Die; Gorm can swivel to face any direction it likes, and
Gorm’s personality, desires, and even methods of is not subject to gravitational pull.
attack change depending on the result: • Gorm: see below
• 1: Penitent. Gorm begs for release from its • Skitter Swarm (1 per 2 Storm Knights): see
prison, apologizes for its wrongs, and asks below
Dunad for forgiveness. During combat, Gorm
turns its attentions on the swarms of Skitters, GORM, THE MAD GOD
aiding the heroes as it can.
• 2: Crazed. Gorm screams and gibbers, its Although Gorm did not begin its existence this
mind completely unhinged. It takes no actions, way, it now appears as a huge sphere made of
nor can it communicate. However, it emits a crystals, which constantly jut outward and recede
pulse of powerful, mind-scrambling horror. back. It uses these crystals to form temporary faces.
Any living being inside the geode must pass an A bright light shines deep inside its body, and it
Easy (DN 8) Spirit test or be Stymied, or Very flies without need of wings or any other apparent
Stymied on a Mishap. The Skitters are immune form of locomotion. Gorm’s fractured sanity makes
to this effect. it unpredictable. It burns with anger at Dunad for
• 3: Confused. Gorm accuses the Storm Knights its imprisonment and wants nothing more than to
of being Dunad in disguise, of being figments escape the geode—something it couldn’t do, even
of his imagination, or of being the Gaunt Man if a large enough hole was carved into the geode’s
come back to continue their battle. In combat, edge, for Gorm is bound by Dunad’s power to this
Gorm summons a new swarm of Skitters. place for eternity. It is immortal, but not impervious
• 4: Devious. Gorm uses lies and deceit to get to harm; if its body is destroyed, it will gradually
the heroes to let down their guard or turn the form a new one over the span of several years.
heroes against one another. In combat it causes Attributes: Charisma 10, Dexterity 8, Mind 16,
new crystals to grow from the surface, either Spirit 18, Strength 12
creating a wall between allies (approximately 3 Skills: Alteration 20, apportation 20, conjuration
meters wide and 3 meters tall) or lifting a single 20, divination 20, dodge 11, evidence analysis
character up 6 meters from the floor. 18, find 18, intimidation 20, maneuver 11, missile
• 5: Enraged. Gorm becomes overwhelmed weapons 18, persuasion 13, reality 20, stealth 13,
with rage and fury. If he isn’t already in combat, taunt 13, tracking 17, trick 18, willpower 22
Gorm ends any communication and simply Move: 8 (fly only); Tough: 16 (4); Shock: 20;
attacks. In combat he selects the nearest target Wounds: 4
and focuses an attack on that individual. Equipment: —
• ∞: Focused. For a moment, Gorm is its old Perks: Spellcaster (absorb magic*, detect magic,
self—cruel, prideful, and drunk on power. It diminish, discern lies*, dispel magic, enhance, fear,
sometimes uses its booming voice to intimidate haste, invisibility, lightning, multiple images*, portal,
its opponents, or simply acts in whatever way possibility rend, shield, silence*, slow, stun)
would be best in the moment. Possibilities: 3
The floor of the geode is rough but does not Special Abilities:
significantly impede movement. However, as a • Armor: Gorm’s body is made of crystal, and
strange phenomenon at the center of Aysle gravity gains +4 armor all over.
doesn’t work quite as expected. A Storm Knight • Beam: Gorm can emit a concentrated beam of
may stand on any flat surface as if it were the floor, light which does Damage 17, range 20/40/80.
even if that surface is a wall or the ceiling from • Dread: While Gorm is present, any Standard
Scene counts as a Dramatic Scene instead.

56
• Fear: When first encountering Gorm in an act,
anyone must make a willpower or Spirit test or
CONCLUSION
be Very Stymied. The Storm Knights do not need to defeat Gorm,
• Flight: Move 8 in the air. they just need to collect a single crystal from inside
• Large: Gorm is a sphere around 7 meters this geode and escape with their lives. The crystals
across, and attacks against it gain a +2 bonus. are hard as diamond, with a Toughness of 25,
making it incredibly difficulty to chip off a piece
SKITTER SWARM under duress. The crystals may be attacked line
any other object (DN 6), and if damage exceeds
Skitters are animated splinters of crystal about the
toughness enough crystal chips free to finish the
size of a fist. In appearance they evoke spiders, but
job. If they destroy Gorm’s body, its soul retreats
do not share any biological traits of arachnids. The
into the geode and won’t come back for many
skitters harass the Storm Knights and try to engulf
years. The Skitter swarms, free from their master,
them so long as they remain inside the chamber.
escape from the Seed of the World into the near-
Attributes: Charisma 5, Dexterity 8, Mind 4, Spirit endless tunnels of the Underground, doubtless to
5, Strength 5 cause trouble elsewhere.
Skills: Find 5, dodge 9, maneuver 9
Having acquired the crystal needed for the
Move: 8; Tough: 7 (2); Shock: —; Wounds: 5
Carredon ritual, Oona can lead the heroes back
Equipment: —
to the surface, emerging where they entered or in
Perks: —
other parts of the realm of Aysle to begin the next
Possibilities: None
phase of their quest once Oona gets a feel for the
Special Abilities:
location they wish to reach.
• Armor: These creatures are made of crystal
and gain +2 armor all over.
• Engulf: Any creature inside this swarm
suffers Strength+1BD damage at the start of her
turn.
• Mindless: Skitters are immune to intimidation
and taunt interactions.
• Relentless: Skitters ignore Shock.
• Swarm: Single-target weapons do no damage
at all. Unarmed stomps and trashing deal half
damage. Area attacks do normal damage.

57
T
he quest to locate the fourth Essence, the
skull of a lyche that is “both alive and dead,”
leads the heroes to the Corsair stronghold on
the Isle of Man. They meet a Corsair who heard of

BONE AND STEEL


an infamous marauder named Fortunato, known
for the living skull hanging from the bowsprit of
his ship. That Corsair can help them track down
Fortunato, but first they need to secure a ship
and recruit a crew, then seek out a hidden cache
containing a surprising assistant who can help
them find the evil captain. Along the way they
have a chance encounter with a poacher and her
sinking ship. At last, the Storm Knights chase down
Fortunato’s ship, The Black Doom, and discover
ACT FIVE:
the lyche’s skull won’t be as easy to acquire as they
thought!

OVERVIEW
Scene One: Shortly after beginning their search,
the heroes meet a Corsair who can help them track
down the lyche’s skull in exchange for a favor.
Scene Two: Now in possession of a ship of their
own, the Storm Knights start tracking Fortunato,
only to discover their actions have attracted a
pirate hunter.
Scene Three: In the strangely tropical islands
called The Gemstones, the trail of Fortunato leads
the team to an old ruin, where the evil pirate hides
his fortune. Matters are complicated by the arrival
of Uthorion’s Stalkers.
Scene Four: The heroes spot a ship in trouble in the
night. The only remaining survivor of a Sea Serpent
attack begs them to rescue the live animals trapped
in the hold, but there’s more to the survivor’s story
than at first seems.
Scene Five: With the aid of a mermaid, they track
Fortunato to Norway and battle his terrifying war
galleon, only to be pinned in by a rival Corsair. In
the confrontation, they discover Fortunato is really
a lyche, and they need to defeat him to get his skull.

58
SCENE ONE: HOIST THE
BLACK FLAG FORTUNATO’S SECRET
The Storm Knights spend much of this act
Standard Scene. Aysle Dominant Zone. The
believing the lyche skull mentioned in the
Storm Knights have little information with which
prophecy, one that is “both alive and dead,” is
to begin their search, so upon their arrival on the
an animated skull hanging from the bowsprit
Isle of Man, they’ll need to do some investigation.
of a former Corsair named Fortunato, whose
Read or paraphrase the following:
ship is said to be crewed by the dead. Everyone
The population of the Isle of Man has always been knows of the skull, which continuously howls
sparse, but since the invasion, very little of it is dire warnings to the opposition.
inhabited—at least not by humans. Its many ancient
What no one knows is that, in addition to
ruins are how home to monsters, its rolling hills
studying swordplay and navigation, Fortunato
dangerous and untracked. Only a few human towns
also spent his life studying the arcane arts.
remain, all of them huddled along the coast. The largest
Some time ago, he discovered an ancient
of these is Douglas, where the local lord, Viscount
tome describing the dark secret to becoming a
Kaylock Gerrick, maintains the law of Ardinay from a
lyche. Casting his soul into a ruby, Fortunato
castle overlooking the harbor. Despite an uneasy peace
completed the ritual and became immortal
with the Corsairs, you’re far more likely to see the Jolly
through undeath. However, he keeps this
Roger flying from the rowdy towns along the island’s
transformation secret by continuing to “wear”
southernmost stretch, Castletown and Port Erin.
his old body, using his magic to hold back the
Ask where they’d prefer to start their search; the inevitable decay and giving him the appearance
walled town of Douglas, or one of the more lawless of being healthy and alive. It is his skull the
Corsair communities. Douglas is safer, larger, and Storm Knights need to acquire to fulfill their
has a Delphi Council safehouse in a flat along quest.
Castle Street near the harbor. Castletown or Port
Erin are unruly, with only a token garrison and no
safehouse, but the residents might be more likely
to have leads. DOUGLAS
Depending on where they choose, they meet If the heroes start in Douglas, or end up there, read
one of two Corsairs currently locked in a blood or paraphrase the following:
feud—“Black Charlotte” Meade, and Sébastien de
The gray stone buildings of Douglas stretch along
Villiers. For a time, de Villiers was Black Charlotte’s
the length of a bay, hemmed in on three sides by a
quartermaster aboard her brigantine, the Sea
fortress wall flying the banner of Ardinay and House
Blade, but one night, drunk and feeling lucky, she
Gerrick. Staid soldiers patrol the narrow avenues,
wagered the Sea Blade against de Villiers’ share of
which bustles with throngs of fishermen, traders, and
a recent plunder, and lost. Now Black Charlotte
mongers. Tall trading ships stand in the harbor, along
nurses her misfortune in Port Erin, convinced de
with a motley assortment of untransformed fishing
Villiers won through trickery and plotting to steal
trawlers. The clang of buoys and the cry of gulls can be
back the Sea Blade.
heard from every part of town, and a cold wind blows
Meanwhile, de Villiers plundered ships around off the water.
the Irish Sea, then hid the Sea Blade and sneaked
The Delphi Council safehouse is a room in the
into the fort town of Douglas to arrange for new
basement of a pub, operated by a father/daughter
cannons, only to be captured by soldiers and
duo. It is stocked with a variety of common Ayslish
thrown in jail for violating his Letter of Marque,
weapons and gear. Most townsfolk, including
which only permits him to target Vikings and other
the soldiers, have little knowledge about such
agents of Uthorion.
things as lyche skulls, but they all agree it sounds
like something Sébastien de Villiers, a notorious

59
Corsair, might know about, as he flies a screaming AYSLISH MERCHANT SCHOONER
skull as flag. Unfortunately, de Villiers is in jail for
This wooden 21-meter two-masted gaff-rigged
violating the terms of his Letter of Marque. Getting
vessel is built for hauling cargo, not for battle,
in to see him is only possible with a Hard (DN 14)
though it maintains some defenses for repelling
persuasion test performed on the guards outside the
boarders. It can operate at listed efficiency with as
blocky prison, or a Very Hard (DN 16) stealth test to
few as 8 crew.
clamber up the jailhouse walls and enter through a
guardpost on the roof. Top Speed: 20 kph (8); Tough: 16; Wounds: 3
Very Large: Attacks against the schooner gain a +4
The jail has only six cells. All are empty except the
bonus due to its size.
one containing de Villiers. He instantly recognizes
Maneuverability: –4 penalty to water vehicles for
the goal of their quest, having based his own flag
defenses or chases.
off Fortunato’s eerie ship ornament after a short
Passengers: 30
stint sailing with him. He doesn’t know where
Weapons: 3 Ayslish Cannons (Damage 20,
Fortunato is—but he knows how to find out and is
100/250/500, reload).
willing to help if the heroes get him out of prison
before his execution in three days. If they can’t, or
won’t, they’ll eventually need to go to Port Erin
CORE EARTH TRAWLER
and try their luck in that pirate haven. The typical 18-meter trawler has a steel hull with a
300 hp engine suitable for long haul fishing. It has
Busting him out unavoidably leads to confrontation
two swivel-mounted derricks that can drag heavy
with the guards, who possess the key to his cell and
nets then hoist their catch into the refrigerated
don’t take kindly to such an illegal act. The loyal
hold. It can operate at listed efficiency with as few
guards can be bribed or coerced with a Very Hard
as 3 crew.
(DN 16) persuasion or intimidation test, but a failure
alerts the entire garrison. Once de Villiers out, the Top Speed: 18 kph (8); Tough: 18; Wounds: 3
guards give pursuit—an excellent opportunity for Very Large: Attacks against the trawler gain a +4
a chase through the crowded port streets. There’s bonus due to its size.
no time to arrange legal passage, but there are Maneuverability: –4 penalty to water vehicles for
three unguarded vessels tied off at the wharf: an defenses or chases.
Ayslish merchant schooner, a Core Earth trawler, Passengers: 12
and a Core Earth catamaran. Any vessel gets them Weapons: Swivel-mounted 7.62mm Minigun
out of the harbor before the garrison can scramble (Damage 15, 100/500/1K, Heavy burst, Bulky).
to intercept them in a ship of the line.
CORE EARTH CATAMARAN
• Guards (3 per Storm Knight): see below.
• Sébastien de Villiers: see below This 12-meter double-hulled vessel is designed
for cruising and leisure. Catamarans are known
for their speed, in part due to the reduced contact
GUARDS area of the sleek twin hulls. It can operate at listed
Attributes: Charisma 6, Dexterity 8, Mind 7, Spirit efficiency with as few as 2 crew.
8, Strength 8
Top Speed: 65 kmh (11) Fast; Tough: 16; Wounds:
Skills: Dodge 10, find 8, heavy weapons 9,
2
intimidation 9, maneuver 9, melee weapons 9,
Fast: Speed grants a +2 bonus in chases or a –2
stealth 9, unarmed combat 9
penalty on any attempts.
Move: 8; Tough: 10 (2); Shock: 8; Wounds: —
Very Large: Attacks against the catamaran gain a
Equipment: Chain mail (Armor +2), Halberd
+4 bonus due to its size.
(Strength +4/12, Reach 2 meters, Two Handed).
Maneuverability: –2 penalty to water vehicles for
Perks: —
defenses and chases.
Possibilities: Rare (2)
Passengers: 8
Special Abilities: —
Weapons: None.

60
SÉBASTIEN DE VILLIERS a sea cave, guarded by several of his crew as they
await his return from Douglas. A narrow back
Though not terribly likeable, de Villiers is
passage, guarded by a trio of surly ruffians, leads
undeniably one of the best gunners plying Ayslish
from the trail down into the cave, where Corsairs
waters. He is taciturn, no-nonsense, and peppers
have constructed a rickety building and wharf
his common speech with terms from his native
from old planks. Several lean-tos occupy a sandy
French. He wears a powdered wig and tricorn hat.
beach near a pair of longboats. The dripping
His dark red waistcoat hides several pistols.
cavern ceiling is high enough overhead to permit
Attributes: Charisma 7, Dexterity 10, Mind 9, a ship to enter safely without snapping a mast and
Spirit 8, Strength 8 connects to the sea via a serpentine tunnel lined
Skills: Dodge 12, evidence analysis 10, find 11, with dangerous rocks. Only a handful are aboard
fire combat 15, heavy weapons 14, intimidation the brigantine at the moment, the rest celebrating
9, maneuver 11, melee weapons 12, persuasion around a fire on the cave’s beach. They give chase
8, reality 9, stealth 11, taunt 8, trick 10, water in the longboats with their muskets but can’t hope
vehicles 14 to catch the Sea Blade once she’s in open waters.
Move: 10; Tough: 9 (1); Shock: 8; Wounds: 3
• Buccaneer (3 per Storm Knight): see below.
Equipment: Leather jerkin (armor +1), Rapier
• Black Charlotte: see page 62.
(Strength +2/10, Quick), Two wheel-lock pistols
(Damage 13, 5/10/20, Reload)
Perks: Sniper BUCCANEER
Possibilities: 3 Attributes: Charisma 5, Dexterity 8, Mind 6, Spirit
Special Abilities: — 8, Strength 7
Skills: Dodge 11, find 7, fire combat 10, heavy
PORT ERIN weapons 10, intimidation 9, maneuver 10, melee
If the heroes start in Port Erin, or end up there, read weapons 10, stealth 10, water vehicles 10
or paraphrase the following: Move: 8; Tough: 8 (1); Shock: 8; Wounds: —
Equipment: Leather jerkin (Armor +1), Cutlass
Port Erin is a rowdy port, her wooden buildings
(Strength +2/9), blunderbuss (Damage 14, 5/10/15,
unkempt and her cobbled streets crowded with rogues,
Reload).
ruffians, and outlaws of every type. Energetic music
Perks: —
blares from taverns, and the smoke from savory meats
Possibilities: Rare (2)
mingles with the odor of gunpowder and briny water.
Special Abilities: —
Corsair ships of all sizes lie at anchor in the sheltered
waters of the harbor, each flying a different black flag. THE SEA BLADE
There is no Delphi Council safehouse here, but Black Charlotte’s ship is a typical brigantine, a
heroes can find any number of rooms to let. Asking wooden 30-meter two-masted vessel with square
around for lyche skulls gets the heroes confused topsails and a gaff mainsail. It can operate at listed
looks, but their inquiries are overheard by Black efficiency with as few as 10 crew.
Charlotte, currently despondent about the loss
of her ship and deep in her cups. She sees an Top Speed: 20 kmh (8); Tough: 20; Wounds: 4
opportunity to get the Sea Blade back. She knows Very Large: Attacks against the Sea Blade gain a +4
how to find a ship bearing a half-alive lyche skull, bonus due to its size.
and will happily help them find it if they help her Maneuverability: –4 penalty to water vehicles for
reacquire her ship from the “mutineers who stole defenses and chases.
it.” If they are unwilling or unable to help, they’ll Passengers: 100
need to search elsewhere in Douglas. Weapons: 5 Ayslish Cannons (Damage 20,
100/250/500, reload).
Should they agree to help Black Charlotte, she
leads them to a spot elsewhere along the coast
where de Villiers has hidden the Sea Blade inside

61
BLACK CHARLOTTE may contribute to this roll using a Combined
Action. Failure means any Wounds already
“Black Charlotte” Meade is quick-witted and
taken by the ship remain unrestored.
acrobatic, known for her long black hair and
thick Irish brogue. What few know is that she was • Contact Dunn: Barnabas Dunn is a bosun
originally a movie star from Terra, but when the who sailed with Fortunato and knows where
roles started drying up, she absconded with her the evil pirate stores his ill-gotten gains. While
old pirate costume and decided to put her acting the other business is being completed, either de
experience to work as an Ayslish Corsair. The Villiers or Black Charlotte secures his aid.
Irish brogue isn’t real, but her skill with a sword is When they’re once more underway, their Corsair
undeniable. Her flag is the sword-and-rose. companion provides some more information about
Attributes: Charisma 9, Dexterity 10, Mind 7, their destination and what lies there:
Spirit 7, Strength 7 “Ahead of us lie the Gemstones, a cluster of tiny islands
Skills: Dodge 14, find 10, heavy weapons 12, where the land ends and the ocean begins. Unlike the
intimidation 9, maneuver 14, melee weapons 14, rest of these waters, the sea around the Gemstones is
persuasion 10, reality 9, stealth 11, taunt 12, trick warm and clear. It comes up through a great blue hole
9, unarmed combat 11, water vehicles 14 in the center, which some say plunges directly down
Move: 10; Tough: 8 (1); Shock: 7; Wounds: 3 to Aysle herself, connecting her warm inner seas to the
Equipment: Leather jerkin (armor +1), Cutlass colder ones here. Whatever the case, the Gemstones are
(Strength +3/10). near deserted. Only a small encampment of Corsairs
Perks: Indomitable, Whirlwind is down there; the rest are thick forested islands said to
Possibilities: 3 be haunted. Rumor has it that Fortunato himself hides
Special Abilities: — some of his riches there, and what’s more, he has an
ensorcelled mermaid there to guard his vault. It’ll be
SCENE TWO: BEAT TO his undoing: We break the mermaid’s bind, and she’ll
lead us directly to him. We just need to know where
QUARTERS! she’s kept…”
Standard Scene. Aysle Dominant Zone. Having At that, the Corsair trails off, gaze riveted toward
secured a guide (either de Villiers or Black the sea behind you. “We have a pirate hunter
Charlotte), the Storm Knights head south toward behind us. Looks like that damned elf, Sundamar.
the “Gemstones” in hopes of learning Fortunato’s To stations!”
location. They stop over first in Port Erin, where Sundamar Elwenys, captain of the frigate
they have an opportunity to take care of some Indomitable, was sent by the Parliament of
business: Captains to bring back the escaping ship. If de
• Hire crew: Make a Standard (DN 10) Villiers is aboard, this is in response to his escape
persuasion test. On a success, they may hire 2BD from jail; if Black Charlotte is aboard, it is for theft
of crew, with an additional +1BD per Good and of the Sea Blade. Sundamar is obsessive and takes
Outstanding Success. On a Failure, only 1BD his duties seriously.
crew sign up. Crew use the Sailor stats from
page 99. FLEE OR FIGHT
• Purchase supplies: Requisitioning supplies The heroes need to decide if they wish to flee
for the voyage is a Standard (DN 10) streetwise or fight. In either case, use the Battles at Sea
test. Failure means they’ll need to purchase suggestions on page 33 to run this encounter.
supplies again in the Gemstones. One of the players should take control of the
• Make repairs: Ensuring the ship is ready for Captain, or a Storm Knight with water vehicles
travel is a Standard (DN 10) water vehicles test, should step in to command the craft during the
based on Mind rather than Dexterity. Hired crew battle after the Captain is conveniently injured—
perhaps by Sundamer’s drake.

