Torg - The Destiny Map
Torg - The Destiny Map
Torg - The Destiny Map
Value
0
2
3
9
10
11
12
15
16
17
18
20
22
Time
Distance
Weight
Second 1 kilo
CHARISMA
Charm
Persuasion
Taunt
PERCEPTION
Air vehicles
Alteration
magic
Divination
DEXTERITY
magic
Evidence
Acrobatics
analysis
Beast riding
Find
Dodge
First aid
Energy
Land
vehicles
weapons
Language
Fire combat
Scholar
Flight
Space
Heavy
vehicles
weapons
Tracking
Lock picking
Long jumping Trick
Water
Maneuver
vehicles
Melee
weapons
MIND
Missile
weapons
Apportation
Prestidigitation
magic
Running
Artist
Stealth
Conjuration
Swimming
magic
Unarmed
Medicine
combat
Science
Survival
SPIRIT
Test of Will
Faith
Willpower
Focus
Intimidation STRENGTH
Reality
Climbing
Lifting
1 meter
Tallest human
Human
baby
Minute Human
female
Human
male
Lion
Brown Bear
Small Car
Large Car
Elepnant
Hour
Empty Truck
APC
Football Field
City block:
Kilometer
Mile
Marathon race
23
Loaded
Truck
Blue Whale
Boeing 747
CSAGalaxy
Tramp
Freighter
Destroyer
24
25
27
28
29
SKILL LIST
Day
Week
30
Length of
Great Britain
ix- at
Paris to Moscow
building
Fully loaded
train
33
34
35
38
Year
Battleship
Aircraft
Carrier
39
41
r:oa:aea Oil
4S
nker
DIFFICULTY NUMBER
SCALE
Description
Modifier
3
5
8
10
12
~;,;,;;..
1~3
15
18
22
Core Earth
Living Land
Aysle
Nippon Tech
Cytierpapacy
Orrorsh
Nile Empire
Magic
Social
Spirit.
7
0
18
2
10
15
12
21
7
18
22
9
24
16
8
T8
14
20
20
17
17
Tech.
7
15
24
20
19
21
SKILL CHARTS
ANALYSIS CHART
Physical Evidence
ACTION SUMMARY
Familiar objects,
expected use
Familiar objects,
uncommon use
or unfamiliar
objects, common use
Uncommon objects,
commo elf
Criminal tried to
conceal evidence
Master criminal
concealed evidence
Attribute
Spirit
Charisma
Mind
Perception
10
12
+2
+5
Situation
Different di.il"07
. . .-,.,o""'fown-ect
language
Language is derived from
common language (e.g.
Spanish and French)
Completely
.gn
language (e.g. Chinese)
Alien language, language
from another Cosm
RANGE MOD
PointBlank
Short
Medium
Lon
FIRE OPTIONS
Burst fire as single
Full Auto
Single fire as multi
A ACKOPTIONS
Aim
Vital Blow
All-out Attack
Sweep Attack
Opportunity Attack
Location Attack
DEFENSE OPTIONS
Active Defense
Aggressive Defense
CONCEJUMENT
Partial
Medium
High
SITUATION
Blindside Attack
Complete Surprise
Normal Surprise
0
-3
-5
0
0
-3
-5
Difficulty
+3
0
12
22
+3
o(a)
-8
+4
+1 (b)
-5
-3 (c)
+3
+5
-3
0
Ml
o(d)
na
-3
-5
-10
o(e)
....
....
....
+3
+3
-4
(one week)
Spectacular
3
8
12
15
Polar RegkJns
15
Climb
Difficulty
Ladder
Thee
-3
5
Wall w Ihandholds,
natural rock
Smooth - - . meta1
15
Darkness
Rain
+2
+5_ _--.
+5
k:e-<xi'eed
TRACKI GCHART
Situation
lew'"
(g)
KEY
Ml = Minimum bonus of one; ** = Use
Cover Value chart for damage modifiers; na =
not applicable; (a) = Takes one round; (b) =
Attacks against are +3/ +3; (c) = Holds action;
(d) = Holds for location; (e) = Defense total decreased by 2; (f) = Two rounds of cardplay; (g)
= One round of cardplay
-5
-5
Difficulty
8
12
15
Nofintaid
polIlIible
12
15
SCIENCE CHART
Difficulty
Complexity
Difficulty /I
8
12
15
..z
-3
-3
Dense amaiilmlmt
(jurIg1e. crowd
in costume)
Very close scrutiny
Open terrain
Broad daylight
+10
+5
1'rIlddIIf dlnJuP
Clr
lDddDs- wbIde
3
8
Padlock
Wall Safe/Deadbolt
Blink Vault
fog. trees,
+8
Tracking during
inclement weather
Tracking over a hard
surface (e.g. cement)
STEALTH CHART
(f)
+2
+5
Difficulty
T~ Interior Door
Condition
Modifier
Modifier
Wound Level
LOCKPICKING CHART
Sample Locks
3
8
12
CLIMBING CHART
Work Quality
-3
+3
+3
Woods
High Mountains
Desert
"'=,,-
15
destination
Wilderness Type
ARTIST CHART
Ml
Obstacle
Difficulty /I
Hopping a Fence
--- 3
Grabbing an overhang
and swinging over a
pit
8
Vaulting or swinging
over a tricky obstacle
12
Bouncing off an awning
during a free fall to
reach a specific
LANGUAGE CHART
Actio
Valu
VAULTING/SPRINGING
CHART
Difficulty
Prototype
From cosm with
lower tech axiom
18
-5
+10
-5
+1
+2
+3
Consists of many
integrated systems
+5
+10
Intimidate
Test
Taunt
Trick
Interrogate
Charm
Persuade
S
1
2
3
4
5
Unskilled
Unskilled
Unskilled
Unskilled
Unskilled
Stymied
Stymied
Stymied
Stymied
Stymied
Setl)ack
Setback
Setback
Setback
Setback
Break
Player's Call
Unskilled
Unskilled
Unskilled
Unskilled
Unskilled
Stymied
Stymied
Stymied
S!y'!!!!ed
Stymied
Setback
Setback
Setback
Setback
Setback
Up/ Setback
Player's Call
Enemy
Enemy
Enemy
Hostile
Hostile
Hostile
Hostile
Neutral
Neutral
Neutral
Neutral
Neutral
Friendly
Friendly
Friendly
Loyal
Loyal
Loyal
Friendly
Friendly'
Neutral
Neutral
Neutral
Neutral
Hostile
Hostile
Hostile
Hostile
Hostile
Enemy
Enemy
Enemy +1
Enemy +1
Enemy +1
6
7
8
9
10
11
12
13
14
15
+2
Maneuver
Unskilled
Unskilled
Unskilled
Unskilled
Unskilled
Fatigued
Fatigued
Fatigued
Fati~ed
Fatigued
Stymied/ Fatiguea
Stymied/ Fatigued
SITmiea! Fatiguea
Stymied/ Fatigued
S!ymied/ Fati8!!ed
Setback/ Fatigued
PlayersCalI
8
9
10
11
12
13
14
15
+2
01
K1
02
03
K3
Knockdown K/O 4
Knockdown K/O 5
WndK 07
WndK/09
WndK/OI0
2WndK/Oll
2WndK012
3WndK013
3WndKO14
4Wnd KO 15
+IWnd
Character is in
Possibility-rated
NileEm~ire
Storm
0
+1(4)
+1(3)
+1(2)
+1(1)
+2(10)
+2(9)
+2(8)
+2(7)
+2(6)
+2(5)
+2(4)
+2(3)
+2(2)
+2(1)
+2(0)
1
01
Kl
2
02
Knockdown 0 2
Knockdown K 2
Knockdown K 2
WndK3
WndK4
Wnd04
WndK5
2Wnd04
2WndK05
3WndK05
+IWnd
Character is from
Core
Earth
Core Earth
Living Land
AIsle
Nippon Tech
Cy.berP.ap.ag
Orrorsh
Power
0
16
14
5
9
11
11
Living
Land
Aysle
11
10
0
11
12
8
10
Nippon
Tech
8
16
17
0
12
15
12
Cyber.
6
12
11
7
0
8
8
Orrorsh
8
9
6
8
9
0
5
Nile Empire
6
9
8
7
8
6
0
15 16 17 18 19 20
2 3 4
5 6 7
1 2
-12 -10
SKILL CHARTS
ANALYSIS CHART
Physical Evidence
ACTION SUMMARY
Tactic
Attribute
Intimidate
Taunt
Test
Trick
S irit
Charisma
Mind
Perception
VAULTING/SPRINGING
CHART
Difficulty
Obstacle
Familiar objects,
expected use
Familiar objects,
unCOmmon use
or unfamiliar
objects, common use
Uncommon objects,
unCOmmon effect
Criminal tried to
conceal evidence
Master criminal
concealed evidence
10
12
+2
Difficulty II
Hopping a Fence
Grabbing an overhang
and swinging over a
pit
Vaulting or swinging
over a tricky obstacle
Bouncing off an awning
during a free fall to
reach a specific
destination
3
8
12
15
+5
SURVIVAL CHART
LANGUAGE CHART
Situation
Difficulty
0
+3
0
+3
-8
+3
+5
-3
0
M1
-4
-3
-5
0
0
-3
-5
-3
+3
+3
o(a)
+4
+1 (b)
-5
-3 (c)
o(d)
na
o(e)
-10
**
**
**
+3
+3
Success
Good
12
22
Superior
Expen craftsmanship
(one week)
Spectacular
FALLING CHART
Distance Fallen
Difficulty II
3
8
12
15
Sample Locks
Difficulty
Ladder
Tree
Wall w I hand holds,
natural rock
Smooth stone, metal
Darkness
Rain
Ice-covered
Difficulty
3
8
12
15
(f)
(g)
KEY
M1 = Minimum bonus of one; ** = Use
Cover Value chart for damage modifiers; na =
not applicable; (a) = Takes one round; (b) =
Attacks against are +3/+3; (c) = Holds action;
(d) =Holds for location; (e) =Defense total decreased by 2; (f) = Two rounds of cardplay; (g)
= One round of cardplay
5
8
15
+2
+5
+5
TRACKING CHART
+5
+10
-5
-5
STEALTH CHART
Condition
Modifier
-3
Situation
Trail is a day old
Trail is a few days old
Trail is a week old
Tracking during
inclement weather
tracking over a hard
surface (e.g. cement)
Tracking through
mud or snow
Tracking a vehicle
Wound Level
LOCKPICKING CHART
Typical In terior Door
Padlock
Wall SafelDeadbolt
Bank Vault
8
12
15
CLIMBING CHART
Average
Climb
Work Quality
Minimal
Difficulty II
Woods
High Mountains
Desert
Polar Regions
ARTIST CHART
M1
0
-3
-5
Wilderness Type
Difficulty
8
12
15
No first aid
possible
SCIENCE CHART
Difficulty
-1
-2
-3
-3
-5
+1
+2
+3
Complexity
Simple
Average
Complex
Prototype
rrom cosm with
lower tech axiom
From cosm with
higher tech axiom
Consists of many
integrated systems
Consists of hundreds of
integrated systems
Difficulty II
8
12
15
18
-5
+10
+5
+10
Meas.
1
1.5
2.5
4
6
10
15
25
40
60
100
150
250
400
600
1,000
1,500
2,500
4,000
6,000
10,000
15,000
25,000
40,000
60,000
100,000
150,000
250,000
400,000
600,000
1 Million
1.5 E+6
2.5 E+6
4E+6
6E+6
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
Meas.
