4 - Before The Planting

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Credits

Author: David Chart


Cover Art: Infiniverse Stock
Interior Art: Dean Spencer, Infiniverse Stock

Some artwork © Dean Spencer, used with permission. All rights reserved.

Find more products by David Chart on DriveThruRPG.

Find more art by Dean Spencer on DriveThruRPG.

ALSO ON THE INFINIVERSE EXCHANGE

Road to 12 Perils for the An Edeinos in Spirited Tools Home Front:


Philadelphia Living Land Core Earth Philadelphia

This product was created under license from Ulisses North America. Torg Eternity, its
respective logos, as well as Torg, Torg Eternity, Infiniverse, Possibility Wars, Storm Knight,
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respective logos, are trademarks of Ulisses North America. The title and contents of this book are
protected under the copyright laws of the United States of America. No part of this publication
may be reproduced, stored in retrieval systems, or transmitted, in any form or by any means,
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This publication includes material that was produced by Ulisses North America and/or
other authors and which is protected under applicable copyright laws. Use of such material is
granted under the Community Content Agreement for the INFINIVERSE EXCHANGE.
All original content in this work is copyright 2020 by David Chart and published under the
Community Content Agreement for the INFINIVERSE EXCHANGE.

2
Gospog, the shock troops of the invasion, are wheelchair, with his right leg splinted and
grown in fields sown with the corpses of its bandaged.
victims. This is not widely known in the early “Thank you for coming. This is Michael
days of the Possibility Wars, but Storm Knights Overstrand, and he has brought us important
soon have an opportunity to find out, and the news.
Delphi Council knows from the beginning. “He is part of a large group of refugees who
Thus, gospog fields are a priority target if there have taken refuge in the King of Prussia Mall;
is a chance to destroy them. In this adventure, it seems that guns and other technology are
the Storm Knights can save people who are still working there, although that has become
destined for a field, and destroy the fields less reliable recently. The number of edeinos
themselves, if they do well. Otherwise, they attacks has been increasing, and they are
may have to choose between those outcomes. concerned that they cannot really defend
themselves. Michael was one of the people sent
GETTING STARTED out to find somewhere for them to go.”
The starting point for this adventure is a raid, She gestures to the young man, who nods.
conducted by edeinos, that kills and captures a “That’s right. I’ve been hunting for the
large number of people. The Storm Knights are group, so I volunteered to look for somewhere.
soon on the scene, and have to rescue as many I started by following the river, and I can’t tell
people as possible. you how happy I was to see that Philadelphia
The adventure takes place in the Living was still here. But I got attacked by a
Land, and by default it is set near Philadelphia, velociraptor just outside the city; the guards
in the Allegheny Pure Zone. It can take place at brought me in.”
any time during the first year of the wars, but The Mayor takes over again.
the set-up does assume that the invasion is “So, Michael can’t go back for the other
fairly recent in this location; later on, it might refugees. I’d like you to do it. All you need to
be more convincing if moved elsewhere. The do is lead them down the river to the city, and
characters might be Storm Knights working for Michael says that there are competent hunters
the Delphi Council who are sent urgently to with the group, so it should not be too difficult.
the area, or they might be based in However, things go wrong in the jungle, so I
Philadelphia. This adventure can be used to want to send people who can handle the
follow on from Day 2: Road to Philadelphia and unexpected. Will you do it?”
Home Front: Philadelphia, in which case the The correct answer is, obviously, “Yes”. The
Storm Knights are not yet working for the players can choose to ignore the adventure, but
Delphi Council, and thus have less information if so they are not involved in the subsequent
when they set out. events.

Philadelphia Delphi Council Briefing


If the characters are based in Philadelphia and If the Storm Knights are based elsewhere, they
not part of the Delphi Council, Mayor Warren are summoned to the Living Land, and briefed
sends for them. If they are Inspirations or by Deputy Director Crowe (Living Land, page
Heroes (see Home Front: Philadelphia for 89) while en route, by whatever technological
details), they were her first choice. Otherwise, means is appropriate to their location. She tells
they are the most promising candidates them that contact has been made with a large
available. group of refugees within the Living Land, and
She meets them at City Hall, accompanied that the Storm Knights are to get them to
by a young, mixed-race man sitting in a safety. (This may be to Philadelphia, or to

3
another location if you are using this adventure King of Prussia, they notice smoke rising above
later in the war.) Deputy Director Crowe says the trees of the jungle. It looks thick, from a
that she does not expect this to be a very large fire. They can hurry if they want to,
particularly hazardous assignment, but their but when they arrive at the mall, it is a burned-
information suggests that there may be as out shell, the fires dying down as the
many as five hundred refugees, so the Council surrounding jungle claims it, plants growing
feels it is important to send a competent team almost fast enough to see. (They are growing
to guide them out. If the adventure is quickly enough for characters to easily notice
happening in the default location, the Storm the difference if they walk around the mall to
Knights’ transport drops them off in search and then return to the same area.)
Philadelphia. The signs of a large fight are obvious as
soon as the Storm Knights look around, and
SCENE ONE: TOO LATE! there are tracks of dinosaurs and edeinos that
anyone with any adds in track or survival can
Standard Scene, Pure Living Land
easily identify. There are no survivors, and also
The Storm Knights leave Philadelphia, no corpses. Delphi Council agents should
following the Schuylkill River upstream realise that the corpses have been taken for a
towards King of Prussia. This part of the gospog field, but Storm Knights from
journey is uneventful unless someone plays a Philadelphia may not know what that means.
Cosm Card, and can be completed in a single
Tracks leading away from the ruins,
day if the Storm Knights push themselves, or
upstream into the mountains, are easy to find;
two easy days.
there is a large group, and they are not really
https://goo.gl/maps/pkUs5QDfDZ4LjLnM8 trying to be stealthy. A successful track test
However, as the Storm Knights approach reveals that there are a lot of humans with the