62
The crew of the ship serve to meet the minimums Attributes: Charisma 8, Dexterity 9, Mind 7, Spirit
for operation, which leaves the Storm Knights free 8, Strength 7
to use Combined Actions to aid the Captain’s water Skills: Dodge 12, find 9, heavy weapons 12,
vehicles test. intimidation 10, maneuver 13, melee weapons
• Indomitable: See below. 13, persuasion 9, stealth 11, taunt 10, trick 9,
• Captain Sundamar Elwenys: See below. unarmed combat 10, water vehicles 15
• Percy: See below. Move: 9; Tough: 8 (1); Shock: 8; Wounds: 3
• Ayslish Sailors (40): see page 99. They Equipment: Leather jerkin (armor +1), Elf
don’t start off armed, but in a boarding action 10 longsword (Strength +3/10, Holy, Attacks by
sailors are issued a Cutlass (Damage Strength Elves Favored).
+2) and a Ayslish Wheel-lock (Damage 13, Perks: Beast Friend, Drake Friend
Range 5/10/20, Reload, Pistol) each round. Possibilities: 3
• Wizard (one): see page 100. Special Abilities: —

CAPTURED! PERCY
Being captured by Sundamar means being This youthful, bright red dragon is about the size
thrown in a brig in Port Erin to await a hearing by of a macaw. Early in the battle Percy flies low along
the Parliament of Captains—or planning a daring the sealine to get near the Storm Knight’s ship in an
escape! Alternatively the Delphi Council may have attempt to incapacitate the Captain and flee back to
a representative nearby who can negotiate the Sundamar for a reward of crackers.
team’s release, minus the ship and their guide!
Attributes: Charisma 6, Dexterity 10, Mind 5,
Spirit 8, Strength 7
INDOMITABLE Skills: Dodge 11, find 7, intimidation 9, maneuver
Indomitable is a three-masted, wooden frigates and 11, missile weapons 11, stealth 11, trick 7,
more than a match for anything less than a modern unarmed combat 11
warship. Indomitable has 40 sailors aboard,with Move: 10; Tough: 8 (1); Shock: 8; Wounds: 1
half operating the rigging and the rest on deck or Equipment: —
working below as gunners on the cannons. Captain Perks: —
Elwenys is also careful to bring a mage along as Possibilities: Never
part of his crew when he expects trouble—which Special Abilities:
is always. • Armor: Scaly hide +1.
• Bite/Claws: Strength +1 (8).
Top Speed: 25 kmh (9); Tough: 25; Wounds: 5
• Fire Breath: The young drake may spit fire,
Very Large: Attacks against a frigate gain a +4
dealing Damage 12 to a Small Blast radius up to
bonus due to its size.
20 meters away. The attack uses missile weapons
Maneuverability: –4 penalty to water vehicles for
to hit, and may not be used again for another
defenses and chases.
minute.
Passengers: 150
• Small: Attacks against the drake suffer a –2
Weapons: 8 Ayslish Cannons (Damage 20,
penalty due to its small size.
100/250/500, reload).
• Wings: The drake has a Flight move of 10, and
SUNDAMAR ELWENYS can “rush” up to 50 meters in a round.

Sundamar is a High Elf, a rarity among the Corsairs.


He is notoriously obsessed with enforcing fealty
among the Parliament of Corsairs. Perched on his
shoulder is a young drake named Percy. Sundamar
wears a fancy doublet and a wide-brimmed hat
with a massive peacock feather in the band.

63
SCENE THREE: ON THE the beach. Sand crunches underfoot. A warm breeze
hisses through ranks of palm trees dotting the edge of
BEACH the forest. Colorful Ayslish birds flutter overhead. The
Standard Scene. Aysle Dominant Zone. Once their scene is surreal, especially in this part of the world.
ship arrives at the Gemstones, the Storm Knights But the tranquility is shattered moments later when
need to contend with several island hazards as they huge crabs as big as people burst out of the sand.
seek out the hiding place of Fortunato’s treasure. The crabs are hungry, aggressive, and fight to the
Read or paraphrase the following: death.
The “Gemstones” were once the Isles of Scilly, a • Giant Crabs (1 per Storm Knight): see below.
cluster of flat, windswept islands before the axiom
change, but now an isolated subtropical archipelago. GIANT CRAB
As you draw nearer, the sea shifts from slate gray to a
These shore crabs are much larger than their typical
rich, transparent turquoise. Colorful fish dart among
cousins, nearly three meters from side to side.
the remains of a sunken ship below your keel. The air
is balmy, and the low hills are covered in lush jungle Attributes: Charisma 4, Dexterity 8, Mind 4, Spirit
growth. 8, Strength 11
Skills: Dodge 9, find 8, intimidation 10, stealth 10,
The warm waters here well up from a huge blue
taunt (9), trick (9), unarmed combat 10
hole just off the north shore of St. Mary’s island,
Move: 8; Tough: 15 (4); Shock: 8; Wounds: —
smack dab in the middle of the archipelago. The
Equipment: —
blue hole, known locally as “The Pit,” tunnels
Perks: —
straight through the Land Between to the hot inner
Possibilities: Never
seas of Asyle, which pumps a constant upwelling
Special Abilities:
of heated water through the Pit. As a result, these
• Armor: Thick exoskeleton +4.
islands enjoy a subtropical micro climate that
• Pincer: Damage Strength +2 (13).
extends a couple dozen kilometers in any direction.
• Swim: Move 11 in the water.
Few pre-invasion locals live here anymore, but
Hugh Town remains as a Corsair encampment. THE OLD FORT
There are a few solid buildings—mostly taverns,
When the crabs are defeated, the Storm Knights
brothels, or warehouses for purloined goods. The
discover a faint trail that cuts into the jungle. The trail
rest are a ramshackle collection of cabins, chanteys,
winds for nearly 100 meters through dense trees.
lean-tos, and tents with an ebbing and flowing
Three skeletons hang in rusty gibbets as a warning
population of leisure-seeking Corsairs between
to interlopers. Just past them is an old ruined fort,
voyages. There are never more than a few hundred
now not much more than low, crumbling walls
buccaneers in Hugh Town at any time, but there’s
swallowed by jungle growth. Fortunato used this
always a ship or two being reefed and repaired in
fort as a base for a few months, leaving it littered
the harbor.
with busted kegs and crates, broken swords, and
If the heroes are in need of supplies or repairs, they other detritus.
can stop over at Hugh Town. The same services
Dunn takes a moment to relate everything he
are available as in Port Erin, though costlier. All
remembers about this place:
difficulties are increased to Challenging (DN 12).
• Fortunato killed several crew and left their
Barnabas Dunn guides the Storm Knights’ ship
animated bodies to guard the ruins.
toward the eastern shore of Old Grimsby island.
There, he recalls, Fortunato hides some of his • The stash itself is in a cavern at the bottom of
treasures in a ruined fort just inland from the a well.
beach. Read or paraphrase the following: • Fortunato has a captive mermaid down in the
Taking the longboat, you cross a coral reef to a well acting as an unwilling guardian. A glass
shallow, sandy-bottomed inlet, then drag the boat onto float controls her actions.

64
Anishaa can swashbuckle with the best of them!

In a center courtyard is the boarded-up well. A She starts off by singing to beguile her opponents,
tripwire connected to the well cover fires an arrow, then attacks anyone in the water, attempting to
which strikes a random party member for 12+1BD drag them to the bottom of the pool where she
(or 12+2BD on a Mishap) and can be avoided with a shackles them to a heavy ball and chain to drown
Standard find test or Hard (DN 14) dodge test. them.
The well’s shaft plunges 12 meters then opens She looks anguished and pleading when she
into an underground cavern, dominated by a deep, attacks, and her eyes flick to the shell any time she
clear pool in the center. Small air shafts let in thin makes eye contact with a Storm Knight. The well-
beams of sunlight, breaking the gloom. hidden shell requires a Very Hard (DN 16) find test
to locate, hanging from a shadowy spot high near
THE MERMAID the ceiling and well out of her reach.
In the pool is the mermaid, Moira, whom Fortunato Along the shore of the pool are mounds of treasure
forced into his service by binding her soul to a in chests, barrels, and boxes. Fortunato also left
conch shell he keeps aboard his ship. Another shell more animated skeletons here, still stuck through
concealed in the cave links her to him. with the cutlasses that killed them.

65
Fortunato’s treasure is quite a haul and removing
FIRE ABOARD A SHIP it takes time. After Barnabas, the crewmembers,
and the party’s Corsair companion are paid, the
With mages and drakes about a close party’s share of the coins and jewelry provide
encounter with flames is all but certain. Fire a +8 bonus to streetwise attempts to requisition
can be especially dangerous on the wooden equipment, which can be spread among different
boats favored in Aysle—or even modern metal rolls over time.
vessels! A fire breaks out on a Setback if either
• Zombies (2 per Hero): see page 101.
side is using flaming attacks of any kind. On
• Merfolk: see below
the first round the flames deal 14 damage to
• Stalkers: see page 96.
the ship, ignoring any Armor. Each subsequent
round the damage increases by+1 until it’s put
out or the ship is destroyed. MERFOLK
Merfolk (“mermaids” if female, “mermen” if male)
Fighting fire is done with either Science or
appear as extremely beautiful humans, but instead
water vehicles test based on Mind instead of
of legs they have a long, pearlescent fish tail.
Dexterity.. The DN is standard (10) unless
They are known for their beguiling song and are
the ship has properties that make it harder
usually aligned with Light, though some give their
or easier. Only one test is rolled each round,
souls over to Darkness and become merrow, their
but anyone who wishes may Combine to help
features twisted and nightmarish.
with it. A success reduces the fire by 1 point of
Damage, a Good success reduces it by 2 points, Moira is a mermaid, and her beauty serves as a
and an Outstanding by 3 points. If the fire clue that she’s not a servant of Darkness and is
drops below 10 damage a round it’s put out for being compelled to fight against her will.
good. Attributes: Charisma 10, Dexterity 9, Mind 7,
Spirit 8, Strength 7
Skills: Dodge 10, find 9, maneuver 10, melee
weapons 11, persuasion 12, stealth 11, survival 9,
taunt 12, trick 9, unarmed combat 10
Move: 9; Tough: 7; Shock: 8; Wounds: —
To complicate matters, Uthorion’s Stalkers Equipment: Trident (Strength +2/9).
may arrive, taking advantage of the situation to Perks: —
launch a surprise attack when the heroes are most Possibilities: Rare (3)
vulnerable. Special Abilities:
When freed, the mermaid shares her information • Siren song: A merfolk’s song is captivating,
with a lilting, beautiful voice. filling all living Folk who hear it with longing
and desire. Each round, as a Simple action, she
• Her name is Moira, and she comes from a
may intone her song, making a persuasion test
colony off the Outer Hebrides.
against the willpower or Spirit of a target who
• She has been in here for “many suns” but can hear her. On a Standard Success the target
does not have a human’s sense of time. is Stymied, or Very Stymied on a Good Success.
• Fortunato was hoping to fashion her into a On an Outstanding Success, the victim is Very
merrow, a form of merfolk twisted by Darkness Stymied and can take no other actions except to
into cruel shadows of their former selves. move toward the mermaid then stand near her
in a hypnotic state, heedless of danger (though
• To this end, he has her soul trapped in a conch
he may still defend himself if attacked). Once a
shell, which he keeps with him aboard his ship.
target resists, he cannot fall victim to anymore
She can sense the direction of this conch, and is
siren songs for the rest of the scene.
willing to lead them directly to Fortunato.
• Swim: Move 11 in the water.

66
SCENE FOUR: THE DEEP sells them on the black market, vanishing with the
cash before the creature can be transformed by its
BLUE SEA new reality.
Standard Scene. Aysle Dominant Zone. Having Of course, she doesn’t share any of this information
freed Fortunato’s captive mermaid, the Storm with the Storm Knights when they board the
Knights can now follow her to find their quarry. Aurora. She claims they were transporting rescued
Once everyone is ready to depart Old Grimsby, endangered animals to a sanctuary in London and
Moira takes the lead at the prow, gliding through begs the heroes to go below and save them. If the
the waves on the bow wave, jumping and diving Storm Knights demur, she tries other strategies,
in the sun. She leads the ship eastward through the from offering large sums of money to letting them
Aysle/Cyberpapacy Mixed Zones in the English know one animal is a rare winged horse.
Channel, then northward across the North Sea. If the heroes agree, they find the hold a hellish
Strong winds threaten to turn into a squall, and place: lights from the damaged generator flicker
the driving seas cause the ship to pitch and roll. like strobes, the deck is slick and awkwardly tilted,
Lightning flickers occasionally in the heavy clouds and cold North Sea water fills half the hold, which
overhead. While unpleasant, this won’t force water is a jumble of supply crates and equipment thrown
vehicles tests—yet. Late into the night, somewhere around during the attack. Nothing down here
near the middle of the North Sea, a random Storm poses a threat, though any physical skill tests are
Knight or crew member spots a distant signal flare Hard (–4) due to the lighting and tilted floor.
arcing up into the night sky. At the far end of the hold they find the large
The team needs to decide if they want to respond cage containing the winged horse, a white mare
to the emergency flare. Someone is obviously in with a black mane and wings. She is terrified at
trouble, but the mission to locate Fortunato is also the heroes’ approach. She can be calmed with a
pressing. If they opt to press on, they continue into Hard (DN 14) beast riding test using Spirit instead
the night with no further interactions. However, of Dexterity, or with suitable magic, miracles, or
if they go toward the sputtering red light, they psionics. Otherwise, she bursts free when the cage
come upon a bad scene. Read or paraphrase the is opened; if the attempt to pacify her resulted in
following: a Mishap, she also attacks the nearest hero for one
The flare still hangs in the air, its light slowly dying. round before fleeing for the open hatch. However,
In the dim red glow, you see a 100-foot steel Core Earth she accepts anyone getting an Outstanding result
merchant vessel named the Aurora. She’s swamped on the beast riding test as a rider (until the end of
by water and floating at a 45° list. Something big this act, when she returns home).
damaged her superstructure and caved in part of the Also in the hold are a tiny shimmering pixie in
hull, leaving her helpless in the heavy sea. Dead bodies a bottle, a white raven, and a type of magical cat
bob in the water amid shattered detritus from the deck. called a Grimalkin.
Several people huddling at her bow wave frantically While the heroes are still in the hold (or at a
at you. suitable moment if they opted not to go below),
The Aurora is owned and operated by an Australian the Sea Serpent returns to finish the job. Its arrival
Stormer named Piper Shaw, along with her team, causes the scene to immediately become Dramatic.
many of whom are now dead. They were attacked The Sea Serpent already has 3 Wounds from the
half an hour ago by a Sea Serpent which wrapped first attack. The Aurora has a swivel-mounted
around the hull and squeezed, flooding part of the 7.62mm minigun on her bridge. Piper’s broken leg
hull before Piper ran it off with gunfire from the limits her capabilities, but she can still shoot a gun
ship’s mounted minigun. Her leg was broken in (at –1 due to her Wound). The tilting, slippery deck
the attack. and constant motion of the huge waves also imposes
Piper is a poacher, specializing in the unique a –2 to all Dexterity or Strength-based actions. The
creatures brought to Earth by the invasion. She Aurora herself is severely compromised; If the Sea

67
Serpent deals it 1 more Wound, it shears in half and POACHER
sinks in 3 rounds. Anyone caught in the hold can
Attributes: Charisma 5, Dexterity 9, Mind 7, Spirit
swim out with a Very Hard (DN 16) Strength test,
7, Strength 8
but are otherwise trapped in an air bubble and ride
Skills: Beast riding 10, dodge 10, find 8,
the wreck down to the bottom, 100 meters below,
intimidation 8, maneuver 10, melee weapons 10,
where Moira is their only hope for escape.
missile weapons 11, stealth 11
Piper and her team try to steal the Storm Knights’ Move: 9; Tough: 11 (3); Shock: 7; Wounds: —
boat and abandon them if she can, writing off the Equipment: Stab vest (Armor +3), Glock 9mm
exotic creatures as a loss. She only admits to being (Damage 13, 10/25/40).
a poacher if threatened or tricked. If the heroes Perks: —
intentionally search other parts of the Aurora, on a Possibilities: Rare (2)
Standard (DN 10) find test they discover evidence Special Abilities: —
of her team’s poaching operations: cargo lists, sales
agreements, maps, and a weapons locker of nets SEA SERPENT
and traps.
This huge serpentine monster is the length of two
• Piper Shaw: see below city blocks. It currently has suffered two Wounds.
• Poachers (1 per hero): see below
Attributes: Charisma 3, Dexterity 8, Mind 5, Spirit
• Sea Serpent: see below
8, Strength 26
Skills: Dodge 10, find 5, intimidation (28),
PIPER SHAW maneuver (13), trick (8), unarmed combat 10
Piper is a shrewd and experienced poacher from Move: 14; Tough: 31 (5); Shock: 18; Wounds: 5*
Core Earth Australia. A former ADF soldier, she Equipment: —
tucks her short brown hair under a camouflage- Perks: —
printed baseball cap, and carries a submachine gun Possibilities: Never
under her khaki photographer’s jacket. Special Abilities:
• Armor: Thick scales +5.
Attributes: Charisma 7, Dexterity 9, Mind 8, Spirit
• Bite: Damage Strength +2 (26) to a Large Blast
8, Strength 7
radius.
Skills: Air vehicles 10, beast riding 11, dodge 12,
• Constrictor: Sea serpents attempt to grapple
find 12, fire combat 12, intimidation 12, land
any Very Large or Monstrous foe, and deal full
vehicles 11, maneuver 10, melee weapons 10,
Strength damage (26) on a Standard hit. If a foe
missile weapons 11, persuasion 10, reality 10,
is restrained, the serpent may make an unarmed
stealth 12, survival 10, tracking 12, trick 11,
combat attack to crush the trapped target as a
unarmed combat 12, water vehicles 10.
Simple Action.
Move: 2*; Tough: 7; Shock: 8; Wounds: 3*
• Dread: When this creature is present, any
Equipment: Boot knife (Strength +1/8, Small),
Standard Scene immediately becomes a
Tharkold Net Launcher (Damage 5, 5/10/15,
Dramatic Scene instead.
Small Blast), MAC-10 (Damage 13, 10/25/40,
• Monster: Sea serpents are so gigantic they
Short Burst).
don’t notice most opponents, making them
Perks: Adaptable, Double Tap, Endurance, Realm
immune to interactions from non-monsters.
Runner
Called Shots have no extra effect on them.
Possibilities: 3
• Very Large: Most Sea Serpents are over 80
Special Abilities:
meters long from head to tail. Attackers gain +4
• Broken Leg: Piper’s injury reduces her
to attack rolls due to its size.
movement to 2 during this scene. She has
already suffered 1 Wound.