1 E+7
1.5 E+7
2.5 E+7
4E+7
6E+7
1 E+8
1.5 E+8
2.5 E+8
4E+8
6E+8
1 billion
1.5 E+9
2.5 E+9
4E+9
6E+9
1 E+10
1.5 E+10
2.5 E+lO
4 E+10
6 E+10
1 E+11
1.5 E+11
2.5 E+11
4 E+11
6E+11
1 trillion
1.5 E+12
2.5 E+12
4E+12
6E+12
1 E+13
1.5 E+13
2.5 E+13
4 E+13
6 E+13
Val. Meas.
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
1 E+14
1.5 E+14
2.5 E+14
4 E+14
6E+14
1~E+15
1.5 E+15
2.5 E+15
4E+15
6E+15
1 E+16
1.5 E+16
2.5 E+16
4E+16
6 E+16
1 E+17
1.5 E+17
2.5 E+17
4 E+17
6 E+17
1 E+18
1.5 E+18
2.5 E+18
4 E+18
6 E+18
1 E+19
1.5 E+19
2.5 E+19
4E+19
6E+19
1 E+20
Time
Weight
Distance
Second
1 kilo
1 meter
Tallest human
2
3
9
Minute
10
11
12
15
16
17
18
20
22
23
24
Human
baby
Human
female
Human
male
Lion
Brown Bear
Small Car
Large Car
Elephant
Football Field
City block
Kilometer
Mile
Hour
Empty Truck
APC
Marathon race
Day
25
27
28
29
Week
30
Month
32
33
Loaded
Truck
Blue Whale
Boeing 747
C5AGaaxy
Tramp
Freighter
Destroyer
Six-flat
building
Fully loaded
train
34
35
ear
Length of
Great Britain
Paris to Moscow
New York toL.A.
ewYork to
London
London to
Tokyo
Circumference
of Earth
Battleship
Aircraft
Carrier
Loaded Oil
Tanker
39
41
45
DIFFICULTY NUMBER
SCALE
Description
Very Easy
Easy
Average
2:1 Against
Difficult
{0:1
Heroic
100:1
3
5
8
10
12
13
15
18
1000:1
22
Never Tell
Me the
Odds
25
Modifier
Core Earth
Living Land
Aysle
Nippon Tech
Cyberpapacy
Orrorsh
Nile Empire
Magic
Social
Spirit.
Tech.
7
0
18
2
10
15
12
21
7
18
22
18
20
20
9
24
16
8
14
17
17
23
7
15
24
26
19
21
Published by
."WlfI{'
~Jh4ME5
Thomas M. Baxa
Interior illustrations
Jonatha Caspian, Tony DeCosmo, Greg Gorden, Paul Murphy,
Barbara Schlichting
Playtesting and Advice
RD 3 Box 2345
Honesdale, PA 18431
20551
Publisher: Daniel Scott Palter Associate Publisher: Richard Hawran Assistant Publisher: Denise D. Palter
Editorial Director: Bill Slavicsek Associate Editors: Greg Gorden,1)ouglas Kaufman, Paul Murphy
Editors: Jonatha Ariadne Caspian, Michael Stern Art Director: Stephen Crane
Graphic Artists: Rosaria J. Baldari, Bernadette G. Cahill, Jacqueline M. Evans, Cathleen Hunter, Sharon Wyckoff
Sales Director: Martin Wixted Sales Manager: Fitzroy Bonterre Sales Assistants: Tony DeCosmo, Maria Kammeier
Special Projects Manager: Ron Seiden Treasurer: Janet Riccio
Prologue
1111 ,.
Mobius
sat uponconhis
throne
in portentous
templation. The throne
room was like a chamber
from a god-forsaken crypt
built by the pharaohs of ancient Earth.
The light from the torches undulated
wildly, throwing long shadows which
danced between a horrible red illumination and an even more terrible darkness.
The room's walls were lined with
the Pharaoh's servants. At his every
twitch and subtle movement, countless minions jerked like the ever-obedient puppets they were, waiting for
the moment the vile villain would
actually rise from intricate thoughts
and issue a command that they might
humbly serve - even if it meant their
very lives!
Wu-Han glided down the center of
this chamber, his movement as delicate as his thinking. The dragon on his
back seemed a living thing, writhing
and crawling to the gentle flapping of
his scarlet robes.
When he reached Dr. Mobius' feet
he bowed slightly, obviously uncomfortable with such displays of reverence.
"Ah," came the voice of Dr. Mobius, muffled through the uncanny
black hood he wore over the head that
housed his overwhelmingly intricate
brain.
''Yes,'' replied Wu-Han. He had
served the High Lord long enough to
know from a single grunt what
thoughts were resting within his
master's mind. "I have received a
promising report from an agent in the
United States. I come to you to humbly
request support troops for an expedi'on into the Living Land."
"What do you hope to find, my
se ant?" came the level voice that
had ordered countless executions.
Wu-Han smiled in his subtly manipulative way, feigning disinterest.
''It might simply be another worthless
bauble to add to your collection." Then
he added the tease. "Or perhaps the
very item you need to assure your
-:i
Prologue
I.
Introduction
1.1
he
Destiny
an adventure
for Mnp;s
Torg: Roleplaying the Possibility Wars.
Adventures for Torg take
Adventure Format
Aside from certain props, the contents of this adventure are for the
gamemaster only. Anyone reading
this book who is going to be a player in
the adventure is ruining the adventure for themselves and everyone else
in the group.
The gamemaster should read the
book completely before attempting to
run the adventure. By doing this, he
can familiarize himself with the various factions involved in the adventure
and the motives that drive them. This
way if the players have their characters do something unexpected during
the course of the adventure, the gamemaste' will be able to handlr-;n a
Introduction
begins with "The Situation" and isfollowed by "The Action". If applicable, a scene also may contain sections entitled "Events," "Flags,"
''Variables,'' and "Cut To ..."
"The Situation" section gives the
gamemaster the basic information for
the scene that the players have at hand.
Parts of this section can be read out
loud to the players or paraphrased by
the gamemaster.
''TheAction" section describes what
is going to happen in the scene and
gives details to be revealed to the players as the scene unfolds. This is the
part of the adventure that covers what
happens.
"The Action" outlines what happens in a scene in a linear sequence.
Sometimes, however, it is convenient
to have events occur in a more fluid
manner. In these cases, the "Event"
sections cover ne:w bits for the scene
that can happen at almost any time
within a scene, although "The Action"
usually gives guidelines as to when
within a scene the events should occur. Events are always optional, and it
is up to the gamemaster to decide
whether or not to use them.
"Flags" are like events, but they are
triggered by something specific. The
triggers can be in the same scene or be
carried over from a previous scene.
For example, if the Knights beat a man
up in one scene and then are captured
by the man's thugs in another scene,
they will be treated harshly; if they
had left him alone, they might have
been spared.
The beating is the trigger. The response of the man and his thugs would
be listed under as a flag of the scene in
which the Knights are captured. Flags
are often triggered by the playing of a
subplot card from the Drama Deck,
and these will be noted throughout
the adventure.
"Variables" give tips on how to keep
a scene running smoothly. As mentioned above, the players often come
up with ideas not covered directly in
the adventure. The role of the gamemaster is not to discourage the imaginations of his players, but to deal creatively with how they play their characters. ''Variables'' help the 'gamemaster keep the adventure on track
without frustrating the players.
At the end of some scenes there
may be several options for the players
Adventure
Background
William Stevenson was an English
soldier who served with the British
Army during the 18th century. While
stationed in India with the East India
Company in 1766,Stevensonstumbled
across an ancient temple that was
guarded by faithful warriors. Driven
by curiosity, he was able to sneak his
way into the temple, avoiding the
guards. Eventually he came across an
ancient stone map, divided into nine
tiles and mounted on the wall. Four of
the tiles portrayed the map itself, while
the other five contained writing that
Stevenson couldn't decipher.
He decided to take the tiles as souvenirs. Working as quickly as he could,
Stevenson managed to pry five of the
tiles off before he was discovered by a
guard. He beat a hasty retreat out of
the temple, carrying the five tiles with
him and leaving four behind on the
temple wall.
A few days later, Stevenson showed
the tiles to his good friend Robert Clive,
who was currently serving as Great
Britain's administrator in India. Clive
was very impressed with the detail of
the maps and mentioned them in his
diary. However, less than a year later,
in 1767, the British rule in India was
threatened as the sub-continent was
plunged into chaos. Clive was called
back to England. Back home, his diaries were scrutinized over and over
again as Clive defended his administration in India before the House of
Commons. The reference to
Stevenson's tiles was one of many
pages set aside and lost during the
investigation.
A few years later, Stevenson was
recalled from India and sent to Boston
to deal with the Empire's upstart colonies in the New World. He arrived the
day after the Boston Tea Party. Two
years later, the American Revolution
was in full swing. Stevenson fought
I.
Adventure Synopsis
The adventure begins the day after
the slaughter at Barker's home. The
papers are full of news about the incident and highlight not only the peculiar nature of the deaths (involving
high-tech weaponry) but the fact that
the papers in Al Mu'in's wallet identified him as a citizen of the Nile Empire
(a nation that only recently came into
existence). Mu'in's citizenship is
enough to make the national news and
also enough to garner any Storm
Knight's interest. Thus, the player
characters start the adventure looking
for the murderer and the motive.
When Act One opens, the Knights
have a clipping about the murder and
a tip that somebody who might well
be from the Cyberpapacy is currently
living in a tenementin Atlanta (the use
of high-tech weaponry in the killing
definitely makes someone from the
Cyberpapacya suspect). The Knights
begin their investigation, checking out
the tenement, the police, or the murder site, in whatever order they wish.
While investigating the murder, the
Storm Knights acquire several clues as
to what is going on. The Kanawa
people become leery of the Storm
Knights' involvement and have their
ninjas ambush them in a climactic
battle. After the fight, the Storm
Knights get a clue that leads them to
the next act.
Act Two takes place at a research
park recently acquired by Kanawa
Enterprises. There the Storm Knights
discover a copy of Clive's journal entry about the tiles, details about
Stevenson's life, and information about
Wu-Han's excavationin Indiana. They
. .". ".8--------------------..
~
Introduction
orne Basics
Starting
The Destiny Map
To start The Destiny Map, make sure
the players have their characters prepared and ready, show them the
newspaper clipping on page 11 and
give them the information in the sidebar on this page.
Because every group of Storm
Knights is going to begin in different
situations (obviously a team of vamI.
10
otTip on
a Strange Guy
(Present this information to the
Storm Knights to start the adventure.)
You get a tip that someone
with souped-Up technology is
living in a tenement in Atlanta.
Two punks wandered into his
apartment after knocking on
the door several times and
getting no answer. They
thought the guy, who was a
pretty snazzy dresser, wasn't
home, and that they might just
look pretty cool in threads like
that.
But when they walked inside, they found some guy with
a wire leading from the base of
his skull into a keyboard. The
board was hitched up to some
sort of antennae system. He
seemed to be in some sort of
trance. One of the guys got
spooked and just took off.
As the second thief stood
there in surprise, the guy in the
trance slapped a button on the
board, reached for a really big
gun on his desk and whirled
toward the punk.
There was a huge bang and
the thiefwho'd run for the door
saw parts of his partner splatter down the hall. He managed
to get out of the apartment
without making a sound, so he
figured that's why he lived.
A bit of legwork gets the
address of the tenement: 1130
W. Spring St. The guy lived
somewhere on the third floor.