4
group; they appear to be close together, scattering into the bushes.
making it very hard to tell how many. (On a • The acrid smell of burnt plastic mixes
Good success, there are at least dozens, while with woodsmoke and heavy floral
an Outstanding success says certainly over a scents around the mall.
hundred, but with a low number of men.) Any • One wall of the mall looks about to fall,
success also reveals that other groups of but it is propped up by a tree growing
edeinos, with no humans, set off in different beneath it. When the characters pass
directions. Even if the Storm Knights cannot again a little later, the tree has grown
confirm that there are surviving refugees with further, pushing the wall back to the
the main group, it is a reasonable guess, and vertical.
they should follow the tracks (they cannot • A main atrium inside the mall is still
learn about the other groups of edeinos pristine, with no sign of the jungle. A
without also knowing which group is escorting lone bird, like a parrot, flies through it
the humans). If they do not, and return to in a flash of bright golds, blues, and
Philadelphia, they get shouted at by the mayor, reds.
and sent back to see whether they can save

BEHIND THE SCENES


anyone. They get to Scene Two at the last
possible moment.
Redjaw edeinos were sent to gather more
The edeinos and the prisoners have a day’s
bodies for the gospog fields in the mountains,
head start over the Storm Knights, so this is not
in what used to be Reading, PA. The plan was
a chase. On the other hand, the Storm Knights
to take as many prisoners as possible, because
can move a lot more quickly than the edeinos
it is much easier to have the bodies walk to the
and their prisoners, and have a realistic chance
fields under their own power (and these
of catching up with them before they get to the
edeinos are not serving Thrakmoss). They did
gospog fields.
not take gospog with them, because gospog are
The Storm Knights start three “steps”
not very good at taking prisoners. Instead, they
behind the prisoner convoy. These are
took a large edeinos warband and a number of
arbitrary measures, and determine when they
dinosaurs, most to carry the bodies of the dead
catch up. The number of steps between the two
back with them. Much of the warband went off
groups when this scene ends determines the
to other business after the battle was won,
situation at the beginning of Scene Two, which
leaving a smaller group to escort the prisoners.
begins when the Storm Knights do catch up.
They are not hurrying on the way back,
Local Colour because they do not want to lose any of the
These notes are things that you can drop into prisoners, and have no reason to think that
your description. they are being followed. They are, however,
• Melted plastic runs in a rainbow of being reasonably cautious; they know how
colours down one wall of the mall, met dangerous the jungles of the Living Land can
by flowering vines in as many colours be.
growing up from below.
• The area around the entrance to the SHORTCUT
mall is trampled flat, with bloodstains Fairly soon after the Storm Knights start
and broken weapons scattered around, following the convoy, it takes a detour around
but there are no bodies or survivors. a patch of forest. The detour starts at the top of
• A swarm of small lizards, dark blue, a cliff, follows a gentle path down to the valley
with long red tails, flows out of the below, and then loops round to avoid the patch
ruins as the Storm Knights approach,

5
of forest at the base of the cliff. It is (hopefully) same DN to cut them back as they attack.
obvious why the convoy did not go down the Success on either test means that they take no
cliff, but not so obvious why it avoided the damage, while a failure means that they either
patch of forest. Still, the path it did take is take 1BD of damage, or must attempt another
clear. test. A character takes 1 Shock from the pollen
The Storm Knights may choose to follow the per round (thus, per test), unless they are
path taken by the convoy, in which case they holding their breath. A character who is KO’d
do not gain or lose time. collapses among the plants, and they start to
If they try to take the shortcut, they need to feed. Other characters can go to pull them out,
make some tests. and seeing a friend collapse tells them that
Climbing down the cliff is a Strength test. A something is wrong, and allows a survival or
successful survival test first can find an easier evidence analysis test to work out exactly what.
route, dropping the DN to 8, and ropes can Storm Knights may Soak all damage from
give a +2 bonus to the roll. On a failure, a the pollen as a single injury, when it reaches a
character falls about twelve metres, taking 15 + high enough level to knock them out.
1BD damage. A straight route through the forest takes the
The forest is dangerous because it is filled Storm Knights through three patches of
with Crimson Snappers, a variety of Crimson Snappers. The first takes four rounds
carnivorous plant (introduced in 12 Perils for to pass through, the second three, and the third
the Living Land). These flowers are a kind of five. If the Storm Knights realise that they are
ivy, and have large red flowers on long stems, suffering from the pollen, they can rest to
surrounded by four leaf pairs that snap blindly recover Shock between each of the patches.
at motion. Animal bones are visible under the That does, however, slow them down.
flowers, with particularly bright flowers near Alternatively, a character can make survival
large piles of bones. tests to plot a fast route that minimises the time
The main danger, however, is not the spent in the dangerous area. A success reduces
snapping leaves (which only do 1BD of the time by one round, and for every 2 added
damage, and thus are unlikely to harm most to the DN, the time is reduced by a further
Storm Knights), but the pollen from the round. Thus, a success against DN 16 allows
flowers, which is odourless and toxic. If the the Storm Knights to get around the first patch
Storm Knights have encountered the peril without suffering any damage at all.
before, they may know what is going on. If the Storm Knights are able to travel
Alternatively, a character with adds in survival straight through the area without needing to
and prior experience of the Living Land can stop to rest, they move to being only one step
make a DN 16 test to remember this particular behind the convoy. If they have to rest to
threat. (Crimson Snappers are rare, even in the recover Shock once, then they only catch up a
Living Land.) Characters who do not know bit, and are two steps behind. If they have to
about the pollen do not notice the damage it rest more than once, or any character loses
does. consciousness, they do not make up any time
For every round the characters spend at all, and remain three steps behind.
among the flowers, they take 1BD of damage
from the snapping leaves, and 1 Shock from Local Colour
• A group of small mammals, halfway
the pollen. If they hold their breath, they take
between foxes and monkeys, with
no Shock from the pollen. They may make
golden-brown fur and white manes,
unarmed combat tests with a DN of 14 to dodge
scamper up and down the cliff next to
the flowers, or melee weapons tests against the
the characters. They occasionally pause

