Delphi Missions - Orrorsh
Delphi Missions - Orrorsh
Delphi Missions - Orrorsh
Delphi Missions Orrorsh Team Technical Assistance: Dr. Michael Fortner, Dr.
Writing: Leamon Crafton Jr, Darrell Hayhurst, George Exner
Shane Lacy Hensley, Miranda Horner, Steve Original Logo Design: Tom Tomita
Kenson, Rhiannon Louve, Rachel Savicky, Bill
Revised & Expanded Developers: Eric Gibson,
Slavicsek, John Terra, Adam Thompson, John
Jim Ogle, Gareth Michael Skarka, Nikola Vrtis,
Watson
Stephen Marsh, Talon Dunning
Editing: Ron Blessing
Art Direction: Aaron Acevedo, Alida Saxon Torg Eternity Design Team
Writing and Design: Shane Lacy Hensley, Darrell
Layout: Aaron Acevedo, Darrell Hayhurst
Hayhurst, Markus Plötz, Deanna Gilbert, Ross
Graphic Design: Aaron Acevedo, Jason Engle, Watson
Maik Schmidt
Contributors: Greg Gorden, Jim Ogle, Steve
Cover: Ahn Le, Basith Ibrahim, Don Tantiado Kenson, Ed Stark, George Strayton, Henry Lopez,
Interior Illustrations: Bad Moon Studio, Chris Aaron Pavao, Angus Abranson, Steven Marsh,
Bivins, Bien Flores, Maurizio Giorgio, Gunship Patrick Kapera, Bill Keyes, John Terra, James
Revolution, Ahn Le, Alida Saxon, Dimitar Spasov Knevitt, Jonathan Thompson, Andy Vetromile,
Joseph Wolf, Jasyn Jones
Playtesters: Colin Darby, J Sumner, Matthew Lutz,
and Nicholas Guidotti Art Director: Aaron Acevedo
Graphic Design: Aaron Acevedo, Jason Engle
Original Design Team Playtesting: Jimmy Macias, Michael Conn,
Mythos and Game Design: Greg Gorden, Bill
Damien Coltice, Michael Mingers, Michelle
Slavicsek, & Douglas Kaufman, with Ed Stark, Greg
Hensley, Ron Blessing, Veronica Blessing, Tracy
Farshtey, Stan!, Brian Schomburg, Christopher
Sizemore, Golda Lloyd, Andrew Harvey, Dale
Kubasik, Ray Winninger, and Paul Murphy
Davies, Ed Rugolo, Scott Walker, Darrell Brooks,
Additional Concepts and Playtesting: Daniel Melvin Willis, James Dawsey, Brad Rogers, Jamal
Scott Palter, Denise Palter, Jonatha Ariadne Caspian, Hassan, Jeremy Dawsey
Michael Stern, Richard Hawran, C.J. Tramontana,
Martin Wixted
1
THE THREE TRIALS OF TALMOUS Scene Two: Executing the Plan������������������������������� 30
Things Go Wrong . . . . . . . . . . . . . . . . . . . . . . 31
SCRATCH4
Complications . . . . . . . . . . . . . . . . . . . . . . . . 31
Threats and Allies���������������������������������������������������� 32
by Shane Lacy hensley
The near Now... ��������������������������������������������������������� 4 LEGENDS OF THE SEA 34
Mission Briefing��������������������������������������������������������� 6
Scene One: A Dark and Stormy Night ������������������� 6 by Adam Thompson
Scene Two: When Axioms Collide��������������������������� 7 Mission Briefing������������������������������������������������������� 34
Reluctant Heroes ������������������������������������������������������� 7 Scene One: Arrival��������������������������������������������������� 35
The Captain’s Cabin . . . . . . . . . . . . . . . . . . . . 8
A Mess in the Mess . . . . . . . . . . . . . . . . . . . . . 9
Scene Two: The Esteemed Professor �������������������� 36
The Bloody Hold . . . . . . . . . . . . . . . . . . . . . . 10 Scene Three: Voyage into Doom���������������������������� 36
Scene Four: The Mysterious Captain ������������������� 37
THE NIGHTMARE HARVEST 12 Leaving the Nautilus . . . . . . . . . . . . . . . . . . . . 38