68
AURORA team continue northward across the North Sea,
finally following the coast of Norway—a journey
This “coaster,” or coastal trading vessel, has a
that takes several days and grows colder and
tonnage of 300 GRT and a shallow draft. It can
colder. The cold doesn’t seem to bother Moira, but
operate at listed efficiency with as few as 10 crew.
at this latitude ice forms on the rigging and must
It only has 1 Wound left.
be continually chipped away, and long exposure to
Top Speed: 19 kmh (9); Tough: 30; Wounds: 4* the elements runs the risk of Fatigue (see Extreme
Very Large: Attacks against a coaster gain a +4 Heat/Cold in Torg Eternity). Along the way, the
bonus due to its size. ship may put in at any number of ports if the Storm
Maneuverability: –4 penalty to water vehicles for Knights are in need of additional supplies. The risk
defenses and chases. of Viking attack is high in this area, but unless the
Passengers: 30 GM wants to give the heroes some more trouble,
Weapons: Swivel-mounted 7.62mm Minigun they pass along the Norwegian coast without
(Damage 15, 100/500/1K, Heavy burst, Bulky). attracting attention.
That comes to an end as Moira leads the ship deep
SCENE FIVE: SHIP OF into narrow, icy fjords. Read or paraphrase the
following:
DEATH Moira speeds up, eager now that she senses her conch
Dramatic Scene. Aysle Dominant Zone. Having close by. You leave the open sea and glide through
chosen whether to respond to the distress signal— narrow, icy fjords, hemmed on both sides by towering
thereby having dealt with the sea serpent—the mountains. Chunks of ice thump against the hull as

69
you sail the labyrinth of waterways. You start to see The team needs to keep their own ship afloat
floating debris—bits of shattered plank, broken oars, long enough to board The Black Doom and
even the occasional dead Viking—from destroyed engage Fortunato himself, so they can acquire
longships. There must have been a terrific battle here the necessary lyche skull, but it won’t be an easy
recently. fight. The gloom storm imposes a –2 Darkness
Then, gliding low over a snowy mountain you see a penalty to all tests, including attacks, Soaking, and
dark gray cloud from which hangs a curtain of distant even Defeat. Partially-submerged rocks, and large
rain. There’s no way to avoid the storm, and in no chunks of Viking longship debris, provide minor
time, it sweeps over you. But instead of a squall line, hazards that deal 15+1BD damage to their ship on
it brings an eerie, almost ghostly stillness, as you’re a Mishap when testing water vehicles.
enclosed by a mist that muffles sound and makes Use Mob Damage for all the sailors and crews
colors fade. Even the sound of your sails catching the involved. That way when a ship suffers hits that
chilly wind is stifled. would deal Shock to the whole crew several sailors
That’s when you notice a ship some ways behind you, are knocked out each time rather than the entire
rounding a bend in the fjord and gaining fast. crew getting knocked out after four or five hits!

This ship is captained by their Corsair companion’s Unlike the pirate hunter Sundamar, Fortunato is
rival, Black Charlotte or de Villiers, dependent upon not interested in boarding, and prefers to simply
with whom the Storm Knights partnered. Having annihilate the Storm Knights with cannon fire. If
reversed their ill-fortune, they have tracked their their ship is destroyed, the Storm Knights can grab
rival across the sea for revenge. Black Charlotte hold of The Black Doom but the near-freezing
is at the helm of her ship, the Sea Blade, while de waters of the fjord automatically Fatigue them.
Villiers has the merchantman listed in Scene One. Moira’s song has no effect on Fortunato or his
crew—which could be a clue to astute heroes.
THE ARRIVAL OF FORTUNATO Worse, now that she’s close enough he reasserts
his control over Moira without needing the shell,
Just before the ships can fight, things suddenly and commands her to turn against her allies once
become dramatically worse. Read or paraphrase again. She’s powerless to resist so long as he holds
the following: her soul in a conch, but a Player’s Call Interaction
Seconds later, a crew on watch shouts “Ahoy! Ship Attack or a –6 Called Shot can destroy the conch or
off the starboard side! Coming in fast!” A massive cause him to lose it when he reveals it to compel
black ship looms out of the gloom storm, seeming her.
to come out of nowhere. Painted on the prow is her Once on board The Black Doom, the heroes face
name: The Black Doom. Her sails are torn and tattered hordes of Fortunato’s undead sailors. When they
yet still fill with a dread wind. Her crew are rotten, finally get to the bowsprit, reaching the chattering
sea-bloated corpses shuffling about the deck, tugging skull is a Very Hard (DN 16) Dexterity test. Almost
obediently on ratlines as they did in life. From her immediately upon retrieving it, the Storm Knights
bowsprit dangles a skull, its jaw chattering as it cries realize it is a mere enchantment, not a lyche skull
dire warnings about your impending deaths. All along at all.
her side, her gun port lids swivel open to reveal her
cannon, and she starts swinging about to fire! The moment Fortunato takes a Wound, the injury
reveals his true nature, and the heroes realize that
The heroes are now locked in a simultaneous life- to get the “half-alive, half-dead” lyche skull, they’ll
or-death battle against Fortunato’s war galleon, The need to defeat Fortunato himself!
Black Doom, and the rival Corsair’s ship. This fight
once again uses the Battles at Sea suggestions on With no one at the helm, The Black Doom surges
page 33. Distribute the Captain and any gunners wildly through the waves on a collision course for a
among the player to control—especially those who jagged, rocky cliff. A Standard (DN 10) find notices
don’t have much to contribute at range. this impending trouble. On the fifth round of the
fight, if no one has taken over the helm, The Black

70
Doom collides with the rocks with such a fury that Perks: Indomitable, Magister, Necromancer (bind
it is torn asunder. Any remaining undead sailors entity, create zombie, detect undead, disguise, fear,
are pitched into the sea, but Fortunato continues possess animal, possibility rend, skeletal shield, speak
to fight on the ever-shifting deck as it splinters into with dead, summon skeleton, vision of harm), Blood
fragments all around. Magic
And then, The Black Doom is no more. Possibilities: 3
Special Abilities:
• Zombies (10 per Storm Knight): see page • Command Undead: Mindless undead within
101. Note that each zombie’s Toughness 50 meters of the lyche obey its orders and gain
increases +1 thanks to Fortunado’s magic. the Horde Special Ability (Combined Actions
• Fortunato: see below. on attacks add a bonus to damage as well as to
the test).
THE BLACK DOOM • Dread: When a lyche is present, any Standard
Fortunato’s ship is a modified war galleon, a Scene immediately becomes a Dramatic Scene
50-meter three-masted vessel built for strength. It instead.
can operate at listed efficiency with as few as 25 • Gloater: When taunt or intimidation are
crew, but it’s carrying far more zombies than it Approved Actions, Fortunato may affect the
needs, based on the size of the group. entire party without a Multi-Target penalty.
Affected heroes lose a random card from their
Top Speed: 20 kmh (8); Tough: 30; Wounds: 5 hand.
Very Large: Attacks against The Black Doom gain • Insidious: When a lyche succeeds at an
a +4 bonus due to its size. Approved Action, remove a random Destiny
Maneuverability: –6 penalty to water vehicles for Card from each affected Storm Knight’s Action
defenses and chases. Pools.
Passengers: 160 • Minions: A lyche may transfer any hit to a
Weapons: 10 Ayslish Cannons (Damage 20, lackey within a few meters if he succeeds at a
100/250/500, reload). reality test.
• Undead: Lyches are immune to poison and
FORTUNATO other effects that require breathing, eating, or
The notorious Corsair, Fortunato, is by turns bold, other “living” processes.
brash, imperious, and cruel. He wears a black tunic
and breeches, pulls his black hair back under a
bandanna, and wears an eye patch that conceals AFTERMATH
the ruby which contains his soul. When he takes With Fortunato dead, the heroes can claim his
a Wound, his true nature—a bony, magic-infused skull and embark on the next stage of their quest,
skeleton, is revealed. while the seas of Aysle are free of the scourge of
Attributes: Charisma 10, Dexterity 10, Mind 10, Fortunato. If their Corsair companion survived
Spirit 9, Strength 8 the battle, he or she wishes to keep any surviving
Skills: Alteration 15, apportation 14, conjuration ships, but will gladly deliver the Storm Knights
14, divination 15, dodge 14, find 12, fire combat to the port nearest their next destination. They’ve
14, heavy weapons 12, intimidation 12, maneuver made a valuable contact within the Parliament of
15, melee weapons 16, persuasion 13, reality 11, Captains.
scholar 15, stealth 12, taunt 13, trick 12, unarmed
combat 12, water vehicles 15, willpower 10
Move: 10; Tough: 9 (1); Shock: 9; Wounds: 3
Equipment: Leather jerkin (armor +1), Rapier
(Strength +2/10, Quick), Ayslish Wheel-lock
(Damage 13, 5/10/20, Reload).

71
T
he quest for the Carredon’s heart brings the
heroes to London in search of a dwarven
inventor named Aelward, who recently

AMAZING ENGINE
completed a machine he claims can connect parallel
worlds. Unfortunately, a powerful thieves’ guild
raided his lab and stole the eternium core that
powers the machine, leading the Storm Knights on
a dangerous quest to get it back before it can be sold
off. Only after returning the strange power source
can Aelward’s machine get them to the Carredon’s
home to find its corpse and retrieve the heart .
AELWARD’S Begin this act when the Storm Knights are ready
to seek the Carredon’s heart.
ACT SIX:

OVERVIEW
Scene One: The Storm Knights learn a critical
eternium core was stolen from Aelward’s
laboratory. They’ll need to use the few clues left
behind to track down the thieves in spots around
London.
Scene Two: The guild that stole the eternium
catches wind that the heroes are after them and
sets up an ambush.
Scene Three: The eternium core is up for sale in the
most dangerous place in London: the Isle of Dogs
rookery. The heroes need to locate the guildhall
before the crucial piece can be sold to Pan-Pacifica
agents.
Scene Four: Infiltrating the guildhall, the heroes
come face-to-face with the potential buyers—and
the powerful guildmaster herself.
Scene Five: Now that the Amazing Engine is
functional once more, Aelward transports the
Storm Knights to the Carredon’s dead home world,
where they have to contend with a terrible new
threat and retrieve the heart, before the tenuous
connection with Core Earth is severed forever.

SCENE ONE: THE STREETS


OF LONDON
Standard Scene. Aysle/Core Earth Mixed Zone.
Getting the Carredon’s heart presents perhaps
the greatest challenge of them all, as aside from
Tolwyn – who remembers only pieces—no one has

72
No one is sure whether “clankers” are a new type of elemental or something more sinister.

seen the Carredon in a hundred years, and no one Heaps of rubble and debris, swept into piles in the
knows where it died. The best option is to seek out street, make for difficult maneuvering and sometimes
Aelward, a dwarven inventor known for his study block entire routes. On the soot-streaked walls, austere
of cosm theory. Aelward recently set up shop in posters offer moral support: “STIFF UPPER LIP” or
Marylebone, a borough on the outskirts of London “PULL TOGETHER AND STAY STRONG”.
that is a mixed zone—perfect for tinkering. Read or Following directions given by harried cityfolk along
paraphrase the following: the way, you locate Aelward’s corner house, a three-
London is a city under siege. The reality of Aysle story stone structure in Marylebone. Answering
pushes in on every flank, seeping between the ragged the door is a stocky, middle-aged dwarf with mutton
edges of hundreds of hardpoints large and small, until chops and a greasy work apron. Once he establishes
the streets resemble a crazy patchwork of realities. The your credentials, he peers behind you to make sure you
steadfast Londoners remaining in the city core, where weren’t followed, then leads you in and throws several
the hardpoints become numerous enough to merge locks.
into one massive Core Earth zone, man a hastily-made Aelward leads you up three flights of stairs as he
wall and guard against incursions of fell beasts from talks in animated gestures about his work, peppering
above and below. Once more, London must hunker his speech with nearly indecipherable technical jargon.
down against enemy forces. He seems like a shut-in, excited for the opportunity to
Moving through the city takes a great deal of time and share his inventions.
is rife with danger. Abandoned buildings look bombed-
out, perhaps suffering attacks from dragons or giants.

73
Upstairs is his workshop, a huge open room Anyway, I just need to know where to send
dominates most of the top floor. Machines of different you. It helps to have an object from that cosm,
sizes and types lie on tables, benches, and even the as I can attune the galikath reciprocators to the
floor, and scattered everywhere are tools and parts. An object’s axioms and away we go.”
old gramophone plays a warbling orchestral melody. • The Carredon scale: “Yes, that would be
Standing nearby is a suit of dwarven dragon armor perfect, presuming it hasn’t transformed in
holding a tool box in its hands. It jolts to life when the meantime and still hangs on to some of its
Aelward comes in and mechanically follows him vestigial axiomatic alignment. Leave it with
around the shop. me, and I’ll see what I can learn.”
“I’m afraid we’re in a bit of a bind,” Aelward says. • Clankers: “I’m almost positive they’re created
“A week ago I came into my lab to find broken glass by conditions in which the overlap of two
on the floor.” He points up to a glass dome overhead, realities creates iterative eddies in the reality
where a pane has been replaced with a canvas tarp. fabric, fractal vortices in which the two realities
“Thieves! They got into my lab in the dead of night. remain bound infinitesimally by an absolute
They weren’t interested in any of my inventions, value, causing a singular point to spring into
the uncultured morons. All they were after was my existence which is neither reality and both
newest work. Or, more to the point, the eternium core realities at the same time…. Er, it’s a working
that powers it!” theory.”
• The Eternium Core: “Not much to it, really. It’s
He pulls a cloth off a bulky object in the center of the just a lump of dense, highly energized eternium
room, revealing a large brass circle mounted in a frame in its oscillo-stochastic state, suspended in
of gears and springs. It’s just big enough for a person a frame of pelezoidal thera-magnets grafted
to duck through. “This is it, my pride and joy. I call it onto a bronze spheroid. I acquired it down in
my ‘Amazing Engine.’ It’s really quite simple: It uses a Alexandria. Bit of trouble, that!”
combination of parabolic axiom galikath reciprocators • The Robbery: “Professionals. They knew
and counter-cogged flentiting singularity shift rings, exactly what I had in here, heaven knows how.
along with a… ahem, heh, nevermind. To put it in Most likely it was Kensington, that weasel. I
layman’s terms, my Amazing Engine can create should have known better than to discuss what
a bridge between two different cosms. At least for a I’ve been doing. Old Dexter, here, caught them
short amount of time. Still working out the kinks. But in the act and drove them off, alas not before
I merely enter the cosm’s Miresian coordinates onto they were able to rip the core from its mount.”
this panel and activate the multi-spatial kiracic field
generator and… well… At any rate, it won’t work Examining the area of the break-in with a Standard
now, as those ruddy thieves have stolen the eternium (DN 10) find test turns up a couple of tantalizing
core that powers it. This device needs eternium to clues: a piece of bent metal bearing a stylized
work; your typical power sources just won’t do. I need closed-eye symbol, and a torn cloth snagged on the
the core back or I’m afraid we’re out of luck.” broken window. A Hard (DN 12) evidence analysis
on either piece reveals additional clues. The bent
The heroes have some time to talk to Aelward metal is a peculiar type of lockpick. The cloth is
about their mission, the robbery, and so on. “darkweave,” an enchanted cloth that reflects little
• The construct: “Ah, that’s my assistant, light.
Dexter. He’s an automaton. Really, I came to Aelward recommends bringing the lockpick to
London hoping to capture a clanker. Hasn’t Almar Tranelis, a craftsman who has a shop on
happened yet, but I’m finding the abundance the Tower Bridge. The darkweave is most certainly
of materials around here extremely conducive the work of one of the “dwimmercrafters” out of
to my experiments.” Whitechapel.
• The Miresian coordinates: “Named after
Drevun Miresi, one of the foremost scholars Aelward also suggests the Storm Knights pay a
on cosm theory. Died a few years back, alas. visit to Dennis Kensington, a member of the Regent

74
Street Regulars, an armed patrol unit camped out
in the old Burlington House complex. He’s the only
local who knew about the Amazing Engine.
THE GYRO-DRAGON
Tracking down these leads takes some time. Chaos Aelward’s pedal-powered flying machine is
in the streets, fluctuating realities, and roaming over 6 meters in length, but just big enough
threats can make journeying to the next borough inside to hold the operator and some supplies
a dangerous affair. Heroes who choose to walk —or cramped allies. The operator pedals
or ride through city streets are sure to encounter furiously, while gears and cogs cause the
trouble along the way. Underground is worse, as canvas frame wings to flap and bellows to blast
the old Tube stations and lines are infested with all air out the back. Portholes in the gyro-dragon’s
manner of monsters. Aelward offers an alternative, wood-frame body permit limited viewing in
an invention of his own design: the Gyro-dragon, all directions.
a flying machine that can transport them over the It beats walking, but it isn’t an easy vehicle.
city (see sidebar). The operator makes a Standard (DN 10)
As the heroes investigate their leads around Strength test every 10 minutes, with a penalty
London, spies bring word back to the Unseen, who of –1 per additional occupant or 100kg of cargo.
waste no time tracking the heroes and arranging a If the test fails, the operator suffers Fatigue.
little “meeting.” After the heroes have completed The gyro-dragon uses air vehicles when a test is
their second investigation, skip ahead to scene 2. needed, primarily take-off and landing. Hiding
something of this size is a Hard (DN 14) stealth
test.
BURLINGTON HOUSE
This massive complex is located in London’s GYRO-DRAGON
affluent Mayfair neighborhood. Before the
invasion, it was a sprawling site of several august Top Speed: 20 km/h (8); Tough: 13; Wounds: 2
institutions, such as the Royal Astronomical Society Large: Attacks against the gyro-dragon gain a
and the Royal Academy of Arts, arranged around a +2 bonus due to its size.
central courtyard. This Core Earth hardpoint now Maneuverability: –4 penalty to air vehicles for
houses the Regent Street Regulars, a quasi-military defenses or chases.
group trying to hold this area against incursions of Passengers: 5
Foul Folk. Anything of monetary value—including Weapons: None.
potential Eternity Shards—was stripped long ago
in looting, leaving the stately buildings empty.
Several guards with Kevlar vests and SA80s
guard the sandbagged archway leading into the A successful intimidation or persuasion test against
courtyard. They also have an L7A2 machine-gun Dennis gets him to spill that he sold Aelward’s
(Damage 15, AP 2, Long Burst) mounted in a nest location to a contact he knows as “Grinning
that can sweep the street in both directions. Dennis Collin,” a member of a group called The Unseen.
is among them. On a Good or better result, Dennis adds that the
Unseen intend to sell the core tonight at midnight.
Just as the heroes confront him, a storm starts
He doesn’t know anything more.
to crackle and whirl in the street. The Regulars
dive for their weapons as piles of ruined cars and The Regent Street Regulars have an annotated map
other refuse coalesce into semi-humanoid forms— of London showing known hardpoint boundaries
Clankers! Dennis uses the opportunity to fight the and other valuable information, and they’re willing
heroes or escape if he can. He uses the same stats as to let the Storm Knights make a copy.
his fellow Regent Street Regulars, and volunteers • Regent Street Regulars (3 plus Dennis): See
to man the machine-gun against the clankers—and page 76.
the Storm Knights. • Clankers (1 per Hero): See page 99.