6
to chitter at them from a safe distance, Combinations could remove the penalty
as if mocking their slow progress. completely. Everyone must succeed in the test
• A giant dragonfly, easily a metre long, for the travel to move the group ahead.
flies slowly past the face of the cliff, However, a Good success can count as a
safely out of reach of the characters. success for another Storm Knight who failed
• Vines grow so thickly between two their roll, while an Outstanding success can
trees as to block the gap entirely, but count as successes for three other Storm
they are covered with long, thin blue Knights.
fruits. Characters with adds in survival If the Storm Knights carry lights, they attract
and experience in the Living Land the attention of a small group of nocturnal
know that they are edible — and velociraptors. These dinosaurs reduce the
delicious. penalties from darkness by four points, and
• The characters’ progress startles a thus take no penalties if the characters have
group of beetles, which rises into the air any light at all. Of course, lights may be
with a great clattering of wings and dropped during a battle.
sparkling of metallic green carapaces.
They fly a safe distance away before Velociraptors (One per Storm Knight)
settling again.
Attributes: Charisma 5, Dexterity 10, Mind
NIGHT JOURNEY 5, Spirit 8, Strength 9
Night falls before the Storm Knights catch up Skills: Dodge 11, find 8, intimidation 9,
with the convoy. Normally, night travel in the manoeuvre 11, stealth 11, taunt (10), trick 10,
Living Land is far too dangerous; the mists unarmed combat 11
mean that there is no moonlight, even in areas Move: 12, Tough: 10 (1), Shock: 8, Wounds:
where it might penetrate the canopy, so —
everywhere is completely dark. However, the Equipment: —
Storm Knights might be able to
overcome this problem (for
example, by using flashlights),
and travel at night to make up
some more of the distance.
Even with light, or the
ability to see in the dark, the
journey is dangerous. If the
Storm Knights are trying to
travel without lights, using
normal human vision, the
journey requires a DN 20
survival test. This is DN 14, with
a –6 penalty for pitch black
conditions. An ordinary
flashlight drops the penalty to –
4; multiple flashlights or the
ability to see in the dark (such
as the edeinos Star Eyes perk)
may reduce it to –2.

7
Perks: — unthreatening), and runs, aiming to take a
Possibilities: Never warning back to the convoy. This is a chase,
Special Abilities: using the normal rules for a foot chase.
• Armour: Scaly hide +1. Characters who catch the scout may engage
him in melee combat, preventing him from
• Bite/Claws: Strength +2 (11)
fleeing further. It takes one round for other
• Night Vision: All darkness penalties
Storm Knights to catch up for each step behind
reduced by four.
they were (one on Step C, two on Step B, and
three on Step A).
If the Storm Knights get enough successes
If the scout is stopped, the convoy is still
on the rolls, they move one step closer to the
unaware of the characters, and they effectively
convoy, regardless of whether they fought the
gain one further step. If the scout reaches the
velociraptors. (If they took a particularly large
convoy, they take precautions and pick up the
amount of damage, and had to rest for a long
speed, so the characters lose a step.
time, you may rule that they lose the
advantage, but it takes a lot to counterbalance
Edeinos Scout
several hours of moving while the target is
camped.)
Attributes: Charisma 5, Dexterity 10, Mind
Local Colour 6, Spirit 8, Strength 9
• A high, drawn-out ululation comes Skills: Beast riding 10, dodge 11, faith 9,
from the jungle, answered by another find 8, intimidation 10, manoeuvre 11, melee
from the other direction, and then weapons 11, missile weapons 12, stealth 13,
another from behind the characters. survival 8, tracking 8, unarmed combat 11
• A smell of rot, faint at first, gathers Move: 9; Tough: 9; Shock: 10; Wounds: —
strength over the course of a few Equipment: Hrockt shoot spear (Strength
minutes until it is almost overpowering. +2/12)
It then fades again.
Perks: Chameleon Skin
• There is a rustling from the forest all
Possibilities: None
around, not quite right for the wind,
Special Abilities:
but not exactly animals, either. It stops
• Bite/Claws: Damage Strength +2 (12).
as suddenly as it started.
• The temperature suddenly drops as a
sharp wind blows through. Rain falls
heavily for a few moments, and then
stops, the temperature rising as quickly
as it fell.