Introduction
~ ~amemaster Prop
. . ..:;,,-a--------------.-----=-'*"----~~-~-------..----------45
The
Atlanta
Chronicle
ewspaper
===
FQI"eCJISt:Windywith rain,
possiblY heavy at timeS
TodaY's high in the mid
50's; tonight'S loW around
4O.PAGEB2
Employees of the Magnolia Station facility see the change in ownership as nothing more than a "neW sign going up outATLANTA- speculation continues
ATLANT A_Earlier this evening,
side." This new sign is a giant chrome deas to the identity of the anonymoUS
neighbors reported hearing shots coming
piction of the greek letter KaPPIl (K), the
"mystery corporation" which recently
cryptic logo of this mysterY corporation.
from the townhouseof Mr. William Barker,
purchased the Magnolia Station Research
47, a noted and respected genealogist.
According to research physicist Carl
Skutch. who. along with most Magnolia
When police arrived they found the dead
park.
Rumors are rampant concerning the
bodies ofBarker, bis wife Helen, 45, their
Station employees, sees the change as "a
bighly-questiOnable purchase, and econo-see oWNERS page 6
daughter Cynthia, 19, and aman identified
mists fear that the rash of recent hostile
only as "a citizen of the New Empire of the
corporate takeovers is merely a glimpse of
Nile."
what is on the horU.on for snuggling U.S.
Accordingto police,there were no signs
WELLS' ASSASSIN
of forced entrY and nothing was removed
corporatiOns.
STILL AT LARGE
Dr. Barry W asserroan, head oftheEc0from the boUse. Detective Carlson of the
nomics
Department
at
EmOry
University.
DELPHI COUNCIL CALLED IN ns
Atlanta Police Department stated that at
sees the new trend as "potentially devasThe federal Bureau of In\lestigatio
least some of the deaths seemed premeditating. In their current state, U.S. corporatated. "The killers wanted some of those
announced earlier today that "no new
tions are virtUallY defenseless againSt such
people dead, and others were killed beprogreSS has beeO made" in the search for
attacks. I believe that these taCtics origithe assassin of President Jonathan Wells.
cause they just happened to be there."
nate from some overseas market, possibly
Apoliceman was quoted as saying "1' m
A nationwide manhunt was commenced,
not sure boW they were killed. It looked
following the murder of the President twO
Europe or Japan."
like some sort of burn - maybe someweeks ago, but has failed to turn up even
~
thing from one of those other realities."
the mostremoteleadsconcerning the idened
cynthia Barker had just retum from
carlson later denounced the accuracy of
tity of the killer.
Atlanta University the day before for a
that statement, and said that "the departActing President Dennis Quartermain.
short visit. Carlson speculated that she
ment will issue accurate information when
disappointed with the efforts of the FBI,
the autopsies bave been completed."
has removed the bureau from the case and
died in her sleep.
Au~orities would not divulge any inBarker was a well-liked member of the
delegated it to the Covert Activities and
formation about the citizen of the New
community who had handled many
lnvestigationsbranch of the Delphi CounNile. They only suggested that it "opens
wealthy clients for the past decade in his
cil. Council leader Ellen Conners pledged
up a whole new can of worms."
work as a genealogist. Heworked from an
that "I'fbe assassinl will be brought to
-see COVER STORY. Page 2
office in bis home. police will not yet
justice. 'The Delphi councU cannot and
speculate as to whetherBarker' s work had
will not allow the terrorist activities which
anything to do witb the murders.
have plagued this nation to continue unC6
C5 Dining
cheCked."
A19
-see ASSASSIN page 3
Bridge
B13 Le"ets
uroEX orld Section A
A2
BUlIine&S
C8 Movies
National!W
Section B
Classified
Local!Business
section C
Sports
EMPLOYEES
NOT
CONCERNED
I.
11
Act One
Dead Man's
History
The Major Beat
The Storm Knights are presented
with the murder of three Americans
and one citizen of the Nile Empire.
They must find out why these people
were killed and who killed them.
They are given several leads to
investigate, and along the way discover that agents of the Cyberpapacy,
the Nile Empire and Kanawa Enterprises are all involved in the situation
- and are apparently competing with
each other for some common goal.
The act ends when the Knights find
a magnetic card key that leads them to
the Magnolia Station Research Park,
which iswhere the next act takes place.
SCENE ONE:
Storming a
Cyberknight
The Situation
Standard. Run this scene if the
Knights follow up on the "Hot Tip On
a Strange Guy." You can skip over the
travel to !he building on Spring Street,
and begin the scene by reading or
paraphrasing the following:
12
The Action
The two maps on pages 14 & 15
show the layout of DeVris' apartment
and the area around the building. Let
the Knights make their plan for the approach to the building and then play it
out.
DeVris is in the apartment watching Spring Street from behind a thin
curtain (a Perception or find total with a
15 difficulty is needed to spot him
from below).
Approaching the
Building
As long as the Storm Knights are
cool and don't look too odd (no edeinos or wizards in tall, pointy hats,
please) they can walk right up to the
front door of the building without
tipping DeVris off. The Knights can
also come around the back alley from
the other side of the block and avoid
being seen.
If they do look odd, DeVris will
quickly pack up his bag and take off
through the back exit for the stairs into
the alley. He has a car parked and
waiting for him at the far end of the
alley. If the stairs or exit are blocked,
he'll go up the stairs to the roof and
lead the Knights on a rooftop chase
across the connected buildings to the
north. Keep in mind that DeVris has
Act One
DeVris' Apartment
Inside the room, DeVris has a bed, a
table and a chair. Above the bed is a
crucifix from the Cyberpapacy. The
cross is made up of circuit chips. A
figure of Jesus is on the cross. Instead
of nails there are wires, like input wires
used for cyberdecks, driven into the
L..-._...J
he Cameo Man
M'"
~.
-----------------------....-tl~.
13
~Map1
DeVris' Neighborhood
N. Belmont Ave.
=.I
DeVris'
Building
l'l
:::
Ie
~
JlIllIt
u
'<
....
tJ'j.
....
QI
0-
Alley
.-
......'"
N
....
;J;
:::
tJ'j
be
=
.
.1::
0-
tJ'j
......'"
QO
....
'Hubbs Drive
14
c::
r"
"'
Map Key
A. DeVris' Car
B. DeVris' Windows
(3rd Floor)
C. Back Stairs
D. Front Door to
Building
Numbers within circles
indicate number of
floors.
Act One
[II] Map 2
~ DeVris' Apartment
Neighbor's
Apartment
------~---~-----p--~~~-------~
Stairway
'"
,.' ,
,
f
on
' , -Blood
Wall
0 OM
O"'-J
Bathroom
E1-=-
Entrance
Hall
Briefcase---
I~~I
Spring St.
automatic pistol which would require
negative modifiers to fire if DeVris'
eyes weren~t cybernetically linked to
the pistol's aiming device. The damage value of this hand weapon is 19.
He wears a plexiflex chest and
abdomen casing which fits skin-tight
beneath his street clothes. The casing
adds four to the wearer's Toughness
total for purposes of determining
damage (for a total of 16 in DeVris'
case).
He also carries a small container of
Painblocker pills. When swallowed,
these gelatinous capsules eliminate all
"K" results taken by the user and
reduce all wound levels taken by one
(while the effect lasts). The effect lasts
for 20 minutes. Taking multiple pills
does not increase the time or potency
of the effect. DeVris has four pills.
DeVris also has cybernetically enhanced legs. They add +3 to his jumping and running limits, and +6 to his
Strength damage for a kicking attack.
Description: Pierre DeVris is a 24
year old Earth native who has sold out
to the Cyberpapacy for a fast lifestyle
and warm toys. He was born in the
States, but moved to France when he
Event: An Innocent
Bystander
15
YMap
ill gam~master
Prop
OSSler
<>
B
I...J
1'1
- - - - - 0-.=----S
...
<> p
Identification Key
Wu-Han
Retinal
Scan:
Engram
Waveform:
Fingerprint:
16
AI-Mu'in, Mameluke
Act One
Flag
If the Storm Knights do not go to
DeVris' apartment within an hour of
their arrival in Atlanta, they run the
risk of missing him entirely. Once
DeVris is able to get word to France
that he is moving to a new location (he
already has a new flat pi<;ked out.on
the other side of town), he 11 be taking
off.
If either the Suspicion or Mistaken
Identity drama card is played prior to
or during this scene by a ~~ht fro~
Nippon Tech only, DeVns unmedIately assumes that this character is the
assassin who killed AI-Mu'in. Upon
making this assumption, DeVris does
not open fire on the Knights as stated.
Instead, he bargains with the Storm
Knights in an attempt to get his hands
on what they found in Barker's
Townhouse. In return DeVris offers
them some information that only he
has (the dossiers on Al-Mu'in and
Wu-Han that he has in his briefcase).
Variables
Because the Storm Knights don't
know which apartment is DeVris',
they'll have to spend some time knocking on doors unless they've g~t mechanical or magical help to gam the
information. The neighbors won't
want trouble and will tell the Knights
where DeVris lives if they describe
him. Keep the pace moving, though.
It should be like the opening of a
crime movie where the heroes are
tracking somebody down and then,
suddenly, shots are fired.
Cut To...
If the Storm Knights want to go talk
to the Atlanta police about the murder, go to scene two, If they want to go
straight to the town house where the
murders were committed, go to scene
three. If they have already done all of
these things, go to "Scene Four: The
Ambush."
SCENE TWO:
Talking with the
Police
The Situation
Standard. Use this scene if the characters follow up their murder investigation through official c~annels. ~e
police are giving out no information
over the phone; the Storm Knights
will have to go to the station.
Describe the scene:
You enter the station house and see
a desk sergeant consumed in paperwork. Fans on the ceiling are whirring
busily in an attempt to drive the heat
away. A man dressed in a jacket an~
tie steps up to you and puts out his
hand. He's wearing a frayed navy blue
sport coat and is holding a manila file
folder. "Detective Carlson," he says.
"Can I help you?"
Before you answer you notice that
the file he's holding is labeled ''Barker,
William T." A uniformed policeman
walks by and Carlson hands him the
file. The cop walks down a hall and
opens a door marked "file room."
Carlson looks at you expectantly.
The Action
First off, remember that if any of the
Knights look like anything from outside of Core Earth they will be greeted
with mistrust and caution. After all,
Earth has been invaded. In such cases
Carlson's question will be uttered in a
tone which suggests a brush off. If the
Knights all look like Core Earth humans, the gamemaster characters begin at neutral for the purposes of interaction. If the Knights don't look Core
Earthish, the gamemaster characters
start at hostile.
Second, even though less than a
day has passed since the murders at
Barker's town house, the Delphi Council (see The Living Land Sourcebook) has
already sent word to the city's police
that not a word about the case is to be
spoken to anyone. The slaughter.~as
the fingerprints of inter-realm politics
......
17
I.
(W] Map 4
~ Station House
Carlson's
Desk
..... . .. ..
Cells
.....
"..... . .. .. . . .. .. . . .....
Meeting
Room
Meeting
Room
Armory
Meeting
Room
Low
Wooden Railing."
:/
.
Rest
Rooms
Showers
Rest
Rooms
Showers
Captain's-1 ~~
Office
Lounge
J7-,
~
l
..
Office
-
..
Men's
Lockers
-.
Desk
Sergeant.............
Office
..
18
Office
Supply
Closet
Women's
Lockers
Rear Entrance
I
-
Front Steps
Act One
SCENE THREE:
Variables
The scene is a standard encounter
about sneaking around out in the open.