75
REGENT STREET REGULAR points to Della Viserian, an enchantress who has
taken up residence in an untransformed London
These stalwart Londoners have organized into a
Underground subway car. Failing this test means
ragtag paramilitary group to defend their city.
the search takes longer, giving her time to catch
Attributes: Charisma 7, Dexterity 8, Mind 7, Spirit warning and disguise her shop as a candleworks.
8, Strength 8
Inside the strange abode are numerous spellbooks,
Skills: Dodge 10, find 8, fire combat 11, first aid 8,
bowls and jars of components on sagging shelves,
heavy weapons 9, intimidation 9, land vehicles
a leatherworking table, a loom, and bolts of cloth.
10, melee weapons 10, persuasion 8, stealth 10,
A crow eyes newcomers warily. Della is young but
streetwise 10, survival 8, taunt 9, trick 9, unarmed
uses the disguise spell to appear as an old crone,
combat 11
either to seem threatening or not, depending on
Move: 8; Tough: 12 (4); Shock: 8; Wounds: —
who’s looking. She’s very proud of her darkweave
Equipment: Kevlar Vest (+4), Knife (Strength +1/9),
design, so flattery grants a +2 bonus to persuasion
Glock 9mm (Damage 13, Range 10/25/40), SA80
tests. She makes the darkweave for an unknown
(Damage 13, Long Burst, Range 50/100/200).
buyer with a grin-like scar, who comes all the way
Perks: Double Tap
from the Isle of Dogs. On a Good or better result,
Possibilities: Rare (2)
she adds that she heard talk they plan to sell a
Special Abilities: —
strange “core” object tonight at midnight.
TOWER BRIDGE A single cloak of darkweave costs 500 (13). It
grants no armor bonus, but gives the wearer +4
The classic Tower Bridge has been transformed by
bonus to stealth tests to be spotted in Dim or darker
Aysle into a medieval-looking span, which is now
conditions.
a miniature town in its own right. The entire length
is packed with dense buildings, usually two or
three stories high, and hanging partially out over
the Thames below. Street level hosts a profusion of
SCENE TWO: EYES IN
shops selling everything imaginable. THE SHADOWS
Finding Almar’s shop quickly is a Standard Standard. Aysle Dominant Zone. This scene takes
(DN 10) streetwise test. On a failure, a pickpocket place just minutes after the heroes tracked down the
attempts to steal from a random party member with second of three leads in scene one. It can take place
an opposed Stealth test, resulting in a –2 to party in one of several areas around London; the GM
attempts to requisition supplies for the rest of this should modify details as needed. Grinning Collin,
act. Almar recognizes the lock pick as belonging to the fence responsible for gathering intelligence
the Unseen and is loath to speak about them, but and acquiring supplies for the Unseen, gets word
he lets slip with a successful test of persuasion or that some newcomers are asking questions, and
intimidation. On a Good or better result, he also arranges to meet the Storm Knights.
adds that they’re based out of the Isle of Dogs, now
The sun sets shortly after the team wraps up their
one of the most dangerous places in London.
second investigation, casting London in twilight.
Almar sells a variety of unusual tools, including The Unseen make their move, following the Storm
consumable magic items, which might be of use to Knights from the rooftops until an advantageous
the Storm Knights. moment. One of their members dressed as a
commoner prepares a distraction with a horse and
WHITECHAPEL cart. Read or paraphrase the following:
Aysle dominates this borough, a sprawling Twilight casts the streets in ever-darkening shadows.
neighborhood of rickety wooden houses and The overhanging Tudor-style buildings seem to crowd
narrow streets. Asking around for the maker of the the street even closer. Lights flicker inside windows.
darkweave, a Challenging (DN 12) streetwise test, City folk make their way home or toward their local
pub, while a lamplighter makes his rounds, the pool of

76
light cast by each lamp an island in a gathering sea of of Dogs. A Good result spills two clues, and on an
darkness. Up ahead, a monger suddenly loses control Outstanding result, the desperate thief tells the
of his horse, which whinnies and gallops directly whole thing.
toward you. At the last second, he jerks the horse aside, • Guild Thieves (4 per Storm Knight, plus
tipping the cart over. Its vegetable cargo tumbles all Vaes): see below.
over the road. The man lies there, dazed.
• Grinning Collin: see below.
Savvy Londoners immediately know what’s
up and make themselves scarce. For the Storm
Knights, a Hard (DN 14) find or beast riding lets GRINNING COLLIN
them know the horse wasn’t spooked, but was Attributes: Charisma 8, Dexterity 10, Mind 6,
goaded. The monger—actually an Unseen member Spirit 8, Strength 7
named Vaes—tries to get surprise and draws his Skills: Beast riding 10, dodge 12, find 8,
crossbow. At that same moment, Unseen members intimidation 10, maneuver 11, melee weapons 12,
dressed in black leather armor with darkweave missile weapons 11, lockpicking 12, persuasion
cloaks emerge from alleys and dark doorways 9, reality 9, stealth 12, streetwise 9, taunt 10,
all around. Grinning Collin, their leader, is tracking 7, trick 8, unarmed combat 11
unmistakable: Some terrible injury in his past left Move: 9; Tough: 8 (1); Shock: 8; Wounds: 3
him with a wide, ragged mouth that shows too Equipment: Leather Armor (+1), short bow
many teeth. (Damage 11, Range 10/25/40), dagger (Strength
The Unseen aren’t trying to kill the Storm Knights, +1/8), darkweave cloak (stealth +4 in Dim or
just to make a point, but things may not go as he darker lighting)
plans. Grinning Collin prefers intimidation over Perks: —(darkness)
knives, at least at first, and he loves to hear himself Possibilities: 2
talk. All this gives unwary heroes an opportunity Special Abilities:
for trickery or bargaining, if they so desire. • Gloater: When taunt or intimidation are
Approved Actions Collin may affect the entire
Wary heroes who make the find test and aren’t party without a Multi-Target penalty. Affected
surprised may even act first. If they don’t gain heroes lose a random card from their hand.
surprise Grinning Collin yells to his men to stop • Minions: The Collin may transfer any hit to a
fighting after the first round, and does his best Guild Thief within a few meters if he succeeds
to swagger through negotiations as though the at a reality test.
Unseen have an advantage.
If things go badly the Unseen break off and flee GUILD THIEF
when they’ve lost half their number, scrambling Attributes: Charisma 6, Dexterity 9, Mind 6, Spirit
up onto the rooftops. The Storm Knights may opt 7, Strength 7
to chase them. Run the chase as a Dramatic Skill Skills: Beast riding 10, dodge 11, find 8,
Resolution, where every step tests Dexterity (DN intimidation 10, maneuver 11, melee weapons
10) for heroes on the roofs, or Mind (DN 12) for 11, missile weapons 10, persuasion 8, profession
heroes following on the ground. Dilemmas up high (thief) 8, stealth 12, streetwise 9, taunt 8, tracking
include collapsing patches of rooftop, long gaps to 7, trick 8, unarmed combat 10
jump, steep or slippery roofs, loose shingles, and Move: 9; Tough: 8 (1); Shock: 7; Wounds: –
so on. Dilemmas on the ground include fences or Equipment: Leather Armor (+1), light crossbow
other obstacles, crowds of people, chained dogs, (Damage 12, Range 10/25/40), dagger (Strength
dead ends, or simply losing sight of their quarry. +1/8), darkweave cloak (stealth +4 in Dim or
The heroes can attempt a Hard (–4) intimidation darker lighting)
or persuasion test on a captured thief, getting her Perks: —
to mention either the Unseen, the midnight sale, Possibilities: Rare (2)
or the fact that they were fleeing toward the Isle Special Abilities: —

77
SCENE THREE: MAZE OF
THE UNSEEN
ALLEYS
The Ayslish slums on the eastern side of London Standard. Aysle Dominant Zone. This scene begins
are home to many shadowy organizations, but when the Storm Knights have learned about the
none are as terrifying as the Unseen, a guild Unseen, discovered they intend to sell the eternium
of thieves and assassins that controls the Isle core tonight, and know to seek them in the Isle of
of Dogs, a lawless slum of canals and rickety Dogs. If they don’t yet have this information, let
buildings. Some estimate the Unseen number them continue to investigate leads or come up with
over 300 members, spread out in enclaves, another way for them to get the necessary details.
hideaways, and safehouses around the city,
though the bulk of them reside in the main The heroes can decide how to infiltrate the Unseen
guildhall. guildhall. A direct assault is possible, though
chancy. They might prefer stealth, diplomacy,
The Unseen has fingers in every illegal or a ruse, or might have spells or equipment to
practice. Members engage in robbery, burglary, help. Allow them to formulate a plan and carry
kidnapping, protection rackets, assassinations, it out. The encounter with Grinning Collin in the
and the guild also controls the city’s beggars, previous scene could provide them with a suitable
who must pay a percentage of their alms. The opportunity to smooth-talk their way into the guild
organization is strictly hierarchical—ranked as new members, track the fleeing thieves, and so
soldiers work under a lieutenant in charge of on.
different guild activities, who reports to an
underboss, who in turn works directly with Once they get to the Isle of Dogs, read or
the mysterious guildmaster referred to only paraphrase the following:
as “Mother.” Members constantly jockey for This was once a prosperous part of London, with glass
position in cutthroat competition, subject hotels and expensive restaurants built around man
to occasional “culling” events, where those made waterways, but you’d never know it now. This
not meeting the guild’s high performance stretch of low-lying land, tucked in an elbow bend of
expectations are murdered by their own the Thames and crisscrossed by channels of stagnant
company. water, is a labyrinth of winding, narrow streets and
At the heart of it all is Mother, known only to overhanging wooden buildings so rickety they lean
a select few. She was originally a Cyberpapal on each other for support. The streets are strewn with
greed demon who crawled out of the hellish rubbish. Orphans squat in dark doorways, fending
Channel Tunnel and made her way to London, off starving mutts. Haggard men and women eye you
where she transformed to Ayslish reality. hungrily, as if contemplating how best to part you
With magic she bent the will of the various from your possessions. Over everything hangs the pall
degenerates hiding out in the Isle of Dogs of smoke and the stink of festering canals.
rookery, forming a team of fanatics eager to The locals call this a “rookery,” a slum known to
serve her bidding, and aggressive enough to harbor the most unsavory characters in London.
quickly take over the entire slum in an ever- The heroes quickly realize it is not a place to linger,
expanding operation of theft and vice. especially now that the sun is down.
Unless the heroes were led here, finding the
guildhall of the Unseen in this maze is no easy task,
especially in short time. Several skills can help with
this goal:
• Very Hard (DN 16) find to spot a small carving
like a closed eye marking common routes.

78
• Very Hard (DN 16) persuasion or intimidation locked doors, and so on. If the heroes succeed, they
to convince a beggar to give them information. arrive at the sale location unmolested. Otherwise,
• Challenging (DN 12) streetwise to “read” the the intrusion is discovered by a patrol.
winding layout of streets. The guildhall is a complex of buildings at the
• Hard (DN 14) stealth to tail an Unseen thief street level that are connected and enclosed by
returning from a job. new construction. The maze includes barracks
for the guild members, a mess hall, an armory,
Storm Knights might have spells, psionics, or storerooms, a training room, and countless secret
other tools that can be similarly applied. They may exits and access points. Shuttered lanterns provide
work together on these tests. muted lighting. At the center is an old church, also
Their presence is noted by guild scouts. The first swallowed by the maze-like guildhall. When the
time the team fails one of the above tests, their heroes reach this point, read or paraphrase the
progress is interrupted by an ambush. A thief following:
hidden on a rooftop tosses down a glass vial which This huge room was surely once a church, though
shatters, releasing a noxious green gas that fills the now it is swallowed by the sprawling Unseen
narrow street. Everyone caught in it must pass a complex around it. From the vaulted ceiling a massive
Hard (–4) dodge or Strength test or succumb to the chandelier illuminates a carpeted floor and ranks of
effects of the gas, which include hallucinations, long wooden pews. Bits of the original stained-glass
disorientation, and paranoia. For the rest of this windows still hang in their frames. The defaced walls
scene, those effected are Stymied (or Very Stymied are painted with disturbing imagery, including the
with a critical failure). repeated symbol of a closed eye. On the dais where
When successful, the Storm Knights locate an the altar might normally stand is a skeletal podium
access point to the sprawling guild compound. holding a brass sphere that glows with a pulsing red
This door is guarded by several guild thieves and blue light.
hidden in shadows and on the rooftops. The door If the heroes made it here before midnight, the only
itself is rigged to a pendulum trap: people here are the guards protecting the eternium
striking anyone who opens the door without using core and the guild underboss, Nesec “The Ghost.”
a hidden catch. The scything blade does 15+1BD Mother watches silently and invisibly nearby.
damage (or forces a Defeat test on a Mishap), and Otherwise, the Storm Knights arrive during the
can be avoided with a Standard dodge test or a Hard sale. The buyers, four men and women from Pan-
(–4) find test. Pacifica, brought platinum bars worth a fortune
• Guild Thieves (1 per Storm Knight): see in their briefcases. Nesec examines the payment,
page 77. then unless stopped by the Storm Knights, hands
the sphere to the Pan-Pacifica agents, who are
escorted back through the guildhall to their waiting
SCENE FOUR: THE SALE speedboat.

Dramatic. Aysle Dominant Zone. The Unseen’s When the Storm Knights make their move,
guildhall is a sprawling, labyrinthine, dangerous Mother slithers out from hiding to confront them.
place, filled with secret doors, traps (well-known to She makes for a formidable opponent, using both
the occupants), and dozens of deadly thieves. It is combat and magic, but flees if facing certain defeat.
intentionally difficult to navigate. Guild members • Guild Thieves (1 per Storm Knight): see
quickly learn all the safe routes, but anyone page 77.
else is soon hopelessly turned around. Getting • Mother: see page 80.
through here without a guide requires a Dramatic • Nesec “The Ghost”: see page 80.
Skill Resolution, with each step testing stealth or • Pan-Pacifica Agents (4): see page 81.
Dexterity. Dilemmas include dead ends, hidden
tripwires connected to bells, looping passageways,

79
The most common pass phrase among the Unseen is “Mother, May I?”

MOTHER Special Abilities:


• Armor: Scaly hide +2.
Mother appears to be a woman, but with four arms
• Dread: While a demon is present, a Standard
and a serpent’s body from the waist down. She has
scene becomes a Dramatic Scene instead.
a commanding aura, and is a powerful sorceress in
• Fear: Demons inspire instinctive horror in
her own right. In battle she wields two longswords,
creatures who see them. Test willpower or Spirit
keeping two hands free for casting spells or other
or become Very Stymied.
actions.
• Insidious: Discard a Destiny card from each
Attributes: Charisma 11, Dexterity 10, Mind 9, target’s pool when the demon successfully
Spirit 12, Strength 12 performs an Approved Action.
Skills: Alteration 13, apportation 14, conjuration
14, divination 14, dodge 12, find 11, intimidation NESEC “THE GHOST”
16, maneuver 12, melee weapons 15, persuasion Attributes: Charisma 7, Dexterity 12, Mind 8,
14, reality 14, streetwise 14, taunt 13, trick 11, Spirit 7, Strength 8
unarmed combat 12 Skills: Dodge 16, find 11, intimidation 9,
Move: 10; Tough: 14 (2); Shock: 12; Wounds: 3 lockpicking 15, maneuver 15, melee weapons 16,
Equipment: Longsword (Strength +2/14) missile weapons 14, profession (thief) 13, reality
Perks: Bolster, Spellcaster (alarm, charm, detect 8, stealth 17, streetwise 10, taunt 8, tracking 9,
magic, lightning, invisibility, true darkness*), trick 10, unarmed combat 13.
Whirlwind Move: 12; Tough: 9 (1); Shock: 7; Wounds: 3
Possibilities: 5 Equipment: Leather Armor (+1), dagger (Strength

80
+1/9), darkweave cloak (stealth +4 in Dim or No Cosm cards apply in the Dead World, so
darker lighting) players must discard any that haven’t been spent
Perks: Shadow Step, Shadow Assassin once they travel there. Worst of all, Destiny Cards
Possibilities: 3 don’t replenish in the Dead World at all. Approved
Special Abilities: Actions have no effect, and no draw occurs on
• Shadow Door: Nesec may move between any Leadership, Rally, or other effects that normally
Dark or Pitch Black areas within 15 meters of entitle card draws.
one another as though they were connected
by the portal spell, though he may not attack THE DEAD WORLD
through them, nor may he bring foes or allies
with him. Magic Social Spirit Tech
3 7 4 8
PAN-PACIFICA AGENT
These loyal representatives of the Kanawa
NEXT STOP, NOWHERE
corporation are all business. They dress When the heroes are ready to use Aelward’s
professionally and carry carefully concealed machine, read or paraphrase the following:
submachine guns beneath their pressed jackets. Aelward putters over his machine, pulling levers
Attributes: Charisma 7, Dexterity 8, Mind 9, Spirit and pushing buttons, and gradually the gears start
7, Strength 7 churning. Before long, in the center of the ring appears
Skills: Computers 11, evidence analysis 10, find a swirl of red and blue mist. You see dim, hazy forms
11, fire combat 10, intimidation 9, persuasion on the other side, like some sort of structure.
9, reality 9, science 10, streetwise 9, trick 11, Stepping through the ring, you feel a moment of
unarmed combat 10 profound vertigo and every nerve in your body twangs
Move: 8; Tough: 9 (2); Shock: 7; Wounds: 3 painfully. You resist the urge to be sick. When the
Equipment: IriMesh clothing (+2 armor), SC feeling passes, you find yourself in a huge plaza, deep
Kyogo 144 (Damage 13, Range 20/40/80, Short inside a temple complex. Ancient stone buildings are
Burst), armored briefcase nearly swallowed by the root systems of dead jungle
Perks: — trees, stripped of leaves and bleached with age. Every
Possibilities: 2 visible surface is carved into nightmare images of
Special Abilities: — leering dragons, ornate scrollwork, stylized fire,
and warrior women with multiple faces. Crumbled
SCENE FIVE: TRAPPED archways and windows peer through the roots like
gaping skulls. The ground is a sickly black, as though
ON A DEAD WORLD bathed in tar. Overhead, the sky is dim, with thin
Standard. Dead World Pure Zone. Most of this shreds of clouds between you and a dome of worn-out,
scene takes place on an unknown Earth-like world, feeble stars. The air is extremely thin and cold. This
long ago conquered by the Gaunt Man and drained world holds no more vitality. Something happened
of all Possibilities, leaving only a dead cosm with here, long ago, something that left this world a cold
slowly-fading axioms. It no longer has unique husk, devoid of life—a dead world.
World Laws, but when a Storm Knight rolls a The portal still shimmers behind you, and through it
Mishap here she also loses one Possibility. If she’s you can make out Aelward standing by his machine,
out of Possibilities she takes 2 Shock instead. The anxiously holding the gate open. You don’t have much
same effect occurs on a Surge. time.
At the far end of the plaza is a hill of human bones.
Perched atop it is an immense reptilian skeleton,
curled up in a posture of agony, its beak-like jaw
splayed open, its massive skull and rib cage held

81
together under a cowl of rotting scaly hide. You’ve Tolwyn, as it is a Tancred house heirloom and a
found the Carredon, or what’s left of it. The still- relic of the battle of the Valley of the Sword.
wet, black ichor of its concentrated evil blood seeps Alone, it takes Aelward five rounds before he
out across everything around. A sword of exquisite and Dexter are able to fight back the Stalkers long
craftsmanship is embedded in one eye socket. enough to reconfigure the broken piece of machine
Storm Knights may make a Standard (DN 10) and reopen the gate. With Storm Knights on his
scholar or relevant profession test to identify these side of the gate, he can do it in three rounds. As
ruins as Indonesian in origin, though somehow long as the Stalkers are still a threat, he can only
different, as if from a parallel reality. On a Good keep it open two more rounds—and then it closes
or better result, the hero also realizes the images for good. Anyone trapped there has to survive for
around the plaza depict the Carredon itself, a few days, facing off against the skeletons, and
meaning this was probably a temple dedicated to untold other horrors still lingering on that dead
the monster—or its former lair! world, until Aelward can temporarily get the
The Carredon lies atop a huge pile of bones, machine up and running again.
30 meters from Aelward’s cosm gate. As soon • Hungry Skeletons (6 per Storm Knight, plus
as anyone touches the pile of human bones, or 2 more per round): see below
passes over it, an audible sigh seems to come from • Insect Swarm: see below
several places in the mound, and some of the bones
assemble into a small army of skeletons which HUNGRY SKELETONS
attack anyone in the plaza.
The Carredon’s long-dead human servants are
One round later, Aelward—still visible through now mindless, animated skeletons.
the vortex—lets out a shout as Stalkers burst
through his laboratory door. On their initiative, Attributes: Charisma 3, Dexterity 8, Mind 3, Spirit
one of them smashes the machine and the link 7, Strength 11
between the cosms winks out! Any Storm Knight Skills: Dodge 9, find 7, maneuver 9, stealth 9, trick
close enough can jump through if they win the (7), unarmed combat 10
initiative that round; otherwise they’re trapped in Move: 8; Tough: 11; Shock: 7; Wounds: —
this strange world. Equipment: —
Perks: —
Getting to the heart is tough, as the pile of human Possibilities: Never
bones shifts underfoot, reducing movement by –4 Special Abilities:
(to a minimum of 1), and all Dexterity-related skill • Fear: Skeletons are unnatural and terrifying
tests suffer a –2 penalty. Every round, new skeletons to behold. Test willpower or Spirit or become
form, even if the previous ones are still active, and Very Stymied.
they won’t stop until they’ve killed the intruders • Immunity: Skeletons take no damage from
or driven them back. Inside the rib cage, clinging missile weapons and fire combat attacks.
to what remains of the Carredon’s decomposed • Mindless: Skeletons are immune to
body, is a swarm of flesh-eating insects, eager for intimidation and taunt interactions.
fresher meat. In a web of rotting sinew hangs the • Relentless: Skeletons ignore Shock.
Carredon’s heart, a black, glistening, misshapen • Undead: Skeletons are immune to effects that
lump about the size of a human head, still somehow require breathing, eating, or other “living”
in good shape despite the death of everything processes.
around it. Cutting it free is a simple action.
Tolwyn’s old Vanquisher’s Blade sword (see the PARASITE SWARM
Aysle Sourcebook) still remains where she left it in the This teeming horde of clicking, flying insects have
Carredon’s skull. It comes in handy in this scene, sharp mandibles and almost-human eyes.
but if a hero below Beta Clearance still possesses
it in Act Seven, Ardinay requests it be returned to Attributes: Charisma 5, Dexterity 6, Mind 3, Spirit
8, Strength 8

82
Skills: Dodge 8, maneuver 10, stealth 8, tracking 8,
trick (8), unarmed combat 11
Move: 6; Tough: 8; Shock: 13; Wounds: 4
TRAPPED FOREVER?
Equipment: — There’s a real possibility some or all of the
Perks: — heroes might be trapped on the Carredon’s
Possibilities: Never home world if they can’t get back through the
Special Abilities: cosm gate in time. This is a serious setback, but
• Mandibles: Each round, a creature in contact it need not be a campaign-ender.
with an insect swarm automatically takes 3
This old, drained cosm is long-forgotten, and
Shock at the start of their turn.
very little lives here anymore. It doesn’t even
• Shred: Once per turn the swarm may attack
have World Laws of its own, and in another
each target it is in contact with without taking a
century or two, its axioms will zero out and it
Multi-Targeting penalty. A hit inflicts damage
will be truly dead.
12 that affects the target’s weakest armor.
• Burrowing: Can move at regular speed Unfortunately for the heroes, this cosm’s
through small cracks. ecosystem is dead, and food is scarce, limited
• Fear: The horror of flesh-eating insects inspires to weird fungi or insects which still subsist on
terror. The first time a character encounters a the remnants of this once-flourishing world.
swarm in an act, he must make a Spirit test or Animated skeletons still stalk the wasteland,
become Very Stymied. and ghosts drift like wisps of fog.
• Mindless: Insects are immune to intimidation After a few days of privation and terror, the
and taunt interactions, as well as to telepathic heroes catch sight of a massive black tower of
powers. fused bones on the horizon. At the top of the
• Swarm: Unarmed attacks and crushing labyrinthine tower is a room holding a dozen
weapons deal base damage normally, as do area portals in a circle, appearing as black mirrors
of effect attacks. Blades, bullets, or weapons that ripple like water to the touch. These are
that can’t hit dozens of creatures at once deal left over from the Gaunt Man’s invasion of this
no damage at all. world centuries ago. A tenuous connection
still exists between here and Aysle, leaving the
AFTERMATH Storm Knights lost in the Land Between.
They can either emerge somewhere at the
Now that they’ve acquired the Carredon’s heart,
GM’s whim, or encounter Oona (page 47)
the Storm Knights can embark on the next stage of
while she’s on a delve of her own design
their quest.
looking for treasure.
Having recovered the eternium core, the heroes
return to Aelward and may finally be transported
to the Carredon’s home world to recover its heart.
Aelward is relieved at their return, and cradles the
eternium core almost lovingly as he carries it back
to the machine for reinstallation. About an hour
later, everything is up and running.
Aelward’s machine is ruined after the Stalker
attack. It’ll take him months to repair it. He wants
the gyro-dragon back (if it is still operational), but
helps arrange other travel if they need it, including
writing an introduction to a Seeker he knows in
Bristol (Oona, page 47) if the party hasn’t already
located one.