SCOUT
The convoy is taking reasonable precautions,
which includes sending out scouts to look for
threats. One of those scouts finds the Storm
Knights.
The scout is not a real threat: there is one of
him. He instantly realises that he is
outnumbered and outclassed (unless, for some
reason, the Storm Knights look extremely

8
bundles of spears and knives, to serve as
SCENE TWO: RESCUE ammunition if they need to be thrown.
Dramatic scene, Living Land Pure. In addition, there are twenty gospog of the
The Storm Knights catch up with the first planting and six gotaks at the gospog
convoy, and have the chance to rescue the fields. This group also has three lakten-riders,
prisoners. The Storm Knights are seriously who leave to carry a warning to other Redjaws
outnumbered, unless they can free the if there is an effective attack on the gospog
prisoners and arm them. Victory will require fields.
some thought, as well as courage. The Storm Knights are outnumbered and
outclassed, at least if they have not already
THE FORCES OF THE reached Beta Clearance, and they should be

SAAR
told that.

The prisoners are guarded by three dozen On the Raid


edeinos, all from the Redjaws clan. Four of There were about two hundred edeinos on the
them are elite War-Scarred, including the raid itself, including more beast-riders, which
leader of the party, Mulkar, and there are also is why they were able to overwhelm the
two gotaks. Eight of the edeinos are beast defenders. Mulkar drew the short straw and
riders, who normally ride hadrosaurs, but their had to escort the captives. He is, in fact, not at
mounts are currently carrying corpses and all happy about this; the gospog fields give him
supplies, while their riders walk. There are also the creeps, and he is a bold warrior, not a
half a dozen scouts, but most of them are off guard.
scouting, so only two are with the group at any
time. The other edeinos are all ordinary THE PRISONERS
warriors. Some of the hadrosaurs are carrying There are almost two hundred prisoners, all

9
with their hands bound. The victims of the few dozen prisoners, and the corpses, for the
initial attack were disproportionately fighters, first round of planting. This does not affect the
so there is a relatively high proportion of non- way the contest plays out, but does reduce the
combatants, but there are still dozens of people number of people the Storm Knights can save.
who can fight effectively. This is also obvious if
the Storm Knights have any time at all to ARMING THE PRISONERS
observe the refugees. Quite a lot of combatants
Arming the prisoners is a Dramatic Skill
were knocked out during the raid; the edeinos
Resolution: the weapons must be secured and
were actively trying to keep people alive so
taken to the prisoners, who must then be
that they could walk to the gospog fields.
brought up to speed on the plan. They do not
It is obvious that if the prisoners were given need persuading, but start off with no idea
knives and spears while the guards were what is going on.
distracted, there would be a large armed force
If the Storm Knights are able to act at night,
on the Storm Knights’ side within minutes, and
they face a single edeinos warrior on guard
the players should be told that if they do not
duty near the weapons. Stealth (DN 8) could be
work it out for themselves.
used to sneak past her, trick (DN 6) to draw her
away, or she could be killed quickly and
STRATEGY silently. If this succeeds, the Storm Knights are
The basic strategy for this scene is able to attempt steps A and B of the Dramatic
straightforward: release and arm the prisoners, Skill Resolution without interference. Once
and lead them in an attack on the edeinos. The they attempt Step C, another guard notices
details depend on the Storm Knights, and on what is happening and raises the alarm.
how much ground they managed to make up The first edeinos guard interferes
while following the convoy. immediately if she notices the Storm Knights,
as well as raising the alarm. The second guard
No Steps Behind can only interfere on the round after he raises
If the Storm Knight managed to catch up all the alarm, because he is rather further away
three of the steps they were behind, they find from the Storm Knights. Two rounds after the
the prisoners while they are camped for the alarm has been raised, a War-Scarred and three
night. This means that many of the edeinos are warriors arrive to confront the Storm Knights.
also resting, and gives the Storm Knights a Two rounds after that, another War-Scarred
good chance to act without being noticed, at and four warriors arrive, and the following
least until they start the attack. There are fires round Mulkar arrives with six warriors. If the
illuminating the campground, but lots of Dramatic Skill Resolution is completed within
shadows. this time, the Storm Knights only have to face
Mulkar and one edeinos warrior per Storm
One or Two Steps Behind Knight, as the former prisoners are dealing
The Storm Knights catch up during the day,
with the rest.
but before the convoy arrives at the gospog
If the Storm Knights must act during the
fields. The edeinos are alert, and respond as
day, the alarm is raised automatically if they
soon as the Storm Knights do anything visible.
simply go to the weapons. The first group led
Three or More Steps Behind by a War-Scarred arrives on the second round,
The convoy arrives at the gospog fields before and the other groups arrive at the same speed.
the Storm Knights catch them. Not only are During the day, it is better to draw attention
there more edeinos and gospog present, as away from the weapons, and send one group
noted earlier, but the gotak have also taken a of Storm Knights arm the prisoners. In this