This is a tricky scene because the
Knights have lots of options - but
don't panic. The opening of the scene
gives them a specific goal; the Barker
file. After that, simply listen to the
plans that come out of the players'
mouths and let them act on them.
For example, they might try to distract Carlson while one of them goes
off for a drink of water and tries to slip
into the file room. That Knight then
encounters the clerk and has to get by
him. It can go on like this for a while.
In such situations, keep cutting back
and forth between the two (or more)
scenes. Have Carlson about to go for a
drink of water himself, for example,
and the Knights who are with him
having to stall him a bit longer.
The only weird thing that can happen is if the Knights attempt to grab
the file out of a cop's hand or simply
storm the file room. They stand a very
1_
good chance of taking out some policemen if they do that and will, of
course, be sought by the police for the
rest of the adventure.
To keep the pace of the adventure
going, let the Knights avoid getting
caught (this shouldn't be too difficult
considering the difference in skills and
attributes). However, if a policeman
takes any damage, award no Possibilities to the Knight at fault at the conclusion of this act.
Flag
If a Connection drama card is played
by any of the players during this scene,
that player'S character spots an old
friend sitting behind a desk in one of
the glass enclosed offices. That friend
is Craig Fernandez, now working as
an Investigator with the Atlanta PD.
How the Storm Knight knows him is
up to the gamemaster to decide, but
once contact is made, Fernandez is
more than happy to use his clout to get
the Storm Knights access to the Barker
file.
The Action
This scene consists of two parts getting into the townhouse and then
investigating it.
The Cops
Cut To...
If the Knights haven't yet gotten to
DeVris' apartment they can go now,
but most likely will have missed him
and only find a corpse on the
19
I.
[II]
Map 3, 11 wnhouse
~ Barkers 0
Back Door
lst Floor
o
01 Kitc~en
o
Living
Room
Stairs Up
2nd Floor
1----1 -- I Front
Closet
Bathroom
II~
-
Master
Bedroom
-
Front Steps
3rd Floor
Guest
Room
Bedroom
Bookshelves
Spiral
Sffirr~~
II
II
II
II
File Cabinets
20
ri
Librnry
I-
Cynthia's
Bedroom
'sprr~
Staircase
f])
(Yo
Den
Are<v
_I
Act One
The Townhouse
The townhouse consists of three
floors, the rooms of which are marked
on the accompanying map. The lights
of the house are all out and if the
Knights turn the lights on they stand a
chance of alerting the cops outside
(see the flags below). The Storm
Knights will have to use whatever
means are at hand to get around (infra-red eyes - cyber or mystical, tight
beam flashlights, etc.). They have
plenty of time to conduct a leisurely
search, but see the events below if they
take too long.
The apartment's furniture is made
of expensive woods like cedar and
oak. It is well crafted and hints of
money. The only room that has been
touched is Barker's office on the third
floor. The other rooms are clean and
well kept.
I.
21
Flags
If the Knights never got to scene
one (DeVris' apartment), he shows up
right after they find the throwing star
behind the cabinet. If the Knights have
been quiet and careful, he'll be caught
off guard to find anyone in the house
and will begin plugging away with his
Herod IV. His objective is to escape
once he sees the Storm Knights, although he came to search for clues,
just like they did. See scene one for
stats and info on DeVris.
A gun fight in the house will get the
attention of the cops outside, who run
into the townhouse with guns drawn
(they'll call for back-up before doing
so, however). The Storm Knights then
have to get out of there as quickly as
possible. Four more squad cars arrive
in three minutes.
If the Knights turn on lights in the
house or make a lot of noise, the cops
outside will be alerted and come rushing in, same as above.
Variables
This is a standard encounter that
requires the Knights to sneak around
and get surprised at one point or another by various visitors. The information they get here will confirm certain theories about which realm's
people were responsible for the murders and may induce several new
leads.
Cut To ...
If the Knights didn't go to DeVris'
apartment before, but decide to go
check out his apartment after encountering him at the townhouse, they find
only a blood splattered wall and a
corpse on the bed of his tenement flat
(he's packed up and moved out).
If they want to go to the cops, see
scene two.
If they've talked with the cops and
have checked out the murder site, or if
they aren't going to talk with the police and are done at the townhouse,
then its time for scene four.
SCENE FOUR:
The Ambush
The Situation
Dramatic. The location of this scene
has been left unspecific on purpose so
that you can place it in whatever location works best for the way your story
The Action
One of the ninjas who hit Barker's
place left his throwing star behind.
He's been "retired" by the others now
(getting shot by Mu'in also caused
him to lose face). The ninjas have returned to recover the star, to avoid
leaving any possible trace to Kanawa
Enterprises. When they got to the
townhouse, however, they found the
Storm Knights snooping around the
office (the ninjas were hiding in some
trees across the street, scoping the place
out with Kanawa manufactured NiteNoks).
The ninjas believe the Storm Knights
have the star (whether the Knights
found it or not) and want it back; they
22
II
Act One
Awards
Variables
Make sure that the ambush takes
place far enough from the various cops
in this adventure that they don't show
up right away (at least not until the
card key has been found).
The only thing that could go wrong
is if the Knights don't search the ninjas
for identification. If they don't, have
one of the Knights notice the key lying
on the pavement.
If the Knights went to Barker's
townhouse but never found the throwing star, have it appear on one of the
ninjas in the ambush. The Knights can
find the star as well as the card key.
End the act with the Storm Knights
running from the ambush scene (unless they work for the Delphi Council,
having a fight with realm invaders is
going to entangle them in red tape that
will last into the next decade - feel
free to point this out to the players).
Flag
If a hero setback appears on the conflict line of the Drama Deck at any time
during the ambush, a fresh ninja appears to join the battle.
Cut To...
The next stop is the following Interlude, and then on to Act Two.
Interlude
The Knights have the magnetic card
key now, and must learn where it is
from. This shouldn't be too hard,
however. They'll probably remember
the symbol on the card as being the
same one mentioned in one of the
newspaper articles they were given
earlier. If they don't immediately make
the connection, the police can be consulted. They have the resources to come
up with the Magnolia Research Park
as the source of the key card. The
police will, however, insist on sending
DetectiveCarlson along with the Storm
Knights if any investigation is to be
undertaken.
After checking a phone book and a
map they can discover that the Magnolia Station Research Park is located
atl Long Acre Drive, just off Northem
Drive at the outskirts of the northwest
section of the city. Because this is an
interlude, there are no specific areas
planned for the encounter. The players simply say, "We want to check a
phone book," and you tell them what
they find there.
In the next part of the Interlude, the
Knights decide how they want to get
to the park. Then you simply declare
they are on their way. When they arrive at the park, start the next act.
The Knights should be on their way
to Magnolia Station at night, right after
the ninja attack. If they don't want to
go to the research park right away,
remind them that when the ninjas don't
report back tonight, their bosses will
certainly be tipped off that something
has gone wrong.
23
.e
Act Two
Kanawa
Calling
The Major Beat
This act takes the Storm Knights to
Magnolia Station Research Park,
searching for more information about
the murders and their own ambush.
Once there, they find that the Park is
secretly owned and operated by Kanawa Enterprises, a division of the
new mega-powerful Japanese conglomerate Kanawa Corporation. They
obtain a computer readout of Robert
Clive's journal, detailing Stevenson's
find, and learn the origin of the Destiny Map. In addition, they learn of
Wu-Han's dig in Indiana, and find
something that may help them bargain for the map tiles.
And all of this leads to an explosive
climax ...
SCENE ONE:
A Stroll Through
the Park
The Situation
Standard. Assuming the Storm
Knights arrive at night, they have the
opportunity to perform a covert investigation of the research facility. If
they arrive during the day, or with
Carlson, you will have to alter de~
scriptions and events.
The research park is made up of
nine buildings - one of them is a
converted railroad station made of
steel and glass, the other eight are
identical two-story buildings. Glowing yellow streetlamps line the drives
24
Magnolia Station
Research Park
At the end of the 19th century, Magnolia Station was one
of the best known railroad stations in the South. Although
not as busy as many of the
other stations inGeorgia, it was
one of the most attractive and
classy. The central depot was
worked of wrought iron that
formed a spiderweb of a shell,
and frosted glass filled the gaps
of the iron frame. The station
seemed more of a small palace
than a place for getting on and
off trains.
During the Depression, the
station fell on hard times, and
the elegance of Magnolia Station could no longer be supported.
Later, although the nation
recovered from the Depression,
the station did not. It sat rusting for decades until the area
was purchased by Kanawa Enterprises in order to build a research park. A research park is
an area that provides facilities
for different companies to come
in and do scientific research.
The park rents space, facilities
and some staff. The station
house was refurbished as the
park's central offices. There are
many otheroffices and research
buildings now situated
throughout the park.
Act Two
MapS
Magnolia Station Research Park
Map Key
A.
B.
C.
D.
Magnolia Station
Palter Building
Hawran Building
Slavicsek Building
E. Gorden Building
F. Kaufman Building
G. Anderson Building
25
The Action
The action in this scene revolves
around finding the building in the
park where Kanawa's agents are holed
up.
Because the research park is filled
with people who have nothing to do
with Kanawa or the Possibility Wars,
it is important that the Knights don't
simply show up at the park with guns
(and wands and whatever else) blazing. In this scene, the Knights get a
chance to do some research. They don't
have to act upon that chance, butthey'll
be better off if they do.
Below is a key listing the buildings
found on the accompanying map. The
key describes what each building is
for, who is in it, and what information
can be found there. Once the Storm
office building after 6:30 p.m. is a security guard. He has a desk by the front
entrance, though he tends to wander
around the building during his watch.
. There are two guards for the night
shift, but only one is on duty at a time.
Use the statistics for the standard
policemen (see Act One, Scene Two)
for the guards of the research park.
All of the building's outer doors are
locked, though there is a buzzer at the
front door that will call the guard. If
the Storm Knights call the guard, he'll
ask what they want. Since the park is
out in the middle of nowhere, few
common excuses will really work. But
let them cook up any story they want
and see if they can persuade him to
believe it.
If the Knights sneak in, have them
generate stealth totals, using the
guard's find total as their difficulty
(the guard's find value is 12). Do this
for every five minutes of game time. If
.....M
.-----------------------26
"''1\
.~
Act Two
The Bill
While the Knights are snooping
around, have them generate find or
Perception totals. A total of 10 or better
lets a Knight find a curious shipping
bill, which was sitting in the "in" pile
on the desk next to the computer terminal he is working at. The bill is
printed in prop form on the next page,
and should be given to the players if
their characters find it.
The bill lists several items that were
ordered by the park, and to what building they were sent. A large supply of
new security devices was ordered at
the same time that Frass-Hasser bought
the park and sent to the Anderson
Building. This information is a clue
that the Anderson Building is the
Nippon Tech base at the park. This
may not occur to the players (and will
only be clear if they check out the
computer files also) but if they don't
get it, it's all right - they'll get to the
Anderson Building eventually.
The space for the date has been left
blank, because we don't know when
in your campaign time you'll be setting the adventure. Just mark it exactly one month before the adventure
takes place.
Buildings B - E:
These are basic research facilities.
Scientists and underpaid grad students
are working in Building B. The plans
for the other buildings are the same,
floor by floor, as those listed for Building B. These buildings have only their
hall lights on. The outside doors of all
the buildings are locked, and a security guard patrols the interior of each
building (see the event below for details on the guards).