83
T
he Storm Knights have all four Ayslish
essences—or as many as they’re going to
get—and the essence from the Carredon’s

UNTWISTING FATE
corpse. They must return to Oxford so Wyrwind
can begin the ritual to separate Tolwyn’s spirit
from the Carredon’s curse. Getting back may be
simple or excruciating, depending on what was up
last when the group gathered components.

OVERVIEW
ACT SEVEN:
Scene One: The heroes find a path back into
Oxford, and face any troubles along their route.
Scene Two: The remaining Stalkers, with a Seeker
of their own, emerge inside Oxford with an army
close behind. The tunnel must be closed—and the
Seeker eliminated—before the ritual can begin.
Scene Three: Wyrwind finally commences the
ritual, and it goes exactly as planned. Unfortunately,
going exactly as planned means battling aspects of
the Carredon itself, as it’s drawn out of Tolwyn for
good.
Scene Four: The survivors deal with the aftermath
of the ritual and what it may mean for the future.

SCENE ONE: SPECIAL


DELIVERY
Standard Scene. Varies, but generally an Aysle
Dominant Zone. Much of the content of this scene
is dependent upon where the group finished
their quest for the items. Some paths are more
dangerous and complicated than others, but by the
end of the scene, everyone is in place and ready to
aid Wyrwind in his bid to save Tolwyn’s soul.
• Bristol: Coming from Dublin or the Isle of
Man leads through the port at Bristol, and then
overland from Bristol to Oxford. See Overland,
page 86.
• London: Coming from London (or Oslo via
London) brings another overland journey into
the protected hardpoint from the East. See
Overland, page 86.
• The Land Between: If the group is already
in the caves with a Seeker, they can avoid
the battles on the surface. This route is also

84
Each essence pulls out a portion of the Carredon...unfortunately each part is angry and vicious.
available if the group still has a Seeker with the drops are dangerous—Uthorion’s defensive
them or go looking for one they already know. magic and flying foes put pressure on the Ord
See Underground, page 85. crews, and pressure means it’s possible the plane
• Core Earth: If the group is close to Core Earth, could transform into a barge—and not the flying
they may slip out of Aysle completely and kind.
requisition another air drop into Oxford, like Anyone expecting a Dramatic Skill Resolution
the one that got them there in the first place. of air vehicles with some of the Storm Knights
See From the Sky, below. operating heavy weapons to fend off foes is in for
a disappointment. The crew has all the jumpers
FROM THE SKY rigged and ready to deploy inside the hull—there’s
Once the team can make contact with the no time to switch positions or move around much.
Delphi Council, it doesn’t take long to arrange The sound of Vulcan cannons and chatter from the
transportation. The priority of the mission is crew signal that the airplane ran into resistance
clear enough that there’s no need to negotiate for just before the drop zone: a small group of wyvern
resources or requisitions—although each character riders.
does have the opportunity to requisition a new And then the C-5 turns into a barge. Not the flying
piece of equipment for the final battle too! kind.
A C-5 Galaxy is scheduled to drop supplies to Have each Storm Knight roll for a Surge, as if one
the defenders in Oxford, along with the team. The came up on the Drama Deck. Assuming they don’t
Storm Knights are hustled aboard and warned that transform, each character still has their equipment

85
and a parachute, but the pull cord is tied to a be avoided. The test for the approach is a Hard
bracket on the barge’s deck rather than attached to (DN 14) Dexterity with the adds for land vehicles (or
a slide as it was moments before. beast riding if using horses) or stealth—whichever is
Half the crew has transformed, and all are lower. The DN takes into account that it’s a group
panicked. Each Storm Knight has time to grab one of people. Others may assist the test with stealth,
person before deploying a parachute. It’s a Hard land vehicles, or even find.
(DN 12) Strength test to keep hold of someone On a success, the combat encounter starts
when the chute snaps open. A Hard (DN 12) air normally. On a Good Success, the Gospog of the
vehicles test lands in the open and deals Fatigue that Third Planting doesn’t arrive until after the first
lasts the rest of this scene. A Good result or better round. Treat an Outstanding Success like a Good,
eliminates the Fatigue. If the test fails the chute plus all the gospog are surprised. If the test fails,
comes down inside trees, dealing 10+1BD damage. the road is blocked and there’s no way through
Without a parachute at all the fall deals 50+1BD without eliminating the gospog first.
damage. Soak well! A Storm Knight who can has If the heroes have the Redcap, it can roll through
no such issues, but still only has time to grab one any barricade, even on a failed test. Some gospog
person during the fall. may be able to climb atop the tank and make a
The Wyvern Riders break off when the plane nuisance of themselves, but the fight is lopsided at
transforms, but a few may stick around to harass best—the reward for foresight!
the Storm Knights for three rounds as they • Gospog of the Second Planting (2 per hero):
descend. They get close enough to give a Storm see page 98. These are also armed with bows
Knight without a parachute one chance to leap (missile weapons 8, Damage 12)
grab a wyvern on the first round. It takes a Hard • Gospog of the Third Planting (2): see page
(DN 14) beast riding test to catch a ride. A Good 99.
result unseats the rider, who otherwise attacks the
interloper each round. An Outstanding means the UNDERGROUND
Storm Knight wrests control quickly enough to
have the beast snatch up another falling hero or Following a Seeker through the winding tunnels
crewman! under Aysle avoids the brunt of Uthorion’s forces.
It’s most likely Oona Safalu (page 47), but it’s
• Wyvern (1 per two heroes): see page 101. possible they know a Seeker from a previous
• Wyvern Riders (1 per Wyvern): see page adventure or one of the characters has the Seeker
101. Perk herself!
Once the team has gathered back together, they Unfortunately, the Stalkers have realized
discover they’re just outside the main circle of the nature of the ritual components that were
Uthorion’s forces, and must break through as in gathered and know that it must take place here
Overland below. with Wyrwind and the notably absent Tolwyn. To
capture their prey, they recruited a Seeker of their
OVERLAND own and followed a tunnel into Oxford, hoping to
The most likely route in is via road. Bristol and snatch the heroes as they return.
London come in from the Southeast and Southwest If moving underground, the delvers happen upon
respectively. Uthorion’s forces have Oxford the Stalkers before they even reach town! Once
encircled, but the main camp is to the North, so it’s in the vicinity of Oxford, the Storm Knights hear
easier in the South to sneak through most of the sounds of another group moving through the caves.
line and break through to the Core Earth lines. There’s no way to reach them—yet—but the noise
Breaking through has two parts: a test to determine alerts the group that something big is happening
how smooth the approach was, and then a combat underground.
encounter against the enemies who absolutely can’t

86
Finally they reach a junction that connects to
where the enemy force is waiting. If the team
SCENE TWO: STALKER
succeeds at a Hard (DN 14) stealth test they gain SHOWDOWN
Surprise, otherwise both sides are aware they have Standard Scene. Aysle Dominant Zone. There’s
opponents in the tunnels with them. little time to rest while preparations are underway.
Fighting inside the tunnels doesn’t leave much Shots fired inside town alert everyone that an
room to spread out. During this combat neither attack is underway. Whether Storm Knights are
side may use Combined Effort on attacks or Multi- at the castle or elsewhere—like the pub—it takes
Targeting. Blasts still attack multiple targets, but about the same amount of time to reach the source
include the attacker or an ally due to the tight of the trouble.
quarters. Once the Stalkers fall, any remaining
lurks flee back into the Land Between. DOGS OF WAR
• Lurks (4 per hero): see page 100. A horde of lurks is rampaging in Oxford. Their
• Barrung: see page 88. only role is a distraction. Their target is Castle
• Stalkers (1 Howler per hero, plus all Ardinay, and they aren’t being quiet about getting
remaining Stalker personalities): see page there. Bodies of lurks and soldiers are evident if
96.. the heroes approach the action from town, where
they’ve cut a swath through defenders from the
A WARM WELCOME building where they emerged.
When the questers finally reach Oxford, they The larger threat is the group of Stalkers using
are greeted with a cheer by the troops they first the lurks as a diversion. They pick off soldiers and
encounter and ushered quickly towards the snipers around the fringe of the action, but they are
building, still referred to as Castle Ardinay, even mostly hiding, hoping to ambush their true prey
though it no longer looks the part. (the Storm Knights) or slip into the castle and strike
Pella is thrilled at the Storm Knights’ return, and at Wyrwind himself if the lurks get that far.
personally delivers them hot food and mugs of ale, The Stalkers engage after the first round of combat
which eliminate any lingering Fatigue effects. The with the lurks. Each hero makes a Hard (DN 14)
Archmagus looks haggard, but immediately sets to find test, and counts as Surprised if the test fails.
examining the paragon items the group collected. That means they may lose actions even against the
He’s pleased by each one, muttering things like lurks they already know are there if the Heroes
“yes, that will do quite nicely!” would go first! An Idea card or Alertness warns
His enthusiasm is dampened if the acorn (Act everyone of the ambush without a test.
Two) wasn’t recovered. He grimly announces that This is the Stalker’s last chance. Uthorion has
he believes he has a substitute that may work, but made his disappointment at their previous failures
the ritual is now much riskier. If two items are known, and they have no life to return to if they
missing he believes there’s a slim chance the ritual can’t slay the Storm Knights or secure a component
can work to free Tolwyn’s soul from the beast, but for the ritual.
the attempt is certain to cost her life. If the situation • Lurks (2 per hero): see page 100.
is dire enough, Lady Ardinay nods sadly and has • Barrung: see page 88.
him proceed. • Stalkers (2 Howlers per hero, plus all
She bids everyone to get some rest. As the questers, remaining Stalker personalities): see page
she wishes the Storm Knights to join her in the 96. The Stalkers attack with Surprise in the
tower for the ritual itself—once Wyrwind declares second round.
he’s ready.

87
The town of Oxford extends far beyond the hardpoint barricade.

BARRUNG An Easy (DN 8) tracking test follows the path


of carnage back to a building outside of town.
Attributes: Charisma 6, Dexterity 10, Mind 8,
The basement cellar opens into a tunnel a Seeker
Spirit 8, Strength 8
working for Uthorion used to lead them here. And
Skills: Dodge 12, find 10, intimidation 10, maneuver
there’s more coming. If the Storm Knights don’t
12, melee weapons 12, missile weapons 15, reality
follow up (or try and fail), Major Roberson (from
10, stealth 14, taunt 8, trick 10, unarmed combat
Act One) approaches them for help once his forces
11
identify the building.
Move: 10; Tough: 10 (2); Shock: 8; Wounds: 3
Equipment: Chainmail armor (Armor +2), longbow There are guards at the building and within the
(Damage 13),daggers (Strength +1/9 damage) tunnel, but not enough to bother with a battle. The
Perks: Seeker, Vengeful problem is someone must go into the labyrinth to
Possibilities: 5 plant charges and collapse this dangerous enemy
Special Abilities: entry route. The underground is an Aysle Dominant
• Assassin: Attempts to Soak damage done by Zone, so Roberson’s demolitions team can’t enter
Barrung suffer a –2 penalty. and plant charges without fear of disconnection.
This is a job for Storm Knights. There are three
THE SOURCE options for dealing with the situation: planting
Once the initial group of lurks is mopped up, charges, trying to collapse the cave with brute force,
questions may turn to how they got into Oxford. or ignoring the issue. If the group refuses to enter

88
the tunnels, Roberson demolishes the building and system, Oxford is cut off from the Underground
hopes that’s enough to keep enemy forces from and safe from potential invasion. Anything else
digging through. represents a partial success. The cave entrance is
Planting charges is a Dramatic Skill Resolution closed, but there may other routes open elsewhere.
using heavy weapons. Each step is Standard (DN 10), There is no attack in the short term, but forces
and can be attempted untrained after Roberson and must be pulled from the front lines to patrol town
a demolitions specialist show the team the basics. and probe for another such attack—weakening
In this case, the five round limit for completing the Oxford’s defenses overall.
task represents completing the entire job before • Lurks (4 per round): see page 100
the first charges transform after being left alone,
or enemy sappers find and disable the explosives.
The tunnels are occupied, and four Lurks arrive SCENE THREE: ASPECTS
and attack each round of the task. Combined Effort OF TERROR
and Multi-Target aren’t allowed for attacks in the
confined space, but cooperation on planting the Dramatic Scene. Aysle Dominant Zone. The
charges is allowed. If the task fails it’s treated the materials are gathered, Oxford is secure, and
same as Roberson demolishing the building— Wyrwind is ready to begin. The ritual is performed
some charges go off and the problem is temporarily at the top of the Archmagus’ tower at dawn.
solved, but most of the tunnel is intact and in the Lady Ardinay asks each Storm Knight to come—
hands of the enemy. the tower chamber isn’t large enough for a huge
crowd, and she believes the heroes have more than
It goes a little different if the heroes opt for brute earned the honor. Also, if something goes wrong,
force over the explosive charges. Four supports she’d like a group of proven, powerful warriors on
need to be wrecked, corresponding to A, B, C, and site.
D. Lurks come at the group, four each round just
as above, but the letters on the Drama Card now The heroes have the rest of the night to wrap
represent opportunities to take out a support. up any loose ends or make preparations for the
Multiple heroes may attack a support each round, morning however they wish. It’s difficult to sleep
or different characters may declare attacks against before such a momentous occasion, and there’s no
different available supports, but no one can attack penalty if a hero chooses to stay awake all night.
two different supports in the same round. Hitting Tolwyn is bound to an altar inside Wyrwind’s
is Very Easy (DN 6), but only works if 25 damage chamber. Sigils are drawn on the floor, the walls,
or more is rolled. The changing letters represent and the Champion of Tancred’s face. Candles burn,
different opportunities coming from smaller cave- and one of the Archmagus’ machines makes a slow,
ins and other instability. Even if the attacks fail, rythmic clapping sound. If the heroes didn’t know
the tunnel crumbles after five rounds—potentially better, they might mistake the scene for a sacrifice
crushing any Storm Knights who remain—but the or something worse, but Ardinay assures anyone
majority of the tunnel is intact the same as a failure with discomfort that she trusts Wyrwind and he
above. knows what he’s doing.
A character who leaves the tunnels on round
four or earlier, automatically escapes the tunnel AND SO IT BEGINS
collapse. Everyone who risks staying underground Ardinay takes her place by Tolwyn, and says she’ll
for the final round must make a Standard (DN look after her. She asks the Storm Knights to keep
10) Dexterity test to escape. Anyone who fails this watch for intruders and protect Wyrwind from
test is lost. The massive damage of tons of falling anything that might go wrong. The old wizard
rock may be Soaked, but there’s no way to dig the himself speaks to them before getting started. Read
unfortunate hero out! or paraphrase the following:
If all four supports are destroyed or explosives
are successfully detonated throughout the cave

89
“The trouble with this entire undertaking, is that FOUR ESSENCES
once we draw the essence of the beast out of Lady
The ritual creates a kind of Reality Storm around
Tancred, I’m not certain what form the energy will
the tower. Everyone on the top floor with the
take. Hopefully it just disperses back to whatever
Archmagus are inside and able to battle the
dark plane it was summoned from. But if it doesn’t, it
creature separating itself from Tolwyn. The rest
may attempt to inhabit others—or even be capable of
of the Army of Light is outside this bubble, and
attacking under its own power.
unable to offer aid.
“As Storm Knights I believe you can resist if it
Flip a new card from the Drama Deck as the
attempts to possess you as it does Tolwyn here.
encounter begins. The beast flies around the tower,
You’re also the best suited if the energy is capable of
insubstantial as smoke at first. On the Villain phase,
manifesting in some form and striking. I’m counting
it’s first full Turn is becoming solid and real—a
on you to keep the energy or any intruders occupied
Carredon Fragment (page 92). If the heroes attack
while I cast. If the ritual is disrupted before I finish,
before that happens it has the Ethereal property, so
the consequences could be dire. We could both lose
any non-magical physical attack has no effect at all.
Tolwyn and unleash this monstrous energy to plague
us again in some other form. Although Very Large, this creature is a quarter
the size of the original Carredon, and much less
“Oh...I should mention that there are staggering
powerful—at first. It can’t penetrate the storm
energies involved in a ritual of this power, so don’t be
of debris swirling around the top of the tower.
too flustered if things get a little...rough.”
Instead, it clings to the edge and keeps most of its
With that he takes his place and begins a complex mass off the floor. It swipes at closer heroes with
incantation that sounds like a cross between its claws or beak, and Multi-Actions to breath toxic
a vocabulary lesson in a dead language and a breath on opponents farther away.
trigonometry problem using unrecognizable
On the second round another, identical cloud
sounds for all the numbers and variables. Storm
pours from Tolwyn as the card is revealed and
Knights may position themselves anywhere they
becomes solid on its turn when the Villains act. A
like within the tower room, but Ardinay requests
second Carredon Fragment. On the third round
they remain within the room.
another appears, and then on the fourth round, the
Read or paraphrase the following: final one emerges.
The air quickly becomes charged with magical energy, On the fifth round, if two or more Carredon
causing goosebumps or the same queasy feeling a Fragments remain, they use their turns to merge
Storm Knight feels during a Reality Storm or crossing into a single, even larger creature—a Merging
from one realm to another. Carredon. If all four remain then each pair merges,
The tower begins to shake. Books begin falling off of producing two Merging Carredons. On the sixth
shelves, and vials shudder atop Wyrwind’s work tables round, these more powerful beasts attack. If there
and then break on the floor. As the wizard continues are an odd number, the extra Fragment battles the
his incantation, the words grow louder, and the room heroes normally while its siblings merge.
rumbles as bricks fly out of place. A sphere of debris On round seven, the incantation ends and any
and energy swirls around the room—now the new remaining versions of the Carredon merge into
rooftop of the tower. Tolwyn begins spasming on the a single body: the Diminished Carredon. It takes
altar. more time for the creature to regain its full strength,
The first of the recovered items bursts into a blue but even weakened it gives some indication of its
flame. All the candles in the room now burn blue, and former power. If only one Merging Carredon or
a bubbling cloud of dark energy pours out of Tolwyn’s Carredon Fragment remains the single creature
mouth and nose, to form into a draconic shape with a uses that set of statistics instead.
vulture-like head. This emerging creature—or whatever smaller
Ardinay gapes as it becomes solid. “The Carredon!” remainder which lives—lets out a shriek heard

90
91
all across Great Britain. The scream breaks the MISSING ITEMS
sky open, and the dark realm visited in Act Six
The above assumes the ritual goes according
is partially visible through the cracks. Whatever
to plan. If the acorn (see Act Two) isn’t in hand,
remains of the Carredon flies into the gap at the
Wyrwind must substitute his own life essence
end of the seventh round. The broken sky closes
for it, and dies as the incantation ends on round
swiftly behind it. A Storm Knight may leap after
seven. Lady Ardinay spends her time during the
in pursuit, but they are never seen again if they do.
battle healing her convulsing friend. The creatures
Note who strikes the final blow against a felled are more interested in combative foes, but if there
Carredon of any size—it matters for the future! ever ends up more creatures than heroes, the spare
• Carredon Fragment (4): see page 92. attacks Ardinay. She survives, but without her
• Merging Carredon (1 for every 2 Carredon help, Tolwyn does not. Likewise, if items beyond
Fragments alive on round 5): see page 93. the acorn are missing or counterfeits then Tolywn
• Diminished Carredon (only if more than Tancred is torn apart when the last essence leaves
just one Merging Carredon is alive on Round her body.
7): see page 93.
SETBACKS
The energy and debris swirling around the tower
about 10 meters from the walls is extremely
dangerous. Parts of the room collapse as the battle
CARREDON FRAGMENT rages on. A Setback for the Heroes could be part of
the floor crumbling under a Storm Knight fighting
BEHAVIOR along the ledge—leaving him Very Vulnerable
and stuck until he uses an action to climb back up,
• Round 1: One Carredon Fragment
or someone else uses an action to pull him up. A
appears and attacks.
Setback for the Villains sends debris slamming into
• Round 2: One Carredon Fragment a Carredon, making it Very Stymied.
appears (total two) and both attack.
• Round 3: One Carredon Fragment CARREDON FRAGMENT
appears (total three) and all attack.
This creature, as mighty as it is, represents a quarter
• Round 4: One Carredon Fragment of the power of a Diminished Carredon. Though
appears (total four) and all attack. only a quarter of the size of the original, it’s still
• Round 5: Every two Carredon Fragments nearly 20 meters long from beak to tail. It’s eyes
spend the round becoming a Merging gleam red with intelligence—and malice.
Carredon. If there are an odd number of Attributes: Charisma 8, Dexterity 10, Mind 8,
Carredon Fragments the remaining one Spirit 14, Strength 22
attacks. Skills: Dodge 18, find 13, intimidation 22,
• Round 6: Any Carredon Fragments and maneuver 15, missile weapons 20, reality 20,
Merging Carredons attack. taunt (18) trick 17, unarmed combat 20
Move: 10; Tough: 25 (3); Shock: 18; Wounds: 2
• Round 7: Any remaining creatures merge
Equipment: —
into a single form (Diminished Carredon if
Perks: Vengeful
more than three of the four parts survive)
Possibilities: 5
and attack.
Special Abilities:
• Round 8: Whatever is left of the Carredon • Armor: Scaly hide +3.
escapes and the encounter ends. • Bite/Claws: Strength +3 (25).
• Curse of the Carredon: see Mark of the
Carredon on page 95.