10
case, only the Storm Knights in that group can If the Storm Knights are able to act before
attempt the Dramatic Skill Resolution; the the convoy reaches the gospog fields, Mulkar
other group are busy with what they are doing sends a scout to warn them as soon as he is
as a distraction. aware of the attack. They send reinforcements,
The distraction needs to draw the attention which will be outnumbered and thus retreat,
of a substantial number of edeinos, but there serving to lead the Storm Knights to the fields.
are many possibilities. Be generous in judging
what the players come up with. For example, The Dramatic Skill Resolution
Step A: The first problem is getting the bundle
one might use taunt to draw Mulkar into single
of weapons off the side of the hadrosaur
combat, and then use interaction attacks
without disturbing the animal. This is a beast
against the other edeinos to keep their
riding test. No A: The animal is shifting around
attention. In such a case, you might ignore the
in a way that does not invite a closer approach
multi-target penalties for the interaction
right now. Failure: You couldn’t get the knots
attacks, but not have the other edeinos Stymied
undone. Success: You have a bundle of
or Vulnerable; instead, they are not paying
weapons on the ground. Complication: The
attention to the other Storm Knights.
hadrosaur stands on your foot, and the pain is
If the distraction fails, however, the Storm
very distracting.
Knights attempting the Dramatic Skill
Step B: The bundle is large, heavy, and
Resolution may be in trouble. In any case, the
awkward. Getting it over to the prisoners is not
edeinos notice when they begin attempting
as straightforward as it might seem. This is
Step D, and intervene as above.
either a Dexterity test or a Strength test — the
Again, once the prisoners are released and
player may choose. No B: Your grip on the
armed, the Storm Knights only need to face
bundle slips, and you need to pick it up again.
Mulkar and one warrior per Storm Knight.
Failure: You thought you were going to

11
manage it, but the bundle shifted and you lost the group of prisoners rolls over the weapons,
your balance. Success: You have got the and you lose sight of them. They will, no
weapons over to the prisoners. Possible doubt, find them eventually, but you can’t
Setback/Critical Problem: The hadrosaur has afford to wait for that. You will have to go and
come over and sat on the bundle. It’s not get another set.
exactly the same, but you need to get the
dinosaur to move. Complication: You have got The Possibility of Failure
your hand stuck between two bundled spears. The Storm Knights may fail to free and arm the
You can get it out, but it is painful to use. prisoners, in which case the only way they can
survive is, most likely, to run away. The
Step C: The weapons are all bundled up,
prisoners are herded to the gospog fields as
but they need to be open if they are to be
quickly as possible, and then slaughtered on
distributed quickly. This is a DN 12 test, either
the spot so that the gotaks can plant them. The
Dexterity to simply pull it open, or evidence
inconvenience of having to carry corpses across
analysis to work out how it was bound, and the
the fields pales besides the risk of them being
easy way to do it. No C: There are just ropes all
freed.
over the place. Haven’t they ever heard of a
reef knot? Failure: Pulling here… doesn’t seem The Storm Knights can still go on to Scene
to do anything. Success: Pulling here opens the Four to destroy the fields, but they cannot
whole bundle, having it roll out cleanly. rescue anyone.
Possible Setback: You pull on a rope, and the
whole bundle rolls away from you, back EDEINOS FORCES
towards the hadrosaur. Complication: The The statistics for the edeinos and their allies are
ropes just get tighter, as you show off the fact below. The Storm Knights do not need to fight
that you do not know what you are doing. the prisoners, so there are no statistics for
Critical Problem: The ropes tighten, snapping them.
many of the spears and showing no signs of
opening. Fortunately, there’s another bundle Edeinos Redjaw War-Scarred
on another hadrosaur.
Step D: The prisoners are sure to be
Attributes: Charisma 8, Dexterity 11, Mind
enthusiastic about escape, if you can explain to 7, Spirit 11, Strength 12
them what is happening and what they need to
Skills: Beast riding 12, dodge 12, faith 12,
do. This is a persuasion test against DN 12. No
intimidation 12, manoeuvre 12, melee weapons
D: They are distracted by one of the edeinos,
14, missile weapons 14, stealth 12, survival 8,
and not paying attention to what you are
tracking 8, trick 11, unarmed combat 13
saying. Failure: They haven’t got the idea yet,
Move: 11, Tough: 14 (2), Shock: 11,
and are showing you that their hands are
Wounds: 1
bound. Success: They grab the knives off you
and start cutting the bonds of those around Equipment: Hrockt-shoot spear (Damage
them. Those who are free grab spears. Possible Strength +2/14), Tortoise shell shield (+2
Setback: Everyone shifts in response to a Defense)
guard on the other side of the group, and the Perks: Scarred, Stone Skin
weapons all get tangled up in the ropes again. Possibilities: 2
Complication: You just insulted the person Special Abilities:
you were talking to. Time to be more patient • Bite/Claws: Damage Strength +2 (14).
with people who do not understand your
explanations. Critical Problem: In the chaos, Edeinos Redjaw Gotak