All of the buildings' doors have a
slot to the right for plastic card keys
like the one the Storm Knights found
on the ninjas. It is keyed to open doors
only at the Anderson Building. If they
attempt to use it at any other door, a
red light flashes just above the slot and
the door stays locked. The Knights
may interpret the red light as an alarm,
but it is not - it simply denotes a
negative response to the card.
The room descriptions below apply to Buildings B through E. Any
reference to people within the building applies only to Building B.
The only information that the researchers in, Building B have that's
valuable to the Knights is that about a
27
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Act Two
Flag
If anyone plays a Connection drama
card during this scene, make one of
the research scientists the connection.
The scientist can then help the Storm
Knights gain access to restricted areas
(but not the Anderson Building), and
give them a +3 to all totals relating to
accessing the computer system, as long
as he is with them.
Event: Security
Guards
There is a chance that the Knights
might be spotted by one of the park's
guards while wandering around.
Every 10 minutes of game time, get a
find total from the guard (with a find
value of 12). Adjust this total according to the behavior and tactics of the
Knights. Use this total as the difficulty
for each Knight's stealth total.
The totals are generated whether
the Storm Knights are inside or outside of a building.
If the Knights' stealth totals don't
beat the difficulty, a guard has spotted
the group (or a member of the group if
the Storm Knights have split up). You
should decide where the guard is in
relation to the Knights when he spots
them.
The tactics of the guard are as follows: call in for backup from the other
guards (stationed in each of the buildings), then approach the Knights to
ask them if he can "help them." He
will not assume they are enemies unless they have committed acts of violence or are spotted sneaking around
suspiciously.
If a guard who called for backup is
taken out by the Storm Knights and
not heard from again (they kill him,
knock him unconscious, imprison him)
the next guard who spots them will
treat them as dangerous (all the guards
in the park will know that something
bad is going on). Guards in this situ-
Variables
This is a scene about sneaking
around. There are two directions it can
take. One is that the Knights wander
around blindly hoping to stumble
across the building where the people
they are looking for are hiding out.
The second is that they will go to the
main office building and get clues that
lead them to the Anderson Building.
(Clues can also be gained from the
scientists working in Building B.)
The difference between the two
approaches is that if the Knights spend
too long wandering around the park,
the ninjas in the Anderson Building
become aware of their presence and
set traps for them. See the flags section
of scene two for details.
When the Knights arrive at the park,
give them the accompanying map of
the research park and let them pick
which direction they want to enter
from. Then let them show you the path
they want to take. Ask them how they
are moving across the park. (Are they
sticking to the shadows? Crawling on
theirbellies?) Although the only people
who mean them any harm are in the
Anderson Building, the Knights don't
know that and you should have a
knowing smile that suggests that they
are about to be jumped at any moment. Every once in a while tell them
that their characters hear noises, and
flip a card from the Drama Deck so
that they think something is up (it's
just a squirrel, for example, but they
won't know that).
Cut To...
When the Knights approach the
Anderson Building (that is, they declare they are going up to the building,
not just looking at it), go to "Scene
Two: The Assault."
I.
29
[Ii(] Map 6
~ Magnolia Park, Buildings B through E
Back
Door
1st Floor
, ,
Stairs Up
~'
I' I
II
"
"
Front
Door
2nd Floor
StairWell
9
7
Map Key
1. Lounge Area
2. Conference Room
3. Lab Center
4. Men's bathroom
5. Women's bathroom
6. Kitchen area
7. Lab Center #2
8. Work areas
9. Supply Closet
In Building G, the steel wall
runs from point A. to point B.
-jl.------------------------------------------------
30
---8
Act Two
SCENE TWO:
The Assault
The Situation
Standard. If the Storm Knights
decide to raid the building by helicopter or some such, you'll have to modify the description, otherwise, this is
the scene when they get to the Anderson Building,
The Action
The Anderson Building has the
same basic layout as the other buildings, but has been rebuilt just enough
to catch the Storm Knights somewhat
off guard.
The interior is far more high tech
than the others, with stainless steel
walls, video monitors, and blinking
LEDs everywhere. There are also a
half-dozen ninja spread throughout
the building. They will use the secret
If the Alarm or
Bombs Go Off
If the alarm goes off, a red light
flashes in the Nerve Room and a ninja
there hits a switch to power down all
the lights in the building. T?is gives
the ninjas an advantage agamst most
people since they have infrared
goggles. If the ninja in the Nerve Room
(see the flags at the end of this scene)
hears a bomb go off, the same procedure is followed.
There are six ninjas in the building.
One is in room number one and one is
in charge of the Nerve Room. Once the
alarm goes off, the other four mobilize
throughout the building.
Trap Doors
The ceiling of every room on the
first floor has a trap door leading to the
room directly above it on the second
floor. This allows the ninjas free access
throughout the whole building. They
are strong enough to leap up to the
ceiling, tap the door open on one jump,
and then disappear up through the
hole on a second jump. The Knights
can spot the trap doors with a find or
Perception total that beats a 14.
Building Key
This building key is based on the
map on page 30. The descriptions
change, but other than Room 8, the
dimensions of the rooms stay the same.
Room 1: What serves as a lounge
area in the other buildings is a sentry
point in the Anderson Buildin~. There
is still a soda and candy machine so as
31
32
Flags
If the Knights visited more than
three buildings in the previous episode before arriving at the Anderson
Building, they are spotted by the ninjas from the rooftop of their building.
In this event, the ninjas do not come
after the Knights directly (because
there are not enough of them) but
instead set some traps for them.
The first trap involves the front door.
If this flag has been tripped, the riinjas
activate bombs in the door that detonate when the card key is inserted into
the lock. The value of the bombs is the
same as listed above, as are the values
for noticing the trap and deactivating
it.
Second, the ninjas are completely
aware of where the Storm Knights are
planning on entering the building and
set up an ambush accordingly. Whatever point the Knights enter from, there
are two ninjas ready to jump them.
One more ninja is waiting by a nearby
trap door ready to ambush them from
above or behind.
Third, the building/s lights will
already have been turned off.
Act Two
Cut To...
Variables
The scene should begin slowly, as a
carry over from the previous scene,
with the Knights undoubtedly checking for traps. Once they get inside,
however, the pace should pick up
quickly. The ninjas should come out
from left and right, taking pot shots at
Knights and then ducking out of sight.
Don't worry about keeping track of
where every ninja is, except the one
ninja staying in the Nerve Room - he
never leaves.
There are six ninjas in the building
- just mark them off one by one as
they are defeated.
The effect you want to get is of
frantic and panicked violence - the
SCENE THREE:
The Action
First, just so you know, the ninja
(ninjas) that was in the room took off
down a hole in floor and is now sprinting across the lawn of the park with his
companions because they've set the
building to blow up very soon.
Now then, this scene has three
separate elements running simultaneously - one is obvious and two are
revealed as the scene progresses.
[II] Map 7
Sealed Door
Steel Wall
Closet
Closet
r-o-o-O_OI
Exercise-l.---.
Mats
~._._._.-il
~._._._.-.:
Computer
Terminal
I.
33
Gamemaster Prop
Kanawa Computer File
34
Act Two
I.
35
The Bomb
There's still one more problem that
the Knights must deal with, and that's
the fact that the Anderson Building is
a giant bomb and is set to go off very
soon now. Like the robots, this is a fact
that is revealed after the scene has
begun - just one more problem to
create tension for our stalwart Storm
Knights.
When the Knights enter the Nerve
Room, they might think that the clock
that's counting down in the upper right
hand corner of the screen is keeping
track of how long it will take before the
data in the computer system is erased.
This is not the case. The clock is actually working on an independent program and is counting down the detonation of the Anderson Building.
Since there are 10 seconds in every
round, there are 21 flips of the drama
card deck from the moment the
Knights get into the room until the
building explodes. In those three and
a half minutes, the Knights must retrieve the information from the com-
36
The Escape
If the Storm Knights get the informationandarerunningfromthebuilding, don't worry about keeping track
Flags
If a hero setback occurs at any time
during this scene, there is a brief power
surge (due to the computer system's
massive drain) and the Storm Knights
lose the last step that they accomplished during the dramatic skill resolution.
And just as a reminder:
The robots are activated when
step A is completed.
The clock is revealed as a countdown to the building's destruction at
02:30.
Variables
This scene should be played out
using the dramatic resolution line of
the Drama Deck.
As has been mentioned above, the
action of this scene is actually getting
the information. The feel should be of
ever-impending doom. This mood
should begin when the Knights get in
the room and realize that all the bad
guys are gone. Where'd they go?
Why'd they go? Then the Knights have
to worry about getting the information before it's wiped out. Then the
robots show up. Then they realize that
the building's going to blow.
The scene is fairly focused on the
information, so the Knights shouldn't
spend too much time wandering
around. The only thing that might be a
problem is if one or more of the Storm
Knights wants to track down the
ninja(s) that left the Nerve Room. If
this is the case, start the ninja in the
room below the Nerve Room and let
Act Two
Awards
Award each player character three
Possibilities at the conclusion of this
act. If anyone seriously harmed one of
the scientists, guards or other innocents, give that character no Possibilities. See the awards section of the Torg
Adventure Book for additional guidelines.
Interlude
The Knights, after getting clear of
the research park, can piece together
the clues they found. The clues reveal
that Wu-Han already has a dig going
on in southern Indiana. This interlude
~sumes that the Knights have arranged transportation to Indiana and
have made most of the journey (with
perhaps a couple of mishaps, but nothing too damaging).
Let the Knights plot out their journey, what vehicle they wantto use and
so forth, and then cut to the next scene.
The situation of the first scene of Act
Three assumes that whatever vehicle
the Knights used to get into the Living
I.
37
Act Three
The Indiana
Dig Site
The Major Beat
In this act the Storm Knights, WuHan's Nile shocktroops, and Kanawa's
power-armored meres all gather in
the heart of the Living Land to get the
map tiles that Stevenson brought back
from India - tiles that will lead whoever possesses them to an ancient
temple in India, which will in tur~
point the way to the legendary POSSIbility Chalice.
SCENE ONE:
Establishing Shot
The Situation
Standard. Describe the scene:
After working your way through
the Living Land for hours, eluding the
creatures and hostile followers of
Baruk Kaah, you come across the archaeological dig mentioned in the
computer file from the research park.
It lies in a clearing just beyond the tree
line ahead and it looks, surprisingly,
free of the Living Land's Deep Mist.
38
The Action
Important: The entire dig site is
clear of the Deep Mist, which stops six
meters from the edge of the dig. WuHan has layered the Nile Empire reality over the dig so that he might ~is
pense with the problems of the filSt.
He has rendered the entire dig site a
hardpoint.
. .
This is less of a scene than It IS a
chance for the Knights to get a view of
what's going on and to consider the
options before them.
The event below introduces a bit of
danger to the scene and gives the
Knights the option ofdisguising themselves as Nile shocktroops and wandering the dig freely if they wish.
Nile Shocktrooper: DEX 9, STR9, TOU
9, PER 7, MIN 7, CHA 7, SPI 9.
Skills: beast riding 10, fire combat
10, heavy weapons 10, unarmed combat 10, climbing 10.
Equipment: Each is armed with a
Schmeisser submachinegun (damage
value 17), and a ceremonial dagger
(damage STR+3).
Act Three
Event: Spotted
by Guards
Two guards patrolling the rim of
the dig site come across the Storm
Knights' location. The Knights could
not see them until they went out of the
tree line to the rim themselves. Those
who did not emerge from the jungle
still do not see them.