92
• Dread: While the Carredon is present, any • Fear: When two fragments form into a larger,
scene becomes Dramatic. Merging Carredon, everyone present must test
• Fear: When each new fragment forms into a willpower or Spirit or become Very Stymied.
solid opponent, all present must test willpower • Horror: Death isn’t permanent for this
or Spirit or become Very Stymied. beast unless its True Death is discovered and
• Horror: Death isn’t permanent for this enacted. Details of its True Death are blocked
beast unless its True Death is discovered and by impenetrable magic—for now.
enacted. Details of its True Death are blocked • Toxic Breath: The disgusting cloud of filth
by impenetrable magic—for now. deals 2 Shock to targets in a Large Blast radius
• Toxic Breath: The disgusting cloud of filth within 20 meters, unless they don’t breathe and
deals 2 Shock to targets in a Medium Blast are immune to poison. A Good hit also Stymies,
radius within 20 meters, unless they don’t and an Outstanding hit makes the target Very
breathe and are immune to poison. A Good hit Stymied. The attack uses missile weapons to hit.
also Stymies, and an Outstanding hit makes • Very Large: Attacks against this beast gain a
the target Very Stymied. The attack uses missile +4 bonus for size.
weapons to hit. • Weak Spot: The Carredon’s eyes are
• Very Large: Attacks against this beast gain a vulnerable to attack. Taking a –2 Called
+4 bonus for size. Shot penalty (no +4 for Very Large) hits one,
• Weak Spot: The Carredon’s eyes are bypassing the Carredon’s armor.
vulnerable to attack. Taking a –2 Called • Wings: The Carredon has a Flight move of 20,
Shot penalty (no +4 for Very Large) hits one, and can “rush” up to 100 meters in a round.
bypassing the Carredon’s armor.
• Wings: The Carredon has a Flight move of 20, DIMINISHED CARREDON
and can “rush” up to 100 meters in a round. The final form of the Carredon. It’s not at full power,
and won’t be for some time. Even weakened, the
MERGING CARREDON Carredon is a terror, capable of rending entire
When two fragments merge into a larger creature, armies. Both its Possibilities and Wounds are built
the result is this transitional form. Both its Wounds up from whatever remains of the fragments that
and its Possibilities become whatever remained came together that formed it, which means it could
from both the fragments that merged to form it. have up to eight Wounds and 20 Possibilities! Note
Shock resets completely. that it suffers any missing Wounds too, but the
Attributes: Charisma 8, Dexterity 10, Mind 8, maximum penalty for Wounds is –3.
Spirit 14, Strength 24 Attributes: Charisma 8, Dexterity 10, Mind 8,
Skills: Dodge 18, find 13, intimidation 23, Spirit 14, Strength 26
maneuver 15, missile weapons 22, reality 20, Skills: Dodge 18, find 13, intimidation 24,
taunt (18) trick 17, unarmed combat 22 maneuver 15, missile weapons 24, reality 20,
Move: 10; Tough: 28 (4); Shock: 18; Wounds: taunt (18) trick 17, unarmed combat 24
(special, see above) Move: 10; Tough: 31 (5); Shock: 18; Wounds:
Equipment: — (special, see above)
Perks: Vengeful Equipment: —
Possibilities: (special, see above) Perks: Vengeful
Special Abilities: Possibilities: (special, see above)
• Armor: Scaly hide +4. Special Abilities:
• Bite/Claws: Strength +3 (27). • Armor: Scaly hide +5.
• Curse of the Carredon: see Mark of the • Bite/Claws: Strength +3 (29).
Carredon on page 95. • Curse of the Carredon: see Mark of the
• Dread: While the Carredon is present, any Carredon on page 95.
scene becomes Dramatic.

93
• Dread: While the Carredon is present, any bridge, but even she won’t commit to an attack
scene becomes Dramatic. without the magical branches of her force in order.
• Fear: When this creature forms everyone She listens carefully to any counsel the Storm
present must test willpower or Spirit or become Knights offer on the matter. Her top candidate
Very Stymied. is Aelward of London, and if he’s installed, the
• Horror: Death isn’t permanent for this Army of Light adopts gunpowder weapons and
beast unless its True Death is discovered and mechanical siege engines over blades and pure
enacted. Details of its True Death blocked by magic in the future.
impenetrable magic—for now. If Wyrwind lives, he’s weakened but on the
• Toxic Breath: The disgusting cloud of filth mend. Since it’s already been exposed, he thinks
deals 2 Shock to targets in a Medium Blast it’s pointless to renew the illusion around Castle
radius within 20 meters, unless they don’t Ardinay, but he has other tricks ready for when the
breathe and are immune to poison. A Good hit Army of Light begins its march.
also Stymies, and an Outstanding hit makes
the target Very Stymied. The attack uses missile
weapons to hit. TOLWYN LIVES
• Very Large: Attacks against this beast gain a If Tolywn survived the ritual, the future looks
+4 bonus for size. bright, whether the Carredon escaped or was
• Weak Spot: The Carredon’s eyes are destroyed. Pella Ardinay is eternally grateful for
vulnerable to attack. Taking a –2 Called what the Storm Knights did to rescue her oldest—
Shot penalty (no +4 for Very Large) hits one, and in some ways only—friend. She promises that
bypassing the Carredon’s armor. the Army of Light is at the Delphi Council’s full
• Whirling Claws: The Carredon may attack all disposal once the Darkness here in Aysle has finally
adjacent targets with its claws, and suffers no been repulsed. Until then, she and her people help
Multi-Target penalty when doing so. as much as they can.
• Wings: The Carredon has a Flight move of 20, Tolwyn Tancred herself is gaining strength by the
and can “rush” up to 100 meters in a round. hour and also expresses her personal thanks to the
group. If any now bear the Mark of the Carredon
ALL QUIET (see page 95), she claps a hand on their shoulder
By the end of the seventh round, either the Carredon and solemnly promises to be there for them when
has been vanquished completely, or what’s left has the time comes, as they were there for her, and this
fled to another realm to slowly regain its power. time vanquish the beast forever. In the meantime,
The debris from Wyrwind’s tower settles, and the she’s the tip of Ardinay’s spear, and relishes the
survivors make their way down to waiting medical notion of taking on Uthorion and his armies now,
crews and the rest of the Army of Light. with no curse hanging over her.

TOLWYN DIES
SCENE FOUR: OMENS OF Many of the same plans are laid if Tolwyn Tancred
DARKNESS OR LIGHT perished during the ritual, but instead of hopeful
Oxford becomes quiet for several days after the omens, now gloom and disastrous portents fill the
events of the ritual, as everyone adjusts to what air. The Lady of Light thirsts for revenge for her
happened. Castle Ardinay is in shambles, but fallen friend, and she’s committing her entire army
the Lady of Light doesn’t intend to stay on the to a battle some consider foolhardy to get it. She
defensive much longer anyway. intends to leave the Oxford hardpoint with all her
forces, and storm the Dark Fortress itself.
If Wyrwind didn’t survive, a search has begun
for a new Archmagus. Pella Ardinay is impatient Already whispers are spreading that she’s
to begin an offensive against Uthorion’s maelstrom unhinged, and British forces make contingency
plans for defending Oxford alone. The Army of

94
Light seems propelled by a grim, fatalistic fury—
but little else.
THE MARK OF THE
MARK OF THE CARREDON CARREDON
If one or more of the fragments of the corrupted Any Storm Knight who defeats a fragment
dragon were slain, there’s cause for both celebration of the Carredon receives a special Perk called
and concern. The mighty Carredon can’t return to “Mark of the Carredon.” It has no cost, and
full strength with part of its essence trapped, which does not increase the cost of future Perks.
is a major setback to the Uthorion’s forces. The cost
It has no effect for now, but certain Horrors
is that any character who defeated one or more of
from Orrorsh or Uthorion himself might
the creatures now bears a faint outline similar to
recognize the mark for what it is and comment
the one Tolwyn Tancred had.
upon it. It doesn’t count as a Darkness Perk
Lady Ardinay investigates the marks, and believes initially, but be advised that may change
that so long as the hero lives, that portion of the towards the end of the war.
Carredon’s essence is forever denied to Darkness.
What is certain is the hero’s fate is now
She admits the possibility that eventually the curse
intertwined with that of the Carredon. By the
will manifest as it did for Tolwyn, but notes that
end of the war, the creature’s True Death must
may take 100 years! She suggests those marked slip
be uncovered before those with the mark fall,
away from Aysle for a time—just to be safe. See the
lest an ancient and powerful ally returns to the
Mark of the Carredon Sidebar (below) for more
Gaunt Man’s fold.
information.
Characters from Orrorsh with the mark
automatically qualify for the Dragon Slayer
medal—with an extra wreath of gold added to
commemorate the special deed!

KNIGHTS OF THE REALM


Quinn Sebastian has requested the heroes return
to Core Earth for another mission. The offensive
by the Army of Light breaks the encirclement of
Oxford and allows an easy return, but before that,
Ardinay wishes to exercise one more formality: the
Storm Knights are to become proper, titled knights
of Aysle.
It’s an honor she doesn’t expect anyone to refuse,
but a character who has no interest in titles can
pass without causing any kind of incident. Those
who are interested must perform a one hour vigil
and then attend a ceremony. Each is asked if they
prefer to have “Sir” or “Lady” before their name as
a title, or simply use their name as it is.
After the quiet vigil, Lady Ardinay herself dubs
them knights in the presence of every personality
in Oxford. Cheers and feasting follow, and even the
most snobby Ayslish aristocrat at least pretends to
respect the heroes’ names from that point forward.

95
STALKERS
When Uthorion learned of the Storm Knights and
their quest, he immediately summoned some of
his most notorious lieutenants and formed strike
teams. Dubbed “Stalkers,” these villains are sent via
dimthread to the locations foretold in the prophecy,
and ordered to track down the Storm Knights and
prevent them from accomplishing their goals.
THREATS AND
Though they vary widely in appearance, tactics,
and abilities, every one of Uthorion’s Stalkers is
loyal to the cause, and hunts the Storm Knights
mercilessly.
Gamemasters select which Stalker to deploy in
VILLAINS
any given act. They are assumed to be nearby,
actively seeking the Storm Knights, though unless
the gamemaster wishes to use them in some
other capacity, they don’t “catch up” to the Storm
Knights until a suitably dramatic point described
in the act, usually the last scene.
Every team is also comprised of several Howlers,
a strange variant lurk groomed specifically for
the hunt. Howlers are treated as little better than
animals by the stalker in command of the team.
The number of Howlers accompanying each
Stalker depends on the clearance level of the Storm
Knights—Uthorion assigns more if the stalker’s
prey are known to be powerful! Alpha Clearance
prompt teams of one stalker plus one Howler per
hero. Beta Clearance increases that to two Howlers
per hero. Each team has a little variance, so add
a few Howlers if the previous stalker was slain,
or drop a few if the team has taken precautions
against being tracked or scryed upon.

STALKER GUNNARSON
Gunnarson is a barbaric Outsider who works for
Uthorion simply for the pay. He’s a completely
mercenary Stormer, and not above bribery—
especially if he doesn’t think he’ll get caught. Since
this is just a job to him, Gunnarson has no interest
in suicidal attacks against the Storm Knights. He’ll
pick a fight he thinks he can win, even if he has to
cheat to collect his bounties.
Quote: “Look, this is not personal, but I need your
head to get paid.”

96
Attributes: Charisma 8, Dexterity 10, Mind 8, and gloves keep her scales out of sight, and
Spirit 10, Strength 12 she’s become quite adept at covering the slight
Skills: Beast riding 10, dodge 14, find 12, hiss when she speaks by using a husky whisper.
intimidation 15, melee weapons 15, reality 12, She’s embarrassed by what she is, but not above
survival 10, stealth 12, taunt 10, tracking 10, trick removing her mask and employing her natural
10, unarmed combat 12 abilities against foes too powerful for her arrows
Move: 10; Tough: 13 (1); Shock: 10; Wounds: 3 to down.
Equipment: Leather Armor (Armor +1), Great Axe Quote: “Shhh, this won’t hurt, I promise.”
(Damage Strength +4/ 16, Stagger)
Perks: Berserk, Blood Rage, Brute Ice Blessed, Attributes: Charisma 8, Dexterity 13, Mind 8,
Relentless, Seeker, Whirlwind Spirit 11, Strength 12
Possibilities: 3 Skills: Dodge 15, find 10, intimidation 18,
Special Abilities: maneuver 14, missile weapons 16, reality 12,
• Insidious: Discard a Destiny card from each stealth 14, trick 10, unarmed combat 14
target’s pool when Gunnarson successfully Move: 8; Tough: 17 (4); Shock: 10; Wounds: 3
performs an Approved Action. Equipment: Longbow (Damage 13, Range
20/40/80).
STALKER MARJIS TARN Perks: Brawler, Frightening Aspect, Smiling
Deceiver, Strong Pull, Sniper
Tarn was once an elven Warden of some repute, but Possibilities: 3
his battle against Darkness consumed him. It’s said Special Abilities:
that his White Wolf companion eventually became • Armor: Snake scales +1
black, and then finally nothing but shadow. Now • Dread: While the Tanagara is present, any
for Tarn there is only the hunt. He prefers to attack scene becomes Dramatic.
from ambush in the darkness where his vision • Insidious: Discard a Destiny card from each
gives him an advantage against his foes. target’s pool when Tanagara successfully
Quote: “You put on an act like you’re a predator, performs an Approved Action.
but we both know you are prey.“ • Petrifying Look: Tanagara may remove her
Attributes: Charisma 6, Dexterity 12, Mind 10, mask and intimidate all targets within 10 meters
Spirit 10, Strength 9 as a free action every turn it is an Approved
Skills: Beast riding 15, dodge 16, find 13, Action. On an Outstanding result the target is
intimidation 12, melee weapons 14, missile turned to stone and tests Defeat. Petrification
weapons 17, reality 12, scholar 11, survival 12, is recovers within minutes unless the target is
stealth 15, taunt 8, tracking 12, trick 13 killed. Injuries sustained from Defeat represent
Move: 12; Tough: 10 (1); Shock: 10; Wounds: 3 lingering effects of petrification.
Equipment: Leather Armor (Armor +1), Composite • Sensitive: Taunts that invoke or insult
Longbow (Damage 14, Range 20/40/80) Tanara’s gorgon blood are Favored against her.
Perks: Elven Archer, Frightening Aspect, Shadow • Toxic Blood: When Tanagara suffers a
Step, Sniper, Strong Pull, Trademark Weapon: Wound anyone adjacent to her suffers 12+1 BD
Composite Longbow. acid damage which affects the target’s lowest
Possibilities: 3 Armor value.
Special Abilities:
• Darkvision: Ignore up to four points of STALKER ZAL-KORAK
Darkness penalties. Zal-Korak has the pale skin and stringy white hair
of a wight, but suffers under a terrible curse that
STALKER TANAGARA gave him a scorpion’s body. He desires nothing
Tanagara wears a hood and a mask to conceal more in life than a cure, and Uthorion has promised
her gorgon blood. Long sleeves, a flowing dress, him one, should he serve faithfully. Zal-Korak

97
believes simply killing Uthorion’s enemies alone Perks: Shadow Step
won’t help him earn that reward—he wants to Possibilities: Rare (2)
provide something of unique, immeasurable value Special Abilities:
to his master. Bond Tracker: When a howler falls, the rest of its
Quote: “Ready or not, here I come.” bonded companions gain a magical “scent” from
the foe. Surviving members of the same group
Attributes: Charisma 5, Dexterity 12, Mind 12, may track the direction of the trace unerringly so
Spirit 9, Strength 11 long as the target is within the same Zone. Spells
Skills: Alteration 14, apportation 13, conjuration or items that block scrying also block this ability.
14, divination 13, dodge 14, find 13, intimidation Fear (+2): When a howler falls all the rest emit a
12, melee weapons 13, reality 10, scholar 13, taunt piercing cry—which also identifies and traces
7, trick 13 the foe who attacked their comrade. The attacker
Move: 12; Tough: 13 (2); Shock: 11; Wounds: 4 must make a Fear test with a +2 bonus with either
Equipment: Spear (Strength +2/13, Reach 2 meters, Willpower or Spirit or become Very Stymied.
Thrown) Immunity: Fear and fear based effects.
Perks: Frightening Aspect, Spellcaster (armor,
enhance, fear, fireball, mage hands, mage light,
possibility rend, shield, summon elemental*) OTHER FOES AND ALLIES
Possibilities: 3
Special Abilities: AYSLE GOSPOG
• Armor: Thick chitin +2
• Bite/Claws: When attacking with his pincers
OF THE SECOND PLANTING
or stinger, an even attack roll indicates a hit by Attributes: Charisma 5, Dexterity 9, Mind 7, Spirit
Zal-Korak’s pincers, and an odd represents a 10, Strength 11
stinger attack. The stinger deals Strength +3/21 Skills: Dodge 11, find 8, maneuver 10, stealth 11,
damage, AP 2. The claws deal Strength +3/21 tracking 8, trick (10), unarmed combat 13
damage and always attempt to grapple, so a Move: 9; Tough: 12 (1); Shock: —; Wounds: —
standard hit only deals 19 damage. Equipment: —
• Undead: Wights are immune to poison and Perks: —
other effects that require breathing, eating, or Possibilities: Never
other “living” processes. Special Abilities:
• Armor: Dirt and grass +1.
HOWLER • Bite/Claws: Damage Strength +2 (13)
Howlers are lurks modified by blood magic to serve • Blood Sense: Tracking against a target becomes
with Uthorion’s stalkers. Physically they have the Favored once a gospog deals a Wound.
same pasty skin and mottled white hair as normal • Fear: Gospog are horrific amalgamations of
lurks, but their eyes gleam with a feral bloodlust. a corpse and rotten plant matter, that emit a
The run in bonded packs up to a dozen strong, and horrid shriek when encountered. Test willpower
stalkers happily sacrifice one of their “animals” to or Spirit or become Very Stymied.
a foe so the rest can follow him. • Poison: If a gospog’s bite or claws deal
damage exceeding the target’s Toughness, then
Attributes: Charisma 5, Dexterity 8, Mind 5, Spirit a debilitating toxin is introduced to the target.
6, Strength 7 While poisoned the victim suffers one Shock
Skills: Dodge 9, maneuver 8, melee weapons each round.
10, missile weapons 10, survival 8, taunt (10), • Mindless: Gospog are immune to intimidation
tracking 10, trick (10) and taunt interactions and telepathy powers.
Move: 7; Tough: 9 (2); Shock: 6; Wounds: — • Relentless: Gospog ignore Shock.
Equipment: Leather armor (+2), Short Sword
(Strength +2/9), Short Bow (Damage 11, Range
10/25/40)