12
Move: 9; Tough: 10; Shock: 8; Wounds: —
Attributes: Charisma 6, Dexterity 9, Mind 6, Equipment: Hrockt-shoot spear (Damage
Spirit 11, Strength 10 Strength +2/12)
Skills: Dodge 10, faith 14, find 8, Perks: Beast Rider
intimidation 13, manoeuvre 11, melee weapons Possibilities: 2
11, missile weapons 11, survival 9, unarmed Special Abilities:
combat 11 • Beast Affinity: The rider may divert one
Move: 9, Tough: 12 (2), Shock: 11, Wounds: Wound from an attack to hit his mount
1 instead of himself.
Equipment: Hrockt-shoot spear (Damage • Bite/Claws: Damage Strength +2 (12).
Strength +2/12), hrockt-root armour (Armour
+2, Torso)
Edeinos Warriors
Perks: Gotak (curse, strike, ward enemy)
Possibilities: No
Attributes: Charisma 5, Dexterity 9, Mind 6,
Special Abilities: Spirit 8, Strength 10
• Bite/Claws: Damage Strength +2 (12). Skills: Beast riding 10, dodge 10,
faith 9, find 8, intimidation 10,
manoeuvre 10, melee weapons 11,
missile weapons 10, stealth 10,
survival 8, tracking 8, unarmed
combat 11
Move: 9; Tough: 10; Shock: 10;
Wounds: —
Equipment: Hrockt-shoot spear
(Strength +2/12)
Perks: Whirlwind
Possibilities: None
Special Abilities:
• Bite/Claws: Damage Strength
+2 (12).

Hadrosaurus

Attributes: Charisma 5, Dexterity


12, Mind 3, Spirit 8, Strength 13
Skills: Dodge 13, find 7, manoeuvre 13,
Edeinos Beast Rider
trick (8), unarmed combat 13
Move: 12; Tough: 14 (1); Shock: 10;
Attributes: Charisma 6, Dexterity 9, Mind 6, Wounds: 1
Spirit 8, Strength 10
Equipment: —
Skills: Beast riding 11, dodge 10, faith 9,
Perks: —
find 8, intimidation 10, manoeuvre 10, melee
Possibilities: Never
weapons 11, missile weapons 10, reality 9,
Special Abilities:
stealth 10, survival 8, tracking 8, unarmed
combat 11 • Armour: Thick skin +1.

13
• Large: Hadrosaurs are typically around Knights to get a few blows in if the players
four meters long as adults and stand seem keen. The Storm Knights do see the
two meters tall at the shoulder. edeinos fly away on lakten, and should realise
Attackers gain +2 to attack rolls due to that they have limited time.
their size. When the survivors attack the fields, they
are joined by a small group of primitive
Gospog of the First Planting humans from the jungle, who help them to
finish off the forces of the Saar. Then, things
Attributes: Charisma 5, Dexterity 7, Mind 7, come to a stop. The survivors have stopped
Spirit 7, Strength 8 running on adrenaline, and are now waiting
for someone to tell them what to do.
Skills: Dodge 8, find 8, manoeuvre 8, melee
weapons 8, stealth 8, unarmed combat 10 William Overstrand, Michael’s father and a
white man, comes to talk to the Storm Knights.
Move: 7; Tough: 8; Shock: —; Wounds: —
He wants to know if they came because of his
Equipment: —
son’s message, and is overjoyed to hear that he
Perks: —
is safe in Philadelphia. He is keen to head to
Possibilities: Never the city with the other survivors.
Special Abilities: The primitive humans are led by Sarah, a
• Claws: Damage Strength +2 (10) white woman carrying a spear made of a
• Fear: Gospog are horrific modern hunting knife lashed to a pole. They
amalgamations of a corpse and rotten have been watching the gospog fields, and
plant matter. Test willpower or Spirit or have seen the gotaks planting corpses. They
become Very Stymied. have managed to rescue a few people who
• Mindless: Gospog are immune to were brought here alive, but they have always
intimidation and taunt interactions. been seriously outnumbered, and were never
• Relentless: Gospog ignore Shock. able to do more. A couple of weeks ago they
• Undead: Gospog are immune to poison saw one of the fields ripen, and the gospog
and other effects that require breathing, clamber from the ground. Most of the tribe ran
eating, or other “living” processes. away in fear, but Sarah was able to stay in
hiding and watch. She is convinced that the

SCENE 3: AT THE
same will happen again with the corpses that
the gotak have planted since — and she is, of
FIELDS course, right.
Standard Scene, Living Land Pure However, this is an opportunity. There are
The Storm Knights may already be at the no guards right now, and it will take time for
gospog fields when they rescue the prisoners; the lakten riders to bring any. There is a dam
if not, the arrival of reinforcements, or the upstream, and if they can break that, the river
flight of edeinos towards the fields, draws will flood the fields, destroying them.
them there. The Storm Knights might want to The problem is that Sarah does not know
simply turn back to Philadelphia, but the what to do about the dam. She has scouted it
survivors have other ideas, and in the low before, but it was too large. If anyone is going
Social axioms of the Living Land, they cannot to break it, it will have to be the Storm Knights.
simply be turned around. However, someone needs to guide the
The gotaks and gospog at the fields are survivors to Philadelphia. Sarah is capable of
easily dealt with by the small army of doing that; she knows about the city, and that
survivors, although you can allow the Storm it is still there, although she is oddly reticent