If the StormKnights are taking pains
not to expose themselves, then allow,
them to make stealth totals, using the
troopers' Perception totals as a difficulty. Any failure means the Knights
have been spotted. If theStorm Knights
simply sidle up to the edge of the dig
without trying to use stealth, then
automatically consider them spotted
by the two patrolling guards.
If spotted, the. troopers who saw
them silently signal two others who
are patrolling a few yards into the
jungle (and are as yet unseen by the
Knights). It is a pre-planned hand
signal which tells the two troopers
posted in the jungle to sneak up on the
intruders.
If any Storm Knights have Perception or find values of 12 or better, they
notice the jungle shocktroops sneaking up on them from behind. If some
Flags
If the fight with the soldiers produces gun shots or excessive noise, a
squad of soldiers down in the dig is
alerted and rushes up to the site of the
fight. For this encounter, there are two
shocktroops in the squad for every
Storm Knight in the adventure. The
dig is then on alert and the Storm
Knights will have to be very careful.
Variables
Let the Knights creep around slowly
for a bit, looking things over and
coming up with plans. When you introduce the event, it should go very
Cut To ...
If the Knights (or some of them)
want to check out the dig first hand
(whether disguised or not) go to "Scene
Two: Into The Dig." If none of the
characters decide to explore the dig,
go directly to "Scene Three: Unexpected Guests." Make sure you do this
before they decide to leave the area.
If you cut directly to scene three,
I.
39
SCENE TWO:
Into the Dig
The Situation
Standard. The Storm Knights know
the tiles are somewhere in this area,
they just have to find them. Regardless of their exact strategy, if they enter
the dig site, this is the situation they
find:
As you work you way down the
slope, your eye is drawn once again to
the grandiose tackiness of the dragon
covered tent. And then you spot, at the
center of the dig, the man who must
surely be the owner of the tent - an
elaborately dressed oriental villain
who could only be Wu-Han. He is
havingan argument with a shocktroop
captain.
The Action
When the Knights go down into the
dig you should show the players the
accompanying map of the dig site.
This scene is open ended. In it, the
Knights are given a chance to wander
around a bit and learn about Wu-Han
and his operation. The questions that
need to be answered are: has Wu-Han
found the tiles and, if he has, how
many of them has he found?
In fact, the Jakatt slaves have found
three of the four tiles. The three tiles
that have been located are already
loaded onto the foremost truck at the
vehicle area. The last tile will be found
at the very end of this scene - its
discovery marks the beginning of the
next scene.
The following bits of action might
be considered scenes in themselves,
but for convenience they are all
40
Wu-Hanand
Captain Achmedi
Wu-Han is in charge of the operation. Captain Achmedi is technically
under Wu-Han's command, but in
charge of the shocktroops. Because
Wu-Han is a pulp villain in the truest
tradition of Fu Manchu, he has his
own private obsessions (like hunting
down Kanawa weaponry) that don't
mesh exactly with the wishes of Dr.
Mobius. Captain Achmedi, however,
is a two-dimensional soldier who does
everything by the book.
These differing viewpoints have led
Achmediand Wu-Han to have several
arguments during the course of the
operation, and when the Knights sneak
down to the dig they are in the middle
of another one.
If the Knights wish, they can sneak
up to Achmedi and Wu-Han and attempt to catch a snippet of the conversation. They hear:
Act Three
Flags
If the Knights are wandering
around dressed as Nile shocktroops,
they might be stopped by Captain
Achmedi and asked what they are
doing. The Knights better come up
with something fast. But before Achmedi can really pursue the matter, the
captain is called away on an important
matter. (This is just to put a bit of fear
into the Knights.)
If the Knights are sneaking around
without a disguise, have them almost
get spotted by shocktroops. For example, if they are sneaking around a
tent:
41
MapS
Indiana Dig Site
A.PupTents
B. Generators
C. Trucks
D. Slave Sleeping Area
E. Bam Foundation
F. Farmhand Foundation
G. Farmhouse Foundation
H. Grain Cellars
I. Wu Han's Tent
42
Act Three
Event: Eureka!
When the Knights have had a chance
to check out the dig (ahd specifically
to come across the notebooks in WuHan's tent, clueing them in to the fact
that three tiles have already been
found), it's time for them to make their
own discovery:
While walking around (either in
disguise or not) the Knights see a lone
Edeinos, working away from the main
dig, pull a strange object out of the
dirt. This is, in fact, one of the legendary map tiles that everyone is seeking.
The lizard yelps with excitement at
the find, but his scratchy voice is
drowned out because at that very same
instant, a cry goes up from the other
side of the dig: another tile has been
discovered!
If the Knights are dressed as shocktroopers, the lone Edeinos is quick to
give up the tile he has found. If not,
some persuasion might be in order
(the Edeinos is neutral). Wu-Han obviously doesn't know that there is a fifth
tile. This one has none of the map
drawn on it, only some ancient writing (very important writing, as we
will see a bit later).
If the Storm Knights approach the
source of the commotion, they see WuHan pullout a sketch of the first three
map tiles. He placesthe newly-discovered tile on the page next to the drawing of the other tiles. "This completes
the map!" Han beams, "Put it on board
with the others. We will leave at once."
If the Knights found the truck with
the tiles, they already know where
Han's fourth tile is going and can set
up an ambush. If they never found the
truck, they can follow the tile as it is
carried to the truck and put on board.
Variables
Once the Knights get to the dig,
they have lots of options until the last
scene of the act. During that time they
may want to split the party up. In this
case, simply run several of the scenes
at the same time, but try to cut back
and forth between them for effect, just
like in a movie.
Thus, if some of the Knights have
disguised themselves as Nile shocktroops while others are trying to get a
view of the dig, simply play out the
scene with the disguised Storm
Knights for a while, then play out the
group circling the dig, and then cut
back to the first group.
A good technique is to cut when
something bad has just happened. Did
Wu-Han just call the disguised Storm
Knights over to him? When he calls
out, cut to the other group. When the
other group is ambushed by a monster
from the Living Land, cut back to the
first group and ask the players what
their characters are doing in response
to Wu-Han's request.
If the Knights have obtained the
atomic bomb plans from the Magnolia
Park vault, they may try to cut their
own deal with Wu-Han at this time.
The problem is getting to Han while
he is alone. If the Storm Knights try to
bargain with Han within earshot of
others, the nefarious villain will scoff
at the idea (he doesn't want Achmedi
to find out about his private deal). If
they do manage to get him alone, he
will appear interested, but he will tell
the Knights to "wait until he has finished here." He refuses to deal at this
time no matter what the Storm Knights
say.
Cut To
Scene three.
SCENE THREE:
Unexpected Guests
The Situation
Standard. The situation starts off a
The Action
When Achmedi shouts for the truck
to be protected, the Knights can make
a good guess as to where the rest of the
tiles are.
The entire site is thrown into chaos
when the scene begins. These are little
bits of business that you can toss in
depending on where the Storm
Knights are and what they are doing.
The point of all this is that the odds are
so overwhelming a.t the dig site (against
the Storm Knights) that the introduction of the Kanawa mercs provides an
unexpected distraction to give the
Knights a chance to grab the truck and
and drive it up the ramp.
As they try to cut a path to the
trucks, the Kanawa mercs are blasting
away with flechet rifles - guns that
fire tiny shards of metal at incredibly
high speeds - at the Nile shocktroops.
(If the Knights didn't make it to the
truck before, they'll be in a mad rush
to get there now.)
During this time, one of the hover
sleds is stormed by a particularly
I.
43
Variables
This scene is about getting out of
the dig site with the five tiles (the one
tile that the Storm Knights found in
the last scene, the three that were already on the truck, and the tile that
Wu-Han/s slaves unearthed only
moments before).
It is assumed that the Storm Knights
will try to take the tiles out on the truck
that was holding three of the five tiles.
After all, it's right there, ready to go/
holding three of the tiles and ready to
take on the fourth just as the scene
begins. Your players might want to do
something different, however.
If your players don' t see the simple
elegance of grabbing the truck (as
opposed to the other two options walking the tiles out of the site or
trying to get one of the spiffy Kanawa
hover sleds) try this:
If the Knights hesitate either in the
truck, near it, or at a distance from it,
they see shocktroops climbing in and
starting itup. Nothing bothers players
more than gamemaster characters
getting to play with toys when their
characters are standing around doing
nothing. In other words, the truck is
leaving and the Knights had better act
fast.
This whole scene, in fact, should
move fast. The planning portion of the
escape from the site (with the tiles)
should have taken place at the end of
the last scene. The Kanawa raid is a
wrench thrown in/ but one that should
actually help the Knights through its
confusion.
44
Cut To
Scene four.
SCENE FOUR:
The Big Chase
The Situation
Dramatic. Once the Knights get up
the ramp, they follow the dirt road out
to the highway. Give them a moment
to breath and think things have calmed
down, and then describe the scene:
You roll out onto the highway,
gunning the engine and cranking
everything you can out of the truck.
The Deep Mist parts before you as the
fan gizmos attached to the front of the
truck do their work. Suddenly, you
hear something coming up from behind you. It sounds like the roar of
another truck and the hum of a hover
sled. There/s also the sound of machinegun fire. And then a scream.
The Action
Important: When the Knights drive
the truck out of the dig site, they cross
over into the Living Land. Remember
to adjust rolls for equipment failure
accordingly.
Also, describe the thick, twisted
The Chase
The hover sled in pursuit of the
Storm Knights' truck has two armored
mercs aboard it. It travels at a speed of
80 miles an hour (value 13) due to the
heavy armor of the mercs. It has a
Toughness of 18. The truck in pursuit
has Captain Achmedi plus six Nile
troops driving in it. Like the Knights'
truck, it has a speed of 60 miles an hour
(value of 12)/ and an overall Toughness
of 20.
Shooting out the tires of a truck
makes it more difficult for the driver,
subtracting two from the bonus generated on subsequent land vehicles totals. (So if three tires are shot out/ the
driver has a minus six penalty to his
generated bonus, and his speed pushes
will be lessened.) Shooting out a tire
requires a vital blow to hit (see the Torg
Rule Book, page 77).
At the start of the scene, the two
pursuing vehicles are SO meters from
the Knights' truck. Achmedi orders
his troops to shoot out the tires of the
Storm Knights' truck, as he tries to
pull up next to it so that his men can
board it. Achmedi himself will not
engage in direct combat unless it is
unavoidable, although he will contribute Possibilities to the fight. It is
important that Achmedi survive the
scene (as he returns for a crucial role
later in the adventure), so have him
escape somehow if the fight turns sour.
The hover sled will probably
outrace the truck, and the Kanawa
mercs start blazing away with their
flechet guns as soon as they are in
range. Use the chase rules in the Torg
Rule Book to determille how the
Knights' truck fares.
Armored Kanawa Meres (2): DEX 10/
STR 12/ TOU11 (l7duetoarmor)/PER
10/ MIN 8/ CHA 9/ SPI 7.
Skills: reality 8/ dodge 11/ fire
combat 14/ unarmed combat 12, land
vehicles 12/ acrobatics 11.
Possibilities: 3.
Equipment: The effects of the power
armor have been calculated into the
attributes. The mercs are armed with
flechet rifles (damage value of 21) and
Act Three
Flag
A hero setback appearing any time
during the chase means that the fan
gizmo attached to the front of the Storm
Knights' truck breaks down. When
this occurs, all subsequent land vehicles
totals generated by the driver have
seven subtracted from them, due to
the obscuring mist.
Variables
The objective of the Knights is to get
away from the bad guys ... not just the
villains right behind them, but the
forces back at the dig. This is why a
I.