We Need A Bigger Boat . . . . . . . . . . . . . . . . . . 39
Eternity Shard: Haeana Rati ���������������������������������� 39
by Steve Kenson
Aftermath ����������������������������������������������������������������� 40
Mission Briefing������������������������������������������������������� 12
Getting In . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Threats and Allies���������������������������������������������������� 40
Scene One: The Sleeping Sickness������������������������� 14 Vehicles���������������������������������������������������������������������� 41
Extending the Scene . . . . . . . . . . . . . . . . . . . . 14
Scene Two: Into the Nightmare����������������������������� 15 KNIGHT TERRORS 42
Getting Imaginative . . . . . . . . . . . . . . . . . . . . 15
Fighting the Khapasa . . . . . . . . . . . . . . . . . . . . 15 by John Watson
Finding and Freeing Rayi . . . . . . . . . . . . . . . . . 15 Mission Briefing������������������������������������������������������� 42
The Aftermath���������������������������������������������������������� 17 Scene One: Occult Knowledge������������������������������� 43
Scene Two: What Dreams May Come������������������� 44
THE DOLLHOUSE 18 Example Fears . . . . . . . . . . . . . . . . . . . . . . . . 45
The Storm Knights’ Nightmares���������������������������� 45
by Miranda Horner Scene Three: Knight’s Nightmare������������������������� 46
Mission Briefing������������������������������������������������������� 18 Aftermath ����������������������������������������������������������������� 47
Characters and Religion����������������������������������������� 20
Scene One: Arlington’s Place���������������������������������� 20 DARK HARVEST 48
The Guests���������������������������������������������������������������� 21
Scene Two: Cleanse by Bill Slavicsek
or Banish? ����������������������������������������������������������������� 24 Mission Briefing������������������������������������������������������� 48
Defeating the Shade . . . . . . . . . . . . . . . . . . . . 24 Scene One: Contact ������������������������������������������������� 49
The Aftermath���������������������������������������������������������� 25 Abduction . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Other Methods . . . . . . . . . . . . . . . . . . . . . . . 50
SANCTUARY IN PERIL 26 Scene Two: Leh �������������������������������������������������������� 51
Approaching the Farm . . . . . . . . . . . . . . . . . . . 51
by Rhiannon Louve The Root Chambers . . . . . . . . . . . . . . . . . . . . . 54
Mission Briefing������������������������������������������������������� 26 Scene Three: Attack of the Spirit Caller���������������� 54
Scene One: Preparation������������������������������������������� 28 The Aftermath���������������������������������������������������������� 55
Monastery Overview . . . . . . . . . . . . . . . . . . . . 28
2
A PASSING DREAM 56 Features of Desu . . . . . . . . . . . . . . . . . . . . . . 65
Aftermath ����������������������������������������������������������������� 67
by John Terra MYTHS AND MONSTERS 68
Mission Briefing������������������������������������������������������� 56
What’s going on?����������������������������������������������������� 58
Scene One: The Town of Cain’s Hollow �������������� 58
by Leamon Crafton Jr.
Town Locations . . . . . . . . . . . . . . . . . . . . . . . 58 Mission Briefing������������������������������������������������������� 69
Night Terrors . . . . . . . . . . . . . . . . . . . . . . . . 60 Scene One: Twisting Reality ���������������������������������� 70
Scene Two: Scene Two: The Drowning������������������������������������� 71
Gardening at Night������������������������������������������������� 60 Scene Three: The Fate of a God ����������������������������� 73
The Pass . . . . . . . . . . . . . . . . . . . . . . . . . . . 61 Aftermath ����������������������������������������������������������������� 73
The Grove . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Aftermath ����������������������������������������������������������������� 61 BURY IT DEEP 74
ALL FOR A GOOD STORY 62 by Darrell Hayhurst
Scene One: A cry in the Dark���������������������������������� 74
by Rachel Savicki Into the Dark . . . . . . . . . . . . . . . . . . . . . . . . 75
Scene One: A City Street in Orrorsh���������������������� 62 Closing In . . . . . . . . . . . . . . . . . . . . . . . . . . 76
Gospog Encounter . . . . . . . . . . . . . . . . . . . . . 63 Too Late? . . . . . . . . . . . . . . . . . . . . . . . . . . 77
Delphi Briefing . . . . . . . . . . . . . . . . . . . . . . . 64 Bad Karma . . . . . . . . . . . . . . . . . . . . . . . . . . 77
Scene Two: The Haunting of Desu ����������������������� 64 Aftermath ����������������������������������������������������������������� 77
COMMON THREATS 78
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3
COSM: ORRORSH
H
is wounds were mortal, but it wasn’t the
SCRATCH first time he’d died. The first had been much
more painful. A fatal dalliance with a local
girl or three…chemically induced…sealed his fate
at the hands of angry townsfolk. They trapped him
in a barn on Gaea and burned him alive inside it.
Now that had been painful.
This wound was killing him slowly. He wasn’t
sure which of his enemies had caused it. The Storm
Knights who tracked him to Malraux’s realm had
attacked in such a fury he couldn’t be sure who
dealt the lethal strike. He recalled only a flash of
light and the timely intervention of his servants.
Their sacrifice allowed him to crawl into a hiding
space and eventually escape.
Perhaps the wound was blessed by some sort of
divine power because the damnable thing wouldn’t
heal. None of Talamous’ potions, incantations, or
even the technology of the Cyberpapacy could
seal it. The attempts had at least prolonged his life,
however. And the agony. Which he richly deserved.
Even he knew that. The sorcerer-scientist chuckled
at the carnage and mischief he’d gotten away with
for so many blood-soaked decades.
The Gaunt Man had pulled him from limbo after
his first death, no doubt recognizing his genius
and bankrupt soul. It wasn’t likely the High Lord
would do so again—he despised failure so. And
Scratch’s failures were many. He’d fled Orrorsh,
red-coated Victorians hot on his heels, after failing
the simple task of minding a gospog field. He’d
fled to France and failed again when he plumbed
the secrets of the GodNet and attempted to unleash
a Black Plague upon its faithful users.
So close. So close. Scratch would love to have seen
Malraux’s rage.
4
5
The wicked old man gazed out over a stormy sea. a freighter, the MV Multan, bound for Karachi,
He was somewhere off the coast of Pakistan. He’d Pakistan and Orrorsh.
fled through the Mediterranean to Egypt, seeking “Sebastian wants him taken at all costs. He is most
a cure for the slow death he could feel eating dangerous, and if he will not surrender, no one here
away his insides, but despite some intriguing will mourn his murderous hide.
revelations, Mobius’ realm had no cures. He
passed through Syria and the scorching deserts “One more thing. We know from various agents
of Iraq before finally catching an Iranian freighter he has been seeking various healing methods from
bound for India…for Orrorsh. The sinister embrace France to Iran. He may be mortally wounded. If he
of the occult was the thread that would tie his last reaches Orrorsh, it’s likely his talents will allow him
chance together. He would bind pulp magic and to recover. Perhaps even grow more powerful given all
Cyberpapacy technology to the axioms of his home he learned in Malraux’s realm. We must prevent this
and bend reality to his awful will. tragedy, so we are sending a helicopter for you now. It
will take you directly to the MV Multan somewhere in
But his life force was slipping away rapidly. He the Arabian Sea. We will give you Interpol credentials
feared he would not make it. He would be dead so you may search the ship and commandeer the crew.”
before he crossed the boundary into Orrorsh. He
could feel Death’s presence leering greedily from Be very careful, mes amis. Talamous Scratch is as
the shadows. It was a presence he knew all too dangerous as they come.”
well. Death had already feasted on the crew this
night, but it was always hungry for more. SCENE ONE: A DARK
Scratch smelled the salt sea, felt the tingle of
lightning on his pallid flesh, and listened intently
AND STORMY NIGHT
to the roar of the waves and the creaking iron of the Standard Scene. Scratch murdered the freighter’s
freighter. His sordid, twisted life was coming to an crew with a cruel and terrible poison that left their
end. At least as he currently knew it. corpses twisted and contorted. Their lives fueled
a dark ritual that allowed Talamous to merge his
The freighter charged onward, the captain’s dead essence with the MV Multan, which soon after
hands holding steady on the wheel, directly into transformed into a 19th century sailing ship as
the raging reality storm… it entered a fierce reality storm off the coast of
Pakistan.
MISSION BRIEFING The Multan and Scratch are now one—a living
abomination of creaking wood, tattered sails, and
This short tale of horror begins when one of the black-hearted malice.
heroes receives an urgent call from a French
member of the Delphi Council. Night Landing
“Bonjour, mes amis! I hope you have recovered after The Storm Knights are delivered to the last known
your most recent adventures. We and all the people of location of the vessel by helicopter. It’s 10 p.m. and
the free world appreciate your sacrifice and esprit de pitch dark except for occasional flashes of lightning.
corps! We can never repay the debt we owe to you, but The pilot—a Storm Knight named Jawad—gives
we must ask for your assistance once again. the group a limited window to find their target.
Otherwise he says he must turn around and abort
“I will be direct. Perhaps you have heard of an the mission.
Orrorshan Nightmare named Talamous Scratch,
no? He is a very dangerous sorcerer-scientist who “It’s too dangerous!” he yells over the roaring
committed a number of atrocities in both France winds and struggling rotors. “I’ve lost the Multan’s
and Orrorsh. We almost got him in New Culmont, signal, and the winds are too strong to stay here
but somehow he escaped and made his way across much longer. I’ll give it one pass then we’ve got to
the Middle East to Basrah, Iran. There he boarded head back.”
6
Jawad circles a patch of angry sea, searchlights
blazing and electronic pings echoing in the heroes’
headsets. “I don’t see anything. I’m going to call
RELUCTANT HEROES
it…” he shouts over the raging winds. We tried to play nice and let the players feel
like they had a choice, but if they let Jawad
Have the Storm Knights make a find test. Whoever head away from the storm they’re in for some
gets the highest result just happens to catch a additional trouble. Read the following in this
glimpse of a dark shape bobbing on a distant eventuality:
wave…a shape the size of a ship. Assuming they
Jawad gives you a smile and a thumbs-up. “Good
tell Jawad, he replies that it’s right on the edge of
choice! We don’t do any good to the resistance
the storm and he’d best not risk it. If they don’t
dead!” He slowly turns the helicopter around,
try to convince him otherwise, see the Reluctant
away from the storm. As he does so, a flash of
Heroes sidebar.
lightning briefly illuminates the vessel in the
Hopefully, the Storm Knights attempt to persuade distance. It can’t be the Multan…what you see
Jawad to take the chopper in low for a look. This is a sailing ship! It has large sails—though a few
requires a Challenging (DN 12) success. If they do, seem to be broken—and is rising violently on the
he reluctantly agrees and flies to the edge of the waves. Then all goes dark and it’s lost to the night.
storm. There they spy a large, three-masted ship Jawad flips a switch and tries to radio back to
instead of a modern freighter! his contacts. “This is DC-13. The weather is too
rough. I’m turning around and aborting the…”
Jawad shines a spotlight on the ship’s upper deck
but sees no one. Then he wheels around the side Before Jawad can finish a massive bolt of lightning
to its name. The words MV MULTAN are visible, slams into the helicopter. The power goes out and
but there’s a long, dark tear…or a scratch… right you’re suddenly spinning violently in complete
through the letters. “This is it. It’s transformed. Still darkness. “HOLD ON!” Jawad screams as he
want to go through with it?” asks Jawad. attempts to auto-rotate the failing aircraft into the
storm-tossed sea.
Assuming the party does so, he lowers a cable and The helicopter slams into the ocean with bone-
they slide down to the deck below. He hands them crunching impact. The Storm Knights fade in
a satellite phone and tells them to call when they and out of consciousness as the chopper fills
want pick up. He warns it may take a couple of with water. They remember flashes of light,
hours depending on how far he has to retreat from Jawad slumped dead over the controls, then
the storm. frantically smashing out the windows to escape
into the frothing sea. Within minutes, all traces
of their transportation—and Jawad along with
SCENE TWO: WHEN it—have vanished.
AXIOMS COLLIDE Allow the Storm Knights to flail around in the
Dramatic Scene. Talamous Scratch is a formidable darkness a bit. Even those who can fly don’t
sorcerer. Though he could not cure his wound, know where they are or how to get back to
research into the Walking Gods of Cairo taught him land. This is truly a dire situation. Fortunately,
he could forestall his death with a strange ritual perhaps, the transformed Multan is already
that merged his essence with that of an object’s. In on its way to them. When it arrives, a single
this case, the MV Multan! dangling rope allows them to climb to the deck
and resume the tale. Move on to Scene Two
Scratch murdered the crew to provide the occult when they make it aboard.
energy then waited on a powerful reality storm to
transform the vessel. When it did, he completed his
dark spell and became one with the ship.
7
But that isn’t the end of Scratch’s plan. His time locked open in an eternal scream. The insignia on
in the Cyberpapacy showed him how to siphon off his collar marks him as the captain if anyone thinks
the Possibility Energy of his enemies. With enough to look.
of it absorbed into the ghost ship’s black heart, he
After a few minutes in the cold rain, give everyone
can live once again!
an Easy (DN 8) find roll. Those who make it hear
Talamous has no special powers to avoid two things. The first is a very faint, rhythmic
contradiction or disconnection—he’s just willing thump—probably loose cargo rolling around
to risk it. He enjoys playing with the fires of reality somewhere below (it’s actually Scratch’s heart,
and even savors the harsh lessons it often inflicts but don’t clue the party in just yet). The noise is a
upon him. strangely muffled cry for help from the rear of the
ship (Area A). Anyone who makes an Easy (DN 8)
The vessel acts as a giant conduit, channeling
water vehicles test knows this area usually contains
Possibility Energy into the black heart beating
the captain’s cabin.
in the hold. Every Possibility the Storm Knights
spend while aboard the MV Multan gives Scratch The port door in the hallway leading to the
another chance at the wretched life he lived before. captain’s cabin is open but slams shut loudly as the
Once he gets 10 Possibilities, his resurrection is ship suddenly pitches starboard. It remains open
assured. Best of all, the MV Multan will remain a afterward and contains a couple of cots and random
living golem under his control. He’ll be able to prey possessions rolling around the tilting floor.
on the innocent up and down the coast of Pakistan
The starboard door and the center stern door are
and India for years.
locked, requiring either a Hard (DN 14) lockpicking
To that end, he’s created three golems with what or Challenging (DN 12) Strength test to open. Scratch
little energy he has left. Each is designed to be just wants these to open so they do eventually…even
enough of a challenge for the foolish heroes to opening on their own if the party can’t manage it.
spend their Possibility Energy. The first of these He just wants them to spend Possibilities to open
horrors is in the Captain’s Cabin. them if they meet with initial failure!
Note that Scratch is the Multan now. He hears, The starboard door is the Captain’s meeting room.
sees, and senses everything the invaders do while It contains a desk, charts, and five chairs for the
aboard the vessel. That means he can’t be surprised, senior crew. It also contains another door leading
can open and close doors as he wishes, and can to the Captain’s Cabin (requiring lockpicking or
generally manipulate any part of the ship he wants Strength to open as above.
as a maneuver or attack. Use this to push the party The cries for help turn into screams as the
along as needed, terrify them with manufactured Storm Knights draw near. “HELP ME! HELP
beings or visions, or even cause them to trip as ME PLEASE!” someone screams. Despite the
they descend the groaning staircases into the lower cacophonous storm it’s clear the voice belongs to a
levels. young woman.
When the group finally opens the door, they see
THE CAPTAIN’S CABIN Talamous Scratch standing over a faceless young
The heroes stand atop the storm-tossed deck in girl! She screams