14
when talking about it. (This is simply because Step A: Make a convincing argument that
her memories of the city from before she the group will get safely to Philadelphia if
transformed confuse her, and the Storm guided. This is not too difficult, as there are a
Knights may be able to work that out.) lot of them and nobody hunting them right
now. This is a
survival test with a
DN of 10, as the
Storm Knights
explain how the
various risks will
be overcome. No
A: They aren’t
listening,
distracted by
something in the
jungle, or
movement in the
fields. Failure:
Someone raises a
point you didn’t
cover. Success:
Everyone is
convinced that it
is, at least, a
feasible plan.
Complication:
You lose them part
way through,
creating a bit of
distrust.
Step B:
Convince the
survivors that they
The ideal solution is for Sarah to lead the should let people they have never met before
survivors back to Philadelphia while the Storm guide them. This is a DN 12 persuasion test. No
Knights deal with the dam. The problem is B: An argument breaks out between some of
convincing both Sarah and William, on behalf the survivors on an irrelevant issue, and you
of the survivors, that this is a good idea. This have to wait. Failure: They would prefer
should be resolved as a Dramatic Skill someone they know, like you. Success: The
Resolution. The Storm Knights have five survivors are willing to go along with the plan.
rounds to achieve this, or the two sides decide Possible Setback/Critical Problem: The
that it isn’t going to work. In that case, the survivors raise a concern you failed to address
Storm Knights can choose which they do, but about the details of the plan, and you have to
the other task is left undone. The fields remain cover that. Complication: You say something
intact, or the survivors get lost in the jungle, to the survivors that makes Sarah nervous
many of them die, and the others ultimately about what she is taking on.
transform.

15
Step C: Convince Sarah to go back to the if blowing in the wind, but each plant is
city. This is another persuasion test, with a DN moving in a different direction, as if
of 12. No C: Sarah is dealing with objections each plant is touched by a wind that
from her own people. Now is the wrong time blows for it alone.
to intervene. Failure: She doesn’t buy your • A group of bright yellow birds bursts
argument. Success: She is willing to do it. from the jungle, out towards the fields,
Possible Setback: Something about your pitch but scatters, turning back rather than
to her makes the survivors nervous. fly over them, even when a pterodactyl
Complication: You sound as though you are flies out of the jungle behind them and
relying too much on Sarah, and could not do seizes one its jaws. Even the predator
the job yourself. Critical Problem: Sarah turns back to avoid flying over the field.
mentions a potential problem that hasn’t come

SCENE FOUR:
up before, and everyone is suddenly worried
about that.
Step D: The survivors still want you to DANGEROUS
JOURNEY
come, because they are not sure you can take
down the dam. You have to convince them that
you can manage that, with an intimidation test Standard Scene, Living Land Pure
against a DN of 14. No D: Someone has got The elements of this scene are the same
deeply involved in a description of the dam, either way. The Storm Knights may be guiding
and you cannot get a word in edgeways. the refugees back to Philadelphia, or heading
Failure: They don’t think you can do it. upstream to the dam. The events are the same,
Success: They agree that this is the best way to and in either case the group is following the
handle all the problems. Possible Setback: river — just in opposite directions.
Sarah starts to think that it would be much
safer for you to guide the refugees, because she Local Colour
• A shoal of eels, shimmering in blue and
doesn’t think you can handle the dam.
silver, surge up the river, and for a few
Complication: Different Storm Knights make
moments the water is entirely full of
different suggestions, and the others think that
their bodies; it looks as though you
the group is not united. Critical Problem: One
could walk across them.
of the problems you say you could overcome at
• The characters come out onto the shore
the dam is something you did not deal with for
of the river again. The water is cascades
the journey.
over rocks in the stream, and hidden
Local Colour birds sing from the trees around. For a
• Dark pterodactyl-like creatures flap moment, everything seems very
around the field, worrying at things on peaceful.
the ground. They are not much larger • A cloud of brilliant purple butterflies
than ravens. hovers over the centre of the river, the
• A bush near the edge of the field has insects looping and whirling around
brilliant red flowers, but most of them one another.
are withered, and the leaves are failing • A small bird, with brilliant pink
as well. A single flower, near the top of plumage, keeps darting down to the
the bush, is in full, glorious bloom. river, grabbing iridescent green insects
• A sickly smell of death drifts across on from the surface. Then, as it descends
the wind. again, a great fish surges out of the
• The plants growing in the field move as water and swallows it whole, before

16
disappearing back into the current. character who failed on the same test, while an
Outstanding success allows them to save three
CROSSING THE RAPIDS others.
The only reasonable path takes you across the You should choose any items that are lost.
river, through rapids between rocks. Yes, they Weapons are a very good choice for failures on
are like stepping stones, but rather more the first test, but should not be your priority for
dangerous than that. failures on the second test.
The tests to cross the river can either be In any event, the Storm Knights all cross the
Dexterity, to do it by pure skill, or survival, to river and can continue.
analyse the situation and find the best route.
All the Storm Knights must test individually, TYRANNOSAUR TRACKS
but if they are accompanied by the survivors, Have all the characters make track tests with
DN 12. On a success, they
notice T. rex tracks. They are
not really new, but neither are
they as old as one would like.
If the Storm Knights want to
avoid the T. rex, make a
further track test, with DN 14.
On a success, the T. rex is
unaware of them, but on a
failure, or if the Storm Knights
do not make a deliberate effort
to avoid it, it does notice them,
and starts to hunt them. This
makes a difference later.