45
Awards
Give each Storm Knight two Possibilities for completing this act. See the
awards section of the Torg Adventure
Book for additional guidelines.
Interlude
Once they escape the bad guys, the
Knights will have a chance to look the
tiles over. (They should be rushed
enough not to have been able to study
the tiles in any detail before this.) Hand
the players the picture of the Destiny
Map tiles, located on page xx.
Once the tiles are put together (it is
rather obvious how they are supposed
to be arranged), the Knights can see
why Wu-Han thought that the fourth
tile was the last one. Those first four
tiles form an ancient map (which looks
complete), while the fifth, found by
the Storm Knights, has only ancient
writing on it. There are three lines of
writing on the tile, and thinking back
to the computer readout of Robert
Clive's journal which they got back at
46
Cut To ...
It's time to go to Act Four.
Act Four
Act Four
Temple of the
Destiny Map
The Major Beat
In this act the Storm Knights must
beat Wu-Han (who is hot on their trail)
to the temple of the Destiny Map. Once
there, they must seal themselves up in
the temple while they wait for the
mystical energy of the map to re-form
so they can get the clue they need to
acquire the Possibility Chalice. Meanwhile, Wu-Han's shocktroops have
surrounded the temple and the
Knights must keep them from entering. Finally, after the mystery of the
map has been solved, the Knights must
escape from the temple, either through
stealth or by cutting a bargain with the
insidious Wu-Han ...
SCENE ONE:
Bargains and
Bounty Hunters
The Situation
Standard. The Storm Knights may
choose any number of ways to get to
the town of Tezpur in Northeast India,
but eventually they should arrive
there. When they do, describe the
scene:
The town of Tezpur is alive with
activity. The air is choked with the
innumerable spices that are cooked
into every morsel of food served here.
The streets are crowded and bustling;
people shouting to each other across
the crowded streets in all manner of
exotic dialects, children laughing jovially, a roar of sizzling food coming
The Action
Since the phrase liThe time of Possibilities has begun" is one of the translated lines from the fifth map tile (seen
by the Storm Knights, but not WuHan), they should be intrigued enough
to follow the boy. They may also realize that the translation was also once
on the Kanawa computer banks, and
thus become cautious.
If the Storm Knights absolutely
refuse to follow the boy, an old man
appears at the doorway of the nearby
cafe. He seems barely able to stand, yet
he waves at the Storm Knights, ushering them inside. If this still isn't enough,
you'll have to find some creative way
of getting them inside the cafe.
If they follow the boy, they are led
to the very same cafe. Sitting alone at
a corner booth is an old man (the same
one mentioned above), his face withered and dryas the Indian soil in
summer. He smiles wide when he sees
the Storm Knights, beckoning them to
come sit beside him.
The old man's name is Anjura, and
he is somewhat of a legend among the
people ofTezpur. His historic pilgramages to various holy lands actually
brought him to the temple of the Destiny Map when he was a youth, but he
never went inside. He was aware, even
then, that it was an important placenot only a place of importance from
the past, but a place of importance for
the future.
I.
47
He has also flown a new unit of shocktroops into the area; they are waiting
at a nearby airfield.
The spy is reading Anjura's lips. If a
Storm Knight looks the man over, he
sees that the man's hands are hidden
in the folds of his cloak and are doing
something. If the Knights go after the
spy he tries to escape through the back
of the cafe.
Should they catch him, they discover that the spy has a Morse code
sending device hidden in his cloak
and has been busy tapping away to
Wu-Han everything that Anjura said.
If questioned, the spy only knows that
Wu-Han is in the area and that he has
soldiers with him. (This requires a
languages total of no less than 12.) He
was told to follow the Storm Knights
and report anything that happened to
them.
Wu-Han's Spy: DEX 12,STR8, TOU9,
PER 12, MIN 8, CHA 8, SPI 9.
Skills: stealth 14, scholar (lip read)
13.
Description: The spy is a gnarled
and bent little man who looks as if he
were transmuted from a dead oak tree
into a human being. He speaks the
local Assamese and tends to spit
through his toothless gums when talking.
Staging Tips
To make sure that the Storm Knights
aren't tipped off too early that the
information Anjura is giving them
could fall into the wrong hands, make
sure to play up the noise and confusion of the cafe. At a cursory glance no
one is paying any attention to them
and, in fact, the rest of the patrons all
seem to be having a great time laughing and telling stories very loudly.
If the Knights want to sit away from
everyone, let them. The only requirements are that there is no separate
room to hold the conference in, and
that since Anjura was taken in 10 years
ago by the cafe's owner, the old man
has never left the shop. He's too weak
to travel, even outside of the door.
He's great for business, however,
because everyone loves to hear him
tell his stories.
If the Knights spot the spy, they
know they are in a rush. If they don't
Cut To ...
With the old man's directions, the
Storm Knights should be able to find
the temple, but the trek is an arduous
one. They can take native guides, or
they might decide to strike out on their
own. In any event, they will have to do
most of the journey on foot, as they
will be traveling through dense jungle
underbrush at times. When the team
has prepared everything for their journey and starts out into the jungle, go to
scene two.
SCENE TWO:
Perilous Trek
The Situation
Standard. You can skip over the
travel portion of the scene; the tempo
at this point should be fast, beginning
to build toward a climax. Let them
know they're on their way, and describe the scene:
The dense green jungle stretches as
far as the eye can see, sloping gently
upward to the foothills of the awesome Himalayas. A cacophony of living, breathing sounds fills your ears as
you enter the moist underbrush, and it
seems as if your progress is being
monitored by a thousand watchful
eyes.
The trail described by the old man
is not a well-worn one, and the going
is slow in certain spots, as machetes
hack through seemingly endless obstructions. At long last, you come to
what the old man called "The Crying
Bridge." It is an old hemp and vine
rope bridge which stretches across a
canyon some 25 meters across and, by
your eye, at least 60 meters down.
....~......48-------------------------------
...
.~
Act Four
The Action
The Knights' objective in this scene
is simply to cross the ravine. This may
prove more difficult than it seems,
however. There are a number of obstacles involved, some of them natural
and some distinctly man-made.
The Bridge
The "Crying Bridge," as the old
man referred to it, has been around for
some time, and this should be evident
to the Knights. In fact, old Stevenson
himself used the bridge when he first
found the temple back in the 18th
century.
The bridge is actually quite safe to
cross, its remarkable engineering keeping it sturdy (though not sturdy-looking) for countless years. Try to emphasize how rickety the bridge looks.
They'll most likely devise some scheme
of their own to cross the canyon, but
should they try the bridge, they'll find
it to be perfectly sound.
The problem with the bridge is
twofold. First, the structure is designed
around three main hemp shafts. One
shaft forms the actual ''bridge,'' or the
place where your feet walk across. The
other two hemp lines are positioned a
meter and a half higher than the walking shaft, providing hand holds on
either side of the person crossing the
bridge.
Unfortunately, the cord you walk
across is relatively thin, and requires
you to walk as if on a tightrope. The
hand hold ropes balance you as you
walk across, but you must grip them at
all times or risk slipping.
A basic Dexterity or climbing total of
8 is needed to cross each third of the
bridge while holding on to both hand
holds (it takes three rounds to cross). If
only one hand is used, the total needed
is 10, and if no hands are used, a 15.
Flags
Remember, if the Storm Knights
were extremely cautious when speaking with Anjura, there hasn't been
enough time for Wu-Han to scramble
the fighter, and the event does not take
place.
Variables
The players may come up with a
number of ingenious ways of crossing
the ravine without using the bridge,
and for dealing with the fighter attack.
This shouldn't hamper your plans too
much, unless one of the Knights is
from the Nile and has the flight power.
Use your best judgment in determining the feasiblity of whatever alternative bridging method the players
might devise. Emphasize the danger
involved in the crossing by having a
piece ofequipmentaccidentlyfall from
one of the characters and plummet to
the bottom of the ravine, where it is
dashed against the jagged rocks.
Cut To ...
Once the ravine is crossed, it is only
a short romp through the underbrush
to the temple. Keep in mind that, if it
hasn't been shot down, the fighter will
still be circling overhead, waiting to
strafe any exposed Storm Knights.
When they reach the temple, begin
scene three.
SCENE THREE:
49
I.
The Action
The temple entrance is 60 meters
from the jungle tree line. If you feel
like roughing the Knights up a bit,
have the Nile fighter make another
strafing run as they cross to the temple
door.
Within the front door of the temple
is a large, stone rectangular door that
can be slid out to block the temple's
entrance (hundreds of years ago the
temple served as a kind of fort, to
protect the Destiny Map within from
trespassers). The characters notice the
door and its gears as soon as they enter
the temple. There is a stairwell to the
right that leads up to a room that has
~ Diagram
~ Temple Door
StoneDoor~
Gear #1
50
Act Four
Staging Tips
Flags
If the characters did not notice the
spy at the cafe, and they didn't take off
for the temple within an hour of catching the spy, four shocktroops sent
ahead by Wu-Han entered the temple
before the Storm Knights. (The spy relayed the exact temple location to Han,
who sent out the few troops he had
stationed in Tezpur ahead of the Storm
Knights.)
SCENE FOUR:
Getting To The
Map Room
The Situation
Standard. This scene begins as the
door slams shut, as a continuation of
the previous scene. The tempo of this
scene, though, is much calmer than
that of the previous. When the door
closes, describe the scene.
51
Act Four
The Action
If the Storm Knights have a light
source or there is someone in the group
who can see in the dark (dwarves,
someone with cybernetically enhanced
eyes), simply describe to the players
what their characters see, as defined in
the description of the temple below.
If no light is available and no one
can see in the dark, they will have to
feel their way along the walls of the
temple. If this is the case, give the
players partial descriptions of the
rooms as they pass through them. For
example, room #2, because it is larger,
sounds larger- the echo of footsteps is
farther away than in a smaller room.
The temple's traps have long since
stopped working and the characters
have only to work their way to the
farthest room in the temple. Remember that they do not know this. Your
players will most likely travel carefully and cautiously. Let them fear a
trap. An actual danger does not have
to be borne out to have suspense present in a scene.
Meanwhile the shocktroops will be
trying to get to the door to crack it
open and trying to get up to the arrow
slits from the outside in order to destroy the stones between the slits and
thus gain entrance into the temple.
The players may want to leave
someone at the guard post (Room 3) to
take pot shots at the villains and drive
them back. This is a good idea. Just
keep in mind that all those shocktroops will be able to provide good
cover for each other by spraying the
slits with machinegun fire.
The door is impenetrable with the
tools that the shocktroops have, but
don'ttell the players that. They should
be hurried along by the threat of WuHan breaking through.
The Temple
Room 1: The entrance area. This
room has the large door and the stairs
leading up to the guard area.
53
OF THE CHALICE
FOR ALL THESE UNTOLD EONS
YOUR DESTINY CALLS YOU
THERE
TO ACCEPT THE DEFEAT OF THE
FOUR COLORS AND FIND THE
CHALICE
THEN CARRY THE CUP NORTH
FROM THE TEMPLE OF THE MAP
TO WHERE THE MEN OF THE
NORTH JOIN HANDS
AND LIGHT THE SIGNAL FIRE TO
CALL OUR DISTANT SAVIORS
54
Cut To ...
The scene ends with the characters
wiser to the location of the chalice and
with the bad guys thwarted (if the
Storm Knights destroyed the map, and
managed to defeat DeVris). There is
still a problem, however. The temple
is surrounded by shocktroops. The
Storm Knights must still escape.