98
• Undead: Gospog are immune to poison and Skills: Beast riding 9, dodge 9, find 7, maneuver 9,
other effects that require breathing, eating, or melee weapons 9, missile weapons 10, stealth 10,
other “living“ processes. streetwise 7, taunt 7, trick 7
Move: 8; Tough: 8 (1); Shock: 6; Wounds: —
AYSLE GOSPOG Equipment: Leather armor (Armor +1), short bow
OF THE THIRD PLANTING (Damage 11, Range 10/25/40), staff (Damage
Strength +2/9),
Attributes: Charisma 5, Dexterity 10, Mind 8,
Perks: —
Spirit 10, Strength 12
Possibilities: Rare (2)
Skills: Dodge 11, find 8, maneuver (12), melee
Special Abilities: —
weapons 15, missile weapons 14, stealth 8, trick
(13), unarmed combat 15 CLANKER
Move: 10; Tough: 15 (3); Shock: —; Wounds: 1
Equipment: Plate mail (Armor +3), Longsword Attributes: Charisma 3, Dexterity 8, Mind 3, Spirit
(Strength +3/15 damage), Darts (Strength +1/13 8, Strength 16
damage, Range 5/10/15), may vary between Skills: Dodge 13, find 8, intimidation 14, melee
gospog. weapons 13, missile weapons 13, trick (8),
Perks: Trademark Weapon (longsword) unarmed combat 13
Possibilities: Never Move: 8; Tough: 18 (2); Shock: —; Wounds: 1
Special Abilities: Equipment: Usually none, but anything that was
• Bite/claws: Damage Strength +2 (14) part of the original object becomes functional—
• Fear: Gospog are horrific amalgamations of even if it wasn’t before the clanker became
a corpse and rotten plant matter that emit a animated.
horrid shriek when encountered. Test willpower Perks: Magic Resistance
or Spirit or become Very Stymied. Possibilities: Never
• Mindless: Gospog are immune to intimidation Special Abilities:
and taunt interactions and telepathy powers. • Armor: Metal sheathing +2.
• Relentless: Gospog ignore Shock. • Automaton: Machines are immune to poison
• Undead: Gospog are immune to poison and and other effects that require breathing, eating,
other effects that require breathing, eating, or or other “living“ processes.
other “living“ processes. • Bite/Claws: Strength +2 (18).
• Large: Clankers are usually 3 meters tall or
AYSLISH SAILOR larger. Attackers gain +2 to attack rolls.
• Mindless: Clankers are immune to intimidation
Attributes: Charisma 6, Dexterity 8, Mind 6, Spirit
and taunt interactions and telepathy powers.
6, Strength 8
• Relentless: Clankers ignore Shock.
Skills: Dodge 9, find 7, maneuver 9, melee
weapons 9, missile weapons 10, stealth 10, KNIGHT
streetwise 7, taunt 7, trick 7, unarmed combat 10,
water vehicles 10 Attributes: Charisma 7, Dexterity 7, Mind 6, Spirit
Move: 8; Tough: 8; Shock: 6; Wounds: — 8, Strength 10
Equipment: — Skills: Beast riding 10, dodge 8, find 7, intimidation
Perks: — 10, maneuver 8, melee weapons 11, taunt 8, trick
Possibilities: Rare (2) 7, unarmed combat 10, willpower 10
Special Abilities: — Move: 7; Tough: 13 (3); Shock: 8; Wounds: —
Equipment: Horse, Plate-Mail (Armor +3, full
BANDIT Body), medium shield (Defense +2), longsword
(Strength +3/13), lance (Strength +2/16 based on
Attributes: Charisma 6, Dexterity 8, Mind 6, Spirit
horse’s Strength, AP 1)
6, Strength 7
Perks: Brute, Dismounting Blow

99
Possibilities: Rare (3) Perks: Double Tap
Special Abilities: — Possibilities: Rare (2)
Special Abilities: —
LURKS
Attributes: Charisma 5, Dexterity 7, Mind 5, Spirit SOLDIER (OFFICER)
6, Strength 7 Attributes: Charisma 7, Dexterity 8, Mind 8, Spirit
Skills: Dodge 9, maneuver 8, melee weapons 9, Strength 8
9, taunt 9, trick 9, unarmed combat 9, missile Skills: Dodge 10, find 9, fire combat 10, first aid 9,
weapons 8 heavy weapons 9, intimidation 10, land vehicles
Move: 7; Tough: 9 (2); Shock: 6; Wounds: — 9, maneuver 9, melee weapons 9, persuasion 9,
Equipment: Leather armor (+2), mace (Strength stealth 9, unarmed combat 9
+2/9), Short Bow (Damage 11, Range 10/25/40) Move: 8; Tough: 12 (4); Shock: 9; Wounds: 1
Perks: Shadow Step Equipment: Ballistic vest (+4), Glock 9mm
Possibilities: Rare (2) (Damage 13, Range 10/25/40)
Special Abilities: — Perks: Double Tap
Possibilities: Rare (2)
NIBIKRIDS Special Abilities: —
Attributes: Charisma 5, Dexterity 8, Mind 6, Spirit
6, Strength 8 TROLL
Skills: Dodge 9, maneuver 12, stealth 11, taunt 8, Attributes: Charisma 3, Dexterity 8, Mind 3, Spirit
unarmed combat 9 10, Strength 15
Move: 8; Tough: 8; Shock: 6; Wounds: 1 Skills: Dodge 10, find 8, intimidation 15, taunt (8),
Equipment: — trick (8), unarmed combat 13
Perks: — Move: 8; Tough: 19 (4); Shock: 10; Wounds: 2
Possibilities: None Equipment: —
Special Abilities: Perks: —
• Bite: Damage is Strength +1 (9), plus the victim Possibilities: Never
is affected by nibikrid venom if the damage Special Abilities:
exceeds Toughness. • Armor: Stone skin +4.
• Nibikrid Venom: The target’s Strength • Crumble: When a Troll is KOed by either
decreases by one. Note that this does decrease Shock or Wounds it crumbles into normal rocks
Toughness. If Strength drops below 5 the target and dirt.
is KO’ed and must test for Defeat. After one • Large: Trolls are usually three meters tall or
minute (six rounds) the target tests Strength to larger. Attackers gain +2 to attack rolls to hit
end the venom’s effect. If the test fails the effect due to their huge size.
lasts another minute, and then the target tests • Stomp: Damage Strength (15). This attack
again. targets all who are engaged with it, ignoring
Multi-Targeting penalties, and counts as
SOLDIER Favored against any creature smaller than
Attributes: Charisma 6, Dexterity 8, Mind 7, Spirit Large.
8, Strength 8
Skills: Dodge 10, find 8, fire combat 10, first aid 8, WIZARD
heavy weapons 9, intimidation 9, land vehicles 9, Attributes: Charisma 7, Dexterity 7, Mind 12,
maneuver 9, melee weapons 9, stealth 9, unarmed Spirit 11, Strength 7
combat 9 Skills: Apportation 14, alteration 16, conjuration
Move: 8; Tough: 12 (4); Shock: 8; Wounds: — 16, divination 14, dodge 8, find 14, intimidation
Equipment: Ballistic vest (Armor +4), M4 assault 14, maneuver 8, melee weapons 8, stealth 8, taunt
rifle (Damage 13, Short Burst, Range 50/100/200). 8, trick 15, willpower 14

100
Move: 7; Tough: 7; Shock: 11; Wounds: — • Acid Breath: Wyverns may spit acid, dealing
Equipment: — Damage 15 to a Small Blast radius, and
Perks: Magister, Spellcaster (dispel magic, enhance, automatically affecting the lowest Armor value
fireball, fly, lightning, shield), Spellbook on the target. The attack uses missile weapons
Possibilities: Common (3) to hit, and on an Outstanding hit the target’s
Special Abilities: — Armor value decreases by one until repaired.
• Large: Attacks against the drake gain a +2
VIKING BERSERKER bonus due to its large size.
Attributes: Charisma 6, Dexterity 9, Mind 7, Spirit • Passengers: In addition to its rider, a wyvern
8, Strength 10 can carry one additional passenger, but if it
Skills: Dodge 10, intimidation 13, maneuver 10, does so, its tests are Disfavored.
melee weapons 12, stealth 10, survival 8, taunt • Wings: Move 10 in the air, or 50 meters when
(11), unarmed combat 10, water vehicles 11 “Rushing.”
Move: 9; Tough: 11 (1); Shock: —; Wounds: 1
Equipment: Animal hide (Armor +1), great axe WYVERN RIDER
(Strength +4/14, stymies on a hit). Attributes: Charisma 7, Dexterity 7, Mind 6, Spirit
Perks: Smasher, Vengeful 8, Strength 9
Possibilities: Rare (2) Skills: Beast riding 12, dodge 8, find 7, intimidation
Special Abilities: 10, maneuver 8, melee weapons 12, taunt 8, trick
• Berserker: These warriors ignore Shock. 7, unarmed combat 10, willpower 10
Move: 7; Tough: 13 (3); Shock: 8; Wounds: —
VIKING RAIDER Equipment: Plate-Mail (Armor +3, full Body),
Attributes: Charisma 6, Dexterity 8, Mind 6, Spirit medium shield (Defense +2), longsword (Strength
8, Strength 9 +3/13), lance (Strength +2/17 based on wyvern’s
Skills: Dodge 10, faith 9, find 8, intimidation 10, Strength, AP 1)
maneuver 10, melee weapons 11, missile weapons Perks: Brute, Dismounting Blow
10, stealth 9, survival 8, unarmed combat 10, Possibilities: Rare (3)
water vehicles 11 Special Abilities: —
Move: 8; Tough: 11 (2); Shock: 10; Wounds: —
Equipment: Chainmail armor (+2, Torso), ZOMBIE
longsword (Strength +3/12), medium shield Attributes: Charisma 5, Dexterity 5, Mind 5, Spirit
(defense +2) 5, Strength 10
Perks: Endurance Skills: melee weapons 8, unarmed combat 8
Possibilities: Rare (2) Move: 5; Tough 10/6; Shock—; Wounds:—
Special Abilities: — Equipment: —
Perks: –
WYVERN Possibilities: Never.
Attributes: Charisma 6, Dexterity 10, Mind 5, Special Abilities:
Spirit 8, Strength 15 • Fear: Zombies are animated bodies of dead
Skills: Dodge 11, find 7, intimidation 12, maneuver creatures. Test willpower or Spirit or become Very
11, missile weapons 14, stealth 11, trick 7, Stymied.
unarmed combat 12 • Mindless: Zombies are immune to intimidation
Move: 10; Tough: 18 (3); Shock: 10; Wounds: 2 and taunt attacks.
Perks: — • Relentless: Zombies ignore shock.
Possibilities: Never • Headshot: A Called Shot at the head (-4 to hit)
Special Abilities: hits Toughness 6.
• Armor: Scaly hide +2. • Undead: Zombies are immune to effects that
• Bite/Claws: Strength +2 (17). require breathing, eating, or other “living”
processes.

101
O
xford and its surroundings are often
visited during the adventure, and some
Storm Knights may have questions about
the current situation or the people around them. It
may not be entirely clear—even important soldiers
don’t have a full view of what’s happening a few
kilometers away. But for the GM who wants to
know, and the Storm Knight who goes in search of
answers there are secrets to discover.
SECRETES OF
LOCATIONS
BARRICADES
OXFORD
The radius of Core Earth’s influence is easy to find
even without a Storm Knight’s sense for shifting
realities thanks to a system of walls, gates, and
weapon emplacements ringing the city. These
aren’t hasty fortifications, but months worth of
construction designed to protect what remains of
Core Earth.
Oxford is widely considered the most likely new
seat of government if London completely falls—
some argue that governance should have already
been moved.
This line of defenses has yet to be tested, but
between the trenches in the Mixed Zone (see page
104) and these fortifications any standard assault
against the city seems an unlikely proposition.

BLACKBIRD LEYS PARK


This is both the site of the initial attack from
Uthorion’s forces and the emergence point for
the Army of Light—who helped put an end to
Uthorion’s forces in the early days of the war.
Castle Ardinay overlooks the park and the gaping
hole to the Land Between that now dominates its
features. Most tunnels can support a small band
of raiders, but not the movements of an army,
and this opening is one of the few exceptions. The
castles outer walls extend around the park with
the defenses aimed inwards, just in case Uthorion
ever tries to send more troops through. So far there
hasn’t been any traffic beyond occasional tunnel
beasts looking for prey and being surprised by
fortifications and an army waiting in ambush.

102
Couriers were dispatched through the tunnels Unveiling the true structure hasn’t led to any
in the early days of the war. When none returned advance from Uthorion. There was a push while
larger groups led by a seeker were used. When the Storm Knights were away between acts, but
those too stopped returning communication artillery barrages from the trenchline put an end to
was halted entirely, as seekers are too valuable a it before the castle itself even came under assault.
resource to squander. Occasional reinforcements
arrived in Blackbird Leys early in the war, but DARK FORTRESS
it’s been months since anyone friendly has come Uthorion’s Dark Fortress in Liverpool to the
through, leading some to worry that the entire Northwest isn’t visible from Oxford’s defensive
Land Between is compromised. This is the most lines—it sits about 250 kilometers away—but its
likely place for Storm Knights to emerge into town oppressive presence is constantly felt within the
if led by Oona (page 47) or another seeker, and city. Enemy forts and outposts constructed to the
they cause quite a commotion with the troops North feel like extensions of the Dark Fortress
guarding the walls nearby! itself, and are often referred to as such by troops
who have never seen the massive construct with
BLACK COLLAR PUB their own eyes.
This is the most popular public house among
Delphi Council operatives in the region, and its DREAMING SPIRES
often visited by members of the Army of Light The city center and universities are all protected
as well. It’s situated outside the hardpoint far by the Core Earth hardpoint, and have yet to be
enough that it’s in the Ayslish Dominant Zone. The touched by Uthorion’s forces beyond small raids
owner, Mister Collins (page 106) considered the from underground tunnels. The majority of the
transformed decor an upgrade. soldiers from surrounding bases have funneled
The pub brews its own mead just called Blackbird into the area, nicknamed the Dreaming Spires by
that’s popular among locals, and even dwarves locals and Ayslish alike.
have declared it “drinkable.” Lighting is dim but There isn’t much friction between the university
constant thanks to illusory torches along the walls. staff and the soldiers. No matter how stuffy the
There’s seldom music or live entertainment— professors may be, they understand the threats
Collins prefers a quiet atmosphere where patrons Aysle poses and that the armed patrols in the
can drink and chat among themselves. streets aren’t a show of tyrannical power but a
reasonable safety precaution against a foe who can
CASTLE ARDINAY emerge from any basement.
The enchanted castle is built next to the Blackbird The libraries of the universities are among the
Reys Park opening, and primarily serves to best in the world, and are open to Storm Knights of
guard that against any further invasion. Before the Delphi Council. Any use of scholar or evidence
the adventure it’s a source of pride and hope for analysis that employs the books of the libraries is
both the Army of Light and the citizens of Oxford, Favored. Folktales and ancient history that are both
transformed and not. surprisingly relevant in the Realm are bountiful.
Things change a bit after the illusion is destroyed The Dreaming Spires are also a repository for
in Act One, with the faith of both groups shaken. several Eternity Shards, and anything collected by
Oxford still considers Ardinay herself a staunch the Storm Knights is likely to be collected here and
ally, but now questions the reliability of magic overseen by Mister Collins (page 106). Electricity
and the trustworthiness of wizards in general. is still available within the city proper, along with
The deception has also left bad feelings within the other modern conveniences, including computers—
Army of Light itself, especially house Gerrick who although there’s no Internet connectivity available
feels that they should at least have known that the to take full advantage of the technology.
castle wasn’t as defensible as it appeared to be.

103
OXFORD FAIRE RECENT HISTORY
Oxford Faire is a market is outside the barricade, When the stelae were activated on Day One Oxford
but within the Mixed Zone between the town resisted the alien reality astoundingly well. Troops
center and Castle Ardinay, and thus somewhat from Benson and Brize Norton bases converged on
protected from all sides. Much of the market is the town and held the invaders in the area where
given to fresh food from local farms, but all sorts of spells and magic failed but bullets, bombs and
special vendors sell everything from magical items grenades worked marvelously.
to surplus military equipment. Items from other
At the end of the first week of siege the Army of
Cosms are still Rare (–4) here, but anything else
Light emerged from the Blackbird Ley Park tunnel—
might be procured without a modifier.
the same one that had opened up and disgorged
The market itself is a mixture of small business Uthorion’s forces. They appeared directly behind
buildings, tents, and temporary stalls that take their Dark foes, cutting off any chance of escape
over several blocks. Most of the stalls close as soon and forming a hammer that smashed Uthorion’s
as it gets dark, but some vendors remain open— minions against the anvil of the Oxford hardpoint.
especially the ones selling sketchier goods.
This early victory left the city itself largely intact
and Ardinay and her Army of Light as unexpected
TRENCHES heroes.
Lines of jagged trenches extend out in every
direction from the Oxford barricades. Roads CURRENT DEPLOYMENT
remain intact if guarded, especially from the city
Oxford is surrounded on all sides by Uthorion’s
center to the Blackbird Leys area where the Army
army, but its artillery commands every point within
of Light is encamped. The outermost ring is where
line of sight of the city. Bombardments are saved
active combatants are deployed. Inside the lines
for attacks since ammunition is limited, but there
the landscape has partially transformed to become
are wide swathes around the protective trenches
more rural, but homes, businesses, and farms still
where the encroaching Wychwoods give way to
carry on despite the military activity around them.
barren ground from the exchange of explosive
To the North the trenches are under more pressure firepower and magic.
from Uthorion’s invading forces, and a ruined, open
The defensive perimeter of Oxford is more of
No Mans Land extends between the two armies.
an oval than a circle with the inclusion of Castle
The Thames blocks the invaders to the West, and
Ardinay and the Army of Light extending the
Castle Ardinay is situated to the East, leading to a
city’s reach to the Southwest. Core Earth forces are
slow siege of the city that has yet to break.
deployed all long the trenches, but concentrated
in the North where the brunt of the Dark Lord’s
WYCHWOOD assault usually falls. Ayslish troops from House
The Wychwood was a small reserve before most of Gerrick tend to support operations to the North,
England’s landscape transformed to more rural and while Tancred knights dominate the South near
medieval forest. Since then, the woods boundaries the castle with minor support from the Core Earth
have extended significantly in every direction and Military.
engulfed other woods. Just the name Wychwood
seems to pervade, even when parks or other forests UNDERLYING TENSION
had precedence.
Cooperation between the British and Ayslish is
The outskirts of the Wychwood reach the edge of strong, but a few points of contention keep things
Castle Ardinay on one side, and the outskirts of from being perfect.
London on the other. Roads remain intact, but the
The main source of irritation for Her Majesty’s
wood is infested with Uthorion’s minions and isn’t
troops is the slow but steady conversion of civilians
considered safe to travel.
in the Mixed and Aysle zone outside town—and

104
their consequently looking at the Lady of Light as The Lady Mayor has little reason to meet Storm
queen rather than a proper Buckingham. This isn’t Knights, her duties are mostly to the town center
likely to change with the Queen in hiding and Pella and occasional diplomatic entreaties to her Ayslish
visible to everyone in the area daily. benefactors. She’s aware of the Delphi Council and
For the Ayslish, frustration comes from lack of owes them several favors, which a savvy character
respect for their strict social classes. Modern dress might capitalize on with a bit of investigation and
offends the sensibilities of some lords and ladies, a scheduled meeting.
but more flash points arise out of soldiers or
civilians speaking directly to aristocrats without a SHERIFF JOHN MORSE
direct invitation. Grousing about the lack of bowing A Storm Knight with sticky fingers may have a
or curtsying is common among the higher classes, close encounter with Sheriff Morse, otherwise
leading them to regard the British much like they its unlikely to meet him. He doesn’t walk patrols
do the barbaric Outsiders back home. around Oxford, but spends most of his time in his
office or working with Mayor Maddox or Pella
Ardinay.
LOCAL PERSONALITIES John is an Ord and old enough to retire, but he’s
still dangerous if pressed. Use the statistics for a
PELLA ARDINAY Soldier (Officer) found on page 100 if needed.
With no reinforcements expected from home, the The Bobbies in Oxford all report to him, and he
Lady of Light has seemingly chosen to bolster her can call upon Military Police from the barracks if
defensive position at Oxford. This seems at odds something in town gets truly out of hand.
with her aggressive—some say heedless—pursuit Morse is humorless but polite, and gives the air
of Uthorion, but Ardinay has a plan. of a professional and a bureaucrat, though he was
The vengeful Queen has noted with great interest a soldier and then an inspector—and a dirty one
that the normally patient Dark Lord has committed to boot! He distrusts magic and tends to dislike
army after army to the destruction of Oxford, mages, but conceals that behind the stony facade
only to see each assault repulsed or destroyed he deploys against everyone.
completely. She believes that the hardpoint is an
irritating thorn in her foes’ side, and it’s only a KNIGHT COLONEL ROBBIE
matter of time before he must come deal with it
personally.
HATHAWAY
Sir Hathaway—he’s been knighted by both the
When he does, she’ll be ready. In the meantime
Queen and by the Lady of Light—is a hero through
she wears a facade of grace over her impatience,
and through. Storm Knights are likely to recognize
treating the stalwart defenders of the city with
a kindred spirit, although his sense of duty keeps
respect bordering on flattery from a High Queen.
him bound to the city and unable to work full time
Always behind her easy smile is a hint of clenched
with the Delphi Council.
anger, waiting for the right moment to be unleashed
like a storm. His men are likely to tell tales of Robbie’s daring:
his taking charge of the makeshift defense on
LAURA MADDOX Day One, the tank charge that flattened an enemy
assault, the wraith he defeated in single combat,
The Lady Mayor of the city of Oxford, Laura and so on. The stories aren’t even that embellished!
Maddox is a former educator and a politician
through and through. Nearly 70 years old, she’s Hathaway prefers to be out in the trenches doing
aging gracefully, bolstered by impeccable manners his job, and chaffs if encountered in the town
and a dress sense that seems to come from a 1980’s center or Castle Ardinay where he’s forced into
boardroom. a diplomatic role. He’s a natural ally for Storm
Knights looking for support for any reason. He