FLYING SCOUT
An edeinos scout on a lakten
flies overhead. There is only
one, but he is flying, and thus
has the opportunity to take
messages about the group.
Make a find test to determine
the survivors do not need to check. how quickly the group notices
Characters must make three tests, at DN 10, him. Everyone can roll, and the best result
12, and 14. Failure on the first one means that counts. A failure means that they notice as he is
the character falls in the river, loses one item, flying away, far too late to do anything. On a
washed away by the torrent, and is battered success, they notice at the last minute, with
and bruised, becoming Stymied for the rest of barely enough time to hide before he confirms
the scene. A failure on the second test only their presence. The DN of the stealth test to get
involves the loss of an item, while a failure on everyone hidden is 16. On a Good success, they
the third has them fall in the river, which does notice some time in advance, and the stealth
not look great, but has no other effects. A Good DN is only 12. On an Outstanding success,
success allows the character to save another they have plenty of notice, and the stealth test
has a DN of 8.

17
The stealth test represents getting people
under foliage, where they cannot be seen from THE DESTINATION
the sky, and so it is based on Mind, rather than The destination is either the dam or
on Dexterity. The Storm Knights may attempt a Philadelphia, but in either case there are
Combined Action for this task, with the normal similarities.
benefits. The dam is a large, sturdy structure of
The scout flies away, but if he has noticed wood, vines, and earth. It is guarded by
the Storm Knights, he ensures that their gospog of the first planting, and would take
destination is ready for them. serious excavation to bring down.
(Groups with a flying Storm Knight may The way into Philadelphia is blocked by a
send her to try to defeat the scout. If she low barrier, built of tree trunks. Going around
succeeds, then, naturally, no message gets out.) means forcing one’s way through dense
undergrowth. This would not be a big
problem, were it not for the gospog guarding
the barrier.
In either case, there are twice as many
gospog as Storm Knights.
Fortunately, the Storm Knights have a secret
weapon: a T. rex. It does not realise that it is
their secret weapon. Actually, it thinks it is
going to eat them.
The T. rex bursts from the jungle soon after
the group reach the destination. If it was
hunting them, it has surprise. If the edeinos
scout spotted the group, the gospog are up and
waiting for them; otherwise, it will take them a
round to get into position.
As part of its attack, the T. rex smashes into
the dam or the barrier, doing damage, and
once the gospog are active it stomps on one
every round as it chases the Storm Knights (it
already knows that gospog taste foul). You
should point this out to the players. It
continues to happen until they get the hint.
Once the players ask whether they could
guide the T. rex into dealing with their
problem for them, tell them that they
absolutely can. Any interaction attack can be
used for that purpose. The normal Stymied
and Vulnerable effects are replaced with effects
on the gospog or barrier/dam. One effect
destroys one gospog, or does one Wound to
the barrier or dam. The barrier has five
Wounds, the dam ten. Instead of the Player’s
Call, the player gets an additional two effects.
The effects of the combat are different in the

18
two possible situations. Stymied.
If the Storm Knights are leading the • Very Large: Most adult specimens are
survivors back to Philadelphia, then the up to 18 meters long. Attacks against
destruction of the barrier means that the them gain a +4 bonus.
survivors can all stream through to safety, as
long as there are no more gospog than Storm
Knights.
AFTERMATH
The Storm Knights are welcomed back to
If they are at the dam, then it starts to fail
Philadelphia. If they guide the refugees back,
when it has taken ten Wounds. The Storm
they get to see the emotional reunion between
Knights need to head for high ground as
Michael and the rest of his family; if they
quickly as possible. Make a Dexterity test; on a
destroy the dam and the refugees get back,
success, the Storm Knight is clear, while on a
guided by Sarah, then Michael and William
failure the flood water catches them and bashes
both meet them when they get back. If the
them about at bit, doing a single Wound. A
refugees do not get back, Michael wants to
Storm Knight with a Good or better success
know what happened to his father.
may save someone who has failed, but there
isn’t time for a single Storm Knight to save If you are using the guidelines for
more than one person. The flood washes the T. adventure success from Home Front:
rex away in any case, and destroys the gospog Philadelphia, then this adventure works as
fields. follows.
After the flood, the Storm Knights can If the Storm Knights destroy the gospog
return to Philadelphia safely. fields and get the refugees back to
Philadelphia, then it is a Great Success.
If they get the refugees back to Philadelphia,
Tyrannosaurus Rex
but the fields are intact, it is a Success.
If they destroy the fields, but the refugees
Attributes: Charisma 4, Dexterity 9, Mind 4,
do not make it, that is a Tragic Success.
Spirit 10, Strength 17
If they fail to destroy the fields or save the
Skills: Dodge 10, intimidation 15, find 8,
refugees, that is a Heroic Failure, unless they
manoeuvre 10, stealth 10, taunt (9), tracking 9,
acted badly enough to get a worse result.
unarmed combat 12
Move: 11; Tough: 20 (3); Shock: 14;
Wounds: 4
Equipment: —
Perks: —
Possibilities: Never
Special Abilities:
• Armour: Scaly skin +3.
• Bite: Damage Strength +3 (20).
• Dread: When the mighty tyrannosaur is
present, any Standard Scene
immediately becomes a Dramatic Scene
instead.
• Fear: The predatory teeth and roar of a
tyrannosaur trigger instinctive terror.
Test Spirit or willpower, or become Very

19

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