There are two options the characters can choose from at this point. One
is to fight their way out. Not a wise
option, but certainly one with precedent in adventure fiction. If the characters choose this option go to "Breakout!"
The other is to strike a deal with
Wu-Han. If the characters kept the
plans of the atomic bomb from the
research park, they know they have a
bargaining chip. He might be willing
to bargain at this point, even if he
didn't before. If the characters want to
try this tactic go to "The Bargain."
SCENE FIVE:
The, Bargain
The Situation
Dramatic. Depending on how the
characters approach it, you may need
to modify the read aloud below; essentially, this scene begins as the Storm
Knights make contact with Wu-Han:
You stand in the guard room, waving a piece of cloth to the soldiers
outside, indicating that you wish to
parlay. The shocktroops stop firing,
looking back at Achmedi for instructions.
''What are you doing?" Achmedi
bellows at his men. "We won't bother
talking to these fools."
Wu-Han interjects, his insidious
voice filling the clearing like a poison
through the bloodstream, "Aren't you
forgetting that I am in charge here,
Act Four
The Action
It' s up to the characters to startthinking about what kind of arrangements
they want to make - not only for the
deal but for the how the deal is going
to be negotiated. Will Wu-Han come
into the temple? Will they meet out
front?
Here are some things to keep in
mind:
Even if the characters have already destroyed the map, the villains
don't know that and the threat of
destroying the map can be used as a
means ofdemanding negotiations with
Wu-Han. Even Achmedi, who is shout-
Knights. If the characters in fact destroyed or took the map, Wu-Han will
merely shrug his shoulders and suggest he needs to "work on distrusting
people more."
Whoever makes the bargain with
Wu-Han will have to work out the
details of how to get the bomb plans to
the oriental villain. They might make
an agreement to hide them somewhere
in the temple. They could even put
them in a sack and claiin the sack
contains the tiles whenWu-Hanknows
it really has the plans (so it will once
again look like Wu-Han was tricked).
All that matters is that the plans cannot be exchanged in full view of the
shocktroops.
Wu-Han begins Hostile toward the
characters for interaction purposes.
Being a pulp mastermind villain, he is
always willing to hear out his opponents for the chance he might profit by
it, but he certainly isn't going to trust
Flags
If the negotiations take too long,
Achmedi gets extremelyimpatientand
opens fire on the Storm Knights. The
rest of the shocktroops follow suit in
the next round. The characters are then
forced to make a run for the bridge. If
this happens go to "Breakout!"
Staging Tips
This scene should be run as a dramatic encounter. In fact, it is the climactic scene in the adventure. If everything goes right, the heroes get the
information, the bad guys don/t, and
the characters escape. However,
there's limited violence (if everything
goes right for the characters). Because
most people expect a big fight to finish
an adventure, care must be taken to
make sure that the scene plays like a
climax.
To accomplish this, assume the
negotiation begins as soon as the characters get Achmedi/s and Wu-Han/s
attention. This means that the characters can start playing cards to build
their card pools because the situation
has already started.
Try to urge the characters to obtain
better results from the negotiations by
having Han milk them for additional
goodies. Make sure that the players
see how impatient Achmedi is getting
as the deal progresses. Have him order a few troopers to take up flanking
positions just to throw a scare into the
Storm Knights.
Cut To ...
No matter what result the charcters
obtained with their negotiations, go to
"Breakout."
SCENE SIX:
Breakout!
The Situation
StandardlDramatic. Depending on
what level of agreement was reached
during the negotiations with Han, start
the shocktroopers' attack either at the
entrance to the temple, the edge of the
jungle tree line or at the bridge (as
The Action
If the characters chose not to bargain with Wu-Han, and skipped the
last scene, this scene is run as dramatic.
If they did try to bargain, regardless of
the outcome of the negotiations, this
scene is run as standard.
The action begins when the characters make a mad rush toward freedom. When Achmedi and Wu-Han
arrived, they had sixty men with them.
Even if the Storm Knights bumped off
a good number of them during The
Temple of the Destiny Map scene, there
should be several dozen left. Getting
out of this one alive will be very hard
(expect some Storm Knights to come
very close to buying it here), which is
why the bargaining scene is so important - it gives them a chance to avoid
the overwhelming odds.
Grouping
To keep yqu from having to make
dozens of rolls for each shocktrooper,
we suggest you use the Multi-Action
Chart (Torg Rule Book page 45). Put six
shocktroopers in each group. Assume
any left over soldiers are reloading
their guns. Divide the groups up and
fire away at the Storm Knights.
Running
The Nile fiends have no vehicles
with them (they were to have marched
back after securing the map), so the
pursuit of the Storm Knights is on foot.
Use the chase rules and running rules
to work the chase (Torg Rule Book page
81).
The ravine is 2/000 meters from the
temple.
Once the chase enters the jungle,
hitting people with gun shots becomes
. . . . . .- - - - - - - - - - - - - - - - - - - - '-''1\
56
.....-v
Act Four
The Bridge
VVhen the characters reach the
bridge, they have to get to the other
side and cut the ropes. Even if the
characters didn't specifically state they
were bringing machetes with them, it
can be assumed that they did bring
them when they went searching for a
temple in the jungle.
The cutting of the bridge should be
run as a dramatic skill resolution using
the Strength attribute against a difficulty of 11. It will take steps A, B, and
C to cut the ropes - one step for each
rope. If all three ropes are not cut, the
shocktroops will be able to get across.
There is one large boulder to one
side of the bridge that can provide
cover. Only one rope can be cut from
the safety of the boulder. The other
two must be cut from an exposed
position.
If any shocktroops are on the bridge
when a rope is cut, they scramble frantically to hang on to the rope but fall to
their deaths.
Adventure Awards
For successful completion of the
adventure, each player character recleves 10 Possibilities. For each successfully played Glory card, award
every character three Possibilities, and
for every Drama card retained in a
player's hand at the end of the adventure, give his or her character three
additional Possibilities.
Cut To ...
After cutting down the bridge, the
characters can duck behind a group of
rocks and continue on without harassment. They can then travel into the
sunset, plotting their continuing quest
for the Possibility Chalice. The quest
continues in the next adventure of the
Relics of Power Trilogy, The Possibility
Chalice.
Stacks
This section outlines suggestions
for incorporating the subplots which
come from the Drama Deck into The
Destiny Map. Not all possible subplots
are listed here, so if you can't come up
with a reasonable use of the subplot,
simply disallow it (see page 66 of the
Torg Rule Book). Included in the adventure text are various flags, which give
details on how to work specific subplots into specific scenes, so keep an
eye out for them as well.
Personal Stake
If this card is played before Act
Two, the designated character arrives
at the dig sight only to find that a good
friend or family member is among
those enslaved by VVu-Han and working at the dig. If the character with the
subplot is not from Core Earth or The
Living Land, and has no reason to
have known anyone from these realms,
then discard the subplot and award
the player a Possibility.
M~---------------------"""'."
~.
57
Gamemaster
Character Records
Use this page to record the damage
to and status of the Gamemaster characters in key encounters. Use the
"status" line to record wounds, stymied, unskilled and setback effects. The
characters' Toughness is repeated on
the "Stun Damage" line for ease of reference.
Act One
Pierre DeVris (cyberknight): DEX 12,
STR 13 (19 for kick damage), TOU 12
(16 w / armor), PER 12, MIN 10, CHA
9; SPI 10.
Skills: reality 12, fire combat 14,
melee 14, unarmed combat 13 (15 for
kick attacks), land vehicles 13, trick 13,
test 11, dodge 14, jumping 14, running
14.
Possibilities: 14.
Equipment: DeVris is packing a
Herod IV. It has a damage value of 19.
Stun Damage (12)
KO
Status
Standard Policeman: DEX 10, STR 11,
TOU 10, PER 11, MIN 8, CHA 8, SPI 8.
Skills: dodge 11, fire combat 12,
unarmed combat 11, evidence analysis 13, find 12, land vehicles 12, willpower 10.
Equipment: .38 revolver, damage
value 14. Nightsicks, damage value
STR+3.
Cops Outside Murder Site:
#1
Stun Damage (10)
KO
Status
#2
Stun Damage (10)
KO
Status
Ninja Assassins (one per Knight):
DEX 12, STR 11, TOU 10, PER 11, MIN
8, CHA 7, SPI 7.
58
Act Two
Ninjas In Anderson Building (same
stats as above):
#4
#1
Stun Damage (10)
KO
Status
#2
Stun Damage (10)
KO
Status
#3
Stun Damage (10)
KO
Status
#4
Act Four
I
#5
Stun Damage (10)
KO
Status
#6
Stun Damage (10)
KO
Status
Kanawa Defense Robots (2): DEX 12,
STR 14, TOU20,PER 13, MIN 7, CHA
3, SPI 3.
Skills: fire combat 14, unarmed
combat 14, taunt (17), test (17), intimidation (17).
Note: These last three skills are
Parenthetical Skills (see Torg Rule Book,
page 80), and as such can only be used
defensively.
Equipment: The robots are armed
with two small lasers built into each
hand. They are able to fire both lasers
each turn without taking the multiaction penalty (computer processing
accounts for this). Damage value for
the lasers is 17.
#1
Stun Damage (20)
KO
Status
#2
Act Three
Nile Shoektrooper: DEX 9, STR 9, TOU
9, PER 7, MIN 7, CHA 7, SPI 9.
Skills: beast riding la, fire combat
la, heavy weapons la, unarmed combat la, climbing 10.
Equipment: Each is armed with a
machinegun (damage value 18), and a
ceremonial dagger (damage STR+3).
Dig Perimeter Shocktroops:
#1
Stun Damage (20)
KO
Status
#2
#2
Act Four
S4J.n Damage (9)
KO
Status
Stun Damage (9)
KO
Status
#1
Stun Damage (11)
KO
Status
I.
59
Gamemaster Prop
Map of South Asia
YInchuan
RAN
Lanzhou
Golmud.
CHINA
Oman
v..naa;.
INDIA
N8gpur.
Arabian
Sea
HydInIIled
Pallllj
Bay of
Bengal
Andaman
Sea
MALDIVES
60
Act Four
Gamemaster Prop
Map Tiles
'---------------==========:::..
61
62
Act Four
Gamemaster Prop
Temple Wall
.n . ',':',: ,,'~: .. : , .. ~'
': .~.:
'
..
'.
. :..
~ . ",
,,'
~,.
~'
:.
..:.' ..
..- ..... "
'
'.
'.
..
..
,'
"
"
>
.' :. ::~..
~
"
...:?
::.:-
. . -.'.:.~
'--_.:..._-------------------------------------:-====:.
63
W
J:
. .~I-64---------------------------
In the Near Now, Earth has been invaded by raiders from other dimensions. These armies of evil
bring with them their own realities, different from
our own, turning portions of the Earth into someplace else. In these days of war, only you - the
Storm Knights - can withstand the changing laws
of nature. Only you can experience the adventure ...
It starts in the Living Land, that portion of the United States now
An Adventure for
Includes
<?amemaster Screen
wIth charts and tables
from the game rules
-.
18874 20551
r
This Torg adventure can be played by itself
or as the first part of The Relics ofPower Trilogy.
It introduces players and gamemasters alike
to the Torg universe, where realities overlap
and anything is possible.
For up to six players and a gamemaster. You
need the Torg: Roleplaying the Possibility Wars
boxed game to run this adventure.
Fantasy/Games
""
RD 3 Box 2345
Honesdale, PA 18431
20551
'"
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