105
recognizes other fighting men and women when GERTHA THE SHARNHAND
he meets them, and is drawn towards helping
Only dwarves are likely to take interest in the
those in need.
Sharnhand, and vice versa, but she is keenly
He owes his life to both High Priestess Buvar interested in any dwarven Storm Knights who
and—perhaps surprisingly—Mister Collins. He’ll travel through Oxford, and quick to introduce
do anything for either one of them, including herself—as Gertha even—and count them as
ignore his own sense of honor and fair-play if need contacts for the future if possible.
be.
Gertha disdains Uthorion, and stays with the
Army of Light hoping to witness his destruction
MISTER COLLINS first-hand rather than out of any noble intention.
Dexter Collins, or Mister Collins as he’s known She hasn’t forgiven Pella Ardinay for the deeds
around Oxford, is the proprietor of the Black Collar done while the Dark Lord inhabited her, but senses
Pub near Castle Ardinay. His true importance, a kindred spirit in Ardinay’s ruthless drive to
though, is as the secret contract for the Delphi destroy him. For that above all else the Sharnhand
Council within Oxford. is now one of Ardinay’s staunchest allies and is
quick to support her more aggressive moves.
His presence has led to the direct airdrops
arranged by the Council, and he maintains several She has a similarly complicated relationship with
secret safe houses for Storm Knights who travel the Mad Duke, Dwyvon Vareth. Gertha knew
through the area. him long before his people were massacred. She
remembers the good dwarf he was and is saddened
He is known for his quick wit, dapper dress
by the fracturing of his mind, but as far as Getha is
style, and the slight limp and cane that come from
concerned his descent into darkness and corruption
losing most of his right leg under mysterious
is complete. She plans to dispatch him and seize
circumstances. He has a story for every occasion,
his forges for her own crusade. It is the merciful
and the tale around his leg changes every time
thing to do for a once noble dwarf.
he tells it. He always says he doesn’t miss it; the
fancy bit of metal and plastic he has down below is At Black Cuillin, Gertha’s followers toil to build
the finest Her Majesty’s Government can afford— weapons and armor for the Order of the Dragon,
“easily three pounds fifty.”  while those at Glasgow are attempting to reverse-
engineer the Mad Duke’s Iron Warriors. Gertha
Mister Collins led a very exciting life before
sees the value in building a new army, augmented
retiring to Oxford. He’s been a police constable,
with Dragon Armor technology, to carry the fight
an agent with MI5, and an “advisor” at Scotland
to Uthorion with or without the Army of Light,
Yard. He kept in touch with his old friends and
and she wants as many dwarven Storm Knights as
even operated a safe house for witnesses and
possible to join her when that moment comes.
VIP’s. When the invasion came he had contacts and
supplies at the ready to be of assistance, and even
got into the action a bit himself. HIGH PRIESTESS ULLIAN BUVAR
He made new contacts within the Army of Light The High Priestess is most likely to be encountered
and the growing Delphi Council, and turned the if a Storm Knight is grievously injured—or slain! As
Black Collar Pub into the place for Storm Knights the chief representative of Dunad on Earth her role
to meet and share their tales. is as a healer, not as a preacher. She leads rituals
and answers questions about her faith if asked, but
He operates a smuggling ring known as the
she never speaks of the god unless asked. Healing
Moonrakers, catering to both independent realm
isn’t an exchange, it’s a divine gift, and not even
runners and Delphi Council agents. Anything you
gratitude is asked in return.
need Mister Collins can get, with a little time and
something to barter. He doesn’t make a profit, but She’s capable of curing any wound or disease
his suppliers don’t work for free. and most curses, though a few maladies such as

106
the curse upon Tolwyn are beyond her. Healing Wyrwind harbors enormous guilt over his role
egregious wounds exhaust her for several hours. in Uthorion’s reign of terror, which is part of why
She is capable of resurrecting a Storm Knight who he’s willing to sacrifice his life to save Tolwyn if
died within a day, but doing so drains her of power that becomes necessary.
for 1 BD days. His power is also fading, and he knows his time
Ullian is a paragon of Light: chaste, humble, is nearly up—perhaps even in this very adventure.
and selfless to a fault. She secretly yearns to have He’s keen to spend a little time with any magic
adventures of her own, but settles for listening to users within the party, regardless of Cosm, and
the tales of Storm Knights and other heroes she has quiz them about their ability to plot and scheme:
helped. • If they suspected one of the major houses was
She is utterly fascinated by Cricket, no equivalent about to turn to Darkness, what would they
game exists on Aysle. The rules have been counsel Ardinay to do about it?
explained to her many times, but she still doesn’t • If they could destroy Darkness at the expense
comprehend even the basics of play. She asks any of eliminating Light as well, would they?
Core Earth heroes she encounters about the game,
and either listens to their futile attempts to explain • If the only way to save two of the three major
the rules or bonds with them in relief over their races of Aysle (human, elf, and dwarf) was
shared ignorance. to sacrifice the third, which race would they
choose to slay, and why?
ARCHMAGUS WYRWIND Wyrwind is seeking an apprentice who can
answer such questions without blanching,but also
Wyrwind apprenticed to Aldermor Sturmwreth, without too much certainty. Someday, perhaps
one of the greatest wizards of the last age, but someday soon the Lady of Light shall need a new
he was described as only a satisfactory pupil. Archmagus, and right now he has no heir apparent.
However, he performed brilliantly during the war
against Uthorion’s forces on the home world and
earned his station in court.
Wyrwind is aged, grey, bent-backed, and spends
a great deal of time muttering to himself—the
only person intelligent enough to understand him.
He should have died of old age long ago if not
for his knowledge of magic. His age is something
of a joke around court, with common refrains of
artifacts “older than Wyrwind” used in everyday
conversation.
Decrepitude and failing faculties usually take the
blame for his failure to detect Uthorion’s spirit
when he controlled Ardinay, but the truth is more
complicated. Actually the archmage did discern
that the Lord of Darkness now sat on the throne,
but he kept this knowledge to himself in order
to survive any purges and remain in place until
Pella’s return. He won’t admit this knowledge.
Time has proved his choice correct, but he allowed
all manner of atrocities—and even assisted their
execution—in the years in between.
Better to be seen as a hapless old fool than a
mastermind capable of such choices.

107
T
he true story of the Carredon is an unknown
within Aysle. Ayslish magic can only discern
so much, and when the beast’s origin is
discovered to predate its arrival in Aysle the rest
remains a mystery. It’s possible the heroes might

HISTORY OF THE
pick up a clue or two when visiting the creature’s
original Cosm, and it should be enlightening to the
GM to know the truth and how it might affect the
future.

CARRAWAK
THE SECRET

CARREDON In its original form the Carredon was a protector,


not a monster. It was the holy dragon of rainfall,
renewal, and storms. It was worshiped as a deity,
a force of nature capable of violence but more than
anything else a benevolent force of good.
In this world Indonesia, or rather the roughly
equivalent landmass known as Carrawak, was the
cultural and trading center of the entire world. The
Carredon was the island-nation’s patron saint and
defender.
The Carredon, as a dragon, was associated with
luck, life-bringing water, and fortune. As the
patron of storms it also brought destruction to the
island, but the renewal that followed was part of
an endless and holy cycle. The Carredon was a
potentially dangerous monster, to be sure, but it
was their monster and it was beloved.
Its status as the defender of Carrawak was put to
the test when the Gaunt Man invaded.

THE COMING OF THE


GAUNT MAN
The Gaunt Man had already conquered countless
Cosms when he came to Carrawak. Each time he
used the twisted remains of his previous conquest
as a launching point, and by the time the new
Realm was conquered the old one was completely
lifeless, drained, and ready to discard. The only
thing he brought with him from one invasion to the
next were his Nightmares, corrupted souls from
the other worlds who chose eternal life as his dark
servants rather than share the cold fate of the rest
of their world.

108
At first, the invasion of Carrawak
proceeded much like any other. On
the first night there were screams, and
horror spread throughout the world.
The Gaunt Man drank his fill of fear
and death and Possibility Energy,
confident that there was nothing in
the world that could withstand his
forces. Part of the Gaunt Man’s success
is attributable to this—he prefers to
drain targets that can’t fight back. He
thrives on horror, not conflict.
Only rich or useful targets like Core
Earth, the Akashans, and Gaea offer
rewards precious enough to invite
anything resembling a “fair” fight.
However, after his initial attack the
Carredon was aroused. It tore through
his Nightmares, and despite the
lack of True Death those souls were
somehow lost to him, something he
thought impossible until it happened.
Even the Gaunt Man himself knew a
tinge of fear at the thought that this
dragon-god had the potential capacity
to kill even him!
He embraced that fear, and vowed to
make the fearsome beast his own.
As Nightmares fell the storms
around the Carredon became ever
more violent and destructive, and the
Gaunt Man began being able to sense
the creature, or at least the growing
darkness within it. It was consuming It is no accident that the image of the Carredon is used on the
the corruption that festered within his Gaunt Man’s ever-present cane.
minions, and that was why they were
lost to him.
The Gaunt Man began purposefully sacrificing unforeseen ability made the dragon even more
his corrupted servants to the dragon, gleefully interesting to the Gaunt Man, and finally it had
awaiting the moment when the corruption became consumed enough Eternal Corruption to fall
strong enough that he could claim it and its power completely under his control.
as his own. The only obstacle to his covert plan He separated its essence from Uthorion in a process
was one of his minions managed to overcome the that granted Angar’s current ability to possess
Carredon and slay it—one Angar Uthorion. new bodies, and used the reformed Carredon to
The Gaunt Man’s initial rage subsided when complete his conquest of Carrawak, much to the
the Carredon’s spirit seized Uthorion’s body and delicious despair of those who once worshiped the
continued its rampage against the invaders. This dragon.

109
THE FATE OF CARRAWAK Taking full advantage of his powers of possession,
Uthorion had climbed to become one of the Gaunt
With the Carredon as his foremost Nightmare, Man’s top servants, and was becoming powerful
the Gaunt Man went on to conquer other Cosms. enough that the master of evil was becoming wary
There was one small difference, in that he didn’t of an eventual betrayal by his ambitious and most
completely drain and destroy what was left of loyal minion.
Carrawak. His pet was bound to the world it came
The power of the Carredon had enabled the Gaunt
from, and only the final destruction of that world
Man to take on ever more challenging Cosms, so he
would bring its True Death and release it from the
decided the time had come to set Uthorion a lofty
Gaunt Man’s clutches. So the Gaunt Man left the
task, and either gorge on the Possibility Energy
world to decay.
of success or gain security from his underling’s
With only the undead left and most of its failure.
Possibilities gone, the cold realm began its slow
While the Gaunt Man ravaged one Cosm, he gave
collapse. First the world itself began to shrink. The
Uthorion the unprecedented command to launch
oceans dried and landmasses disappeared until
an invasion on his own. He would have to build
the entire world was the size of the island that had
up his own forces there over time, but the Gaunt
once been the focus of so much resistance.
Man provided a discovered Darkness Device and
What remained became the Carredon’s refuge, a promised support from the other Nightmares if
kingdom of bones where it could retreat and heal. the situation became dire enough. The target was
Some portion of the Possibility Energy it rent from Aysle.
its master’s foes went to maintaining this small
world, keeping its axioms from degrading too
deeply despite it being the only living thing with UTHORION AND AYSLE
ties to the realm.
Uthorion began his invasion subtly, by possessing
When called, it would leave this dark realm to do a champion of Darkness and inserting himself into
the Gaunt Man’s bidding, then return home to heal the already present conflict with the Light. Over
and brood. time he drew the forces of Darkness to himself,
and began the construction of his stelae, mixing
the Law of Eternal Corruption from Orrorsh with
NEW CONQUESTS Aysle’s Law of Darkness and Light. This changed
The Gaunt Man took cruel pleasure in his pet’s the nature of the war on Aysle, and began the reality
power and continuous descent into Eternal storms—and heralded the first Storm Knights to be
Corruption. The Carredon became his symbol. given that name.
He began carrying a cane crafted in the creature’s As the war escalated Angar only called on one ally
likeness—a boast to those who knew its meaning, to assist him: the dreaded Carredon. To the Ayslish
and a final threat. it seemed like a great dragon steeped in Darkness,
Most of the time he left the dragon to its slumber, a fitting champion for the Dark Lord. Few realized
only summoning it to destroy pockets of resistance that like Uthorion it was a horror from elsewhere,
that were proving too tenacious and starting to not born of the magic and Dark of the realm.
spread the hope he dreaded among his enemies. Two things happened in close succession to
Hope quickly turned to despair when the power of drastically alter the Gaunt Man’s plans. The
the Carredon was revealed. pressure Uthorion exerted on the elves forced
In all these conquests the Carredon was never them to trade their knowledge of the Akashans for
defeated again, meaning its body was technically their continued survival. But the second thing was
still the flesh of Angar Uthorion. The two the Carredon began responding to Uthorion as its
Nightmares still had a bond, even if most of that master thanks to their bond—much to the Gaunt
bond was mutual hatred. Man’s distress!

110
The Gaunt Man made a show of gifting the beast As the invasion of Core Earth was about to begin,
to Uthorion for his success with the elves, although the Gaunt Man reached out to Tolwyn and the
he had little choice in the matter, and then focused Carredon, bidding them to awaken and follow
his full efforts on the Akashans and corrupting the paths of the Land Between back to Aysle, and
their Reality Trees into something more useful for into his clutches once more. At least, once Tolwyn
his purposes. finally succumbed to the curse.
Tolwyn’s first act of slaying Pella Ardinay,
Uthorion’s host at the time, came as a surprise,
TOLWYN AND THE but not an entirely unpleasant one from the Gaunt
DEATH OF THE BEAST Man’s perspective. Angar was resourceful enough
to stay on schedule,and it seemed like only a matter
Just as Uthorion’s victory seemed inevitable, of time before Tolwyn would finally be overcome
Tolwyn Tancred did the impossible and slew the and the Gaunt Man’s long lost pet would return to
Carredon during the final, massive battle between his side.
Darkness and Light. Her thrust wounded it badly
enough for it to flee back to its home to heal—but
Tolwyn was carried along with it. THE FUTURE
Tolwyn would have perished, except for the What happens next depends strongly on how
cursed mark which made her the dragon’s new events played out in this adventure. If any of the
host. Even with the curse’s protection she lay in a Carredon survived and escaped back to its Cosm
death-like trance for nearly a century, battling the it rests and recovers there for another year, but is
Carredon’s possession as the realm’s axioms began back fully in the Gaunt Man’s control when needed
to slowly decay around them both. in the future.
She might have remained there until meeting True If it was slain, its spirit remains dormant inside the
Death when the cosm collapsed, if the Gaunt Man Storm Knight that struck the final blow. The Gaunt
hadn’t reached out for the Carredon, and if Pella Man visits the new host in dreams, attempting
Ardinay’s displaced spirit hadn’t acted as a beacon to weaken his or her will over the next year with
to guide her home!. visions of horror, whispered taunts, and mocking
laugher. When the moment is right the Gaunt Man
intends to break the unfortunate hero and call the
THE GAUNT MAN Carredon out to serve him in his moment of need.
STRIKES The best way to avoid such a fate is to discover
With an eventual eye towards feasting upon Core the Carredon’s secret history and its True Death:
Earth, the Gaunt Man began his own invasion of the destruction of its home Cosm! The only place
Gaia to test his newly created gospog and replenish where such information might be uncovered is
his army of traitors and Nightmares. Meanwhile he in Orrorsh. Even if the secret is discovered that
had Uthorion preparing Aysle to join the invasion leaves the problem of draining and destroying a
as a distraction, along with any other High Lords Cosm—an impossible proposition unless one were
he could recruit. to acquire a Darkness Device...
During the preparations he awaited the inevitable Good luck, Storm Knight!
return of his most powerful tool, the Carredon, and
was surprised when it didn’t heal and reappear.
Upon investigating, he discovered that Tolwyn
had the mark and his control of the beast was still
disrupted, but its link to Angar had been severed
when its body molded from his flesh had perished.

111
INDEX

A I Stalkers 96
Aelward 73 Indomitable 63 Stalker Tanagara 97
Archmagus Wyrwind 13, 107 Ingarta Sjodrekka 24, 32 Stalker Zal-Korak 97
Archmagus Wyrwind. 13 Statue Guardians 45
Aurora 69 J Sundamar Elwenys 63
Aysle Gospog, Second Planting 98 Jinny Greenteeth 43
Aysle Gospog, Third Planting 99 T
Ayslish Merchant Schooner 60 K The Black Doom 71
Ayslish Sailor 99 Knight 99 The Dead World 81
Knight Colonel Robbie Hathaway 105 The Gyro-Dragon 75
B The Hanging Tower 49
Bandit 99 L The Legend of Creation 49
Barghest, Enhanced 37 Laura Maddox 105 The Mark of the Carredon 95
Barrung 88 London 73 The Sea Blade 61
Battles at Sea 33 Lurks 100 The Unseen 78
“Black Charlotte” Meade 59, 62 Thorfinn Bjanni 24
M Tolwyn Tancred 13, 19, 94, 111
C Mage-Killer 37 Berserk Tolwyn 14
Carredon 93, 108 Major Sean Roberson 8 Trofastr Bjanni 24, 32
Carredon, Diminished 93 Marquess Ellefaine 35 Troll 100
Carredon Fragment 92 “Maul-Hand” Sturloudir 24, 32
Carredon Fragment Behavior 92 Merfolk 66 V
Carredon, Merging 93 Mister Collins 106 Viking Berserker 31, 101
Challenger 2 18 Mother 80 Viking Raider 101
Core Earth Catamaran 60
Core Earth Trawler 60 N W
Naddodd 24, 32 Wizard 100
D Nesec “the Ghost” 80 Wood Elf Warrior 39
Dark Assassin 16 Nibikrids 100 Wyvern 101
Dhagh-Kolduhr 50 Nightmare Tree 45
Douglas 59 Z
Draugr 31 O Zombie 101
Dublin 35 Oona Safalu 47
Oslo 22
E Oxford 86, 102
Edeinos Bluespine Warrior 48
P
F Pan-Pacifica Agent 81
Fire Aboard a Ship 66 Parasite Swarm 82
Fortunato 71 Pella Ardinay 13, 94, 105
Fortunato’s Secret 59 Percy 63
Piper Shaw 68
G Poacher 68
Garb 12
Gate Guardian 54 R
Gertha the Sharnhand 13 Raven Swarm 44
Gertha The Sharnhand 106 Regent Street Regular 76
Giant Crab 64 Ross Castle 39
Goliath 10
Gorm 55, 56 S
Grinning Collin 77 Sea Serpent 68
Guards 60 Sébastien de Villiers 59, 61
Guild Thief 77 Seeker 47
Sheriff John Morse 105
H Skitter Swarm 57
High Priestess Ullian Buvar 106 Soldier 100
Howler 98 Soldier, Officer 100
Hungry Skeletons 82 Stalker Gunnarson 96
Stalker Marjis Tarn 97

112
THE ULTIMATE NIGHTMARE RETURNS...
Revenge of the Carredon is a massive
adventure suitable for several months of
gaming. The creature was an unstoppable
force of Darkness, wreaking havoc upon
Aysle until it was felled by Tolwyn
Tancred. But Tolwyn is afflicted by a
curse, and the omens point to the return
of the beast.

To stop the Carredon’s return, the heroes


must embark on a quest taking them to
the corners of the realm of Aysle and
beyond. Uthorion’s Stalkers are on the
same trail, so beware! Can you stop the Carredon from claiming its revenge, or will you
end up cursed by the beast as well?

INSIDE YOU’LL FIND:


• A massive Seven Act extended adventure that crosses the
different regions of Aysle.
• The secret history of the Carredon and its lingering curse.
• Enhanced rules around sea combat and statistics for
multiple ships and crews!

UlissesNorthAmerica.com
US82021PDF

This game requires the


Torg Eternity Core Rules
and Drama Deck to play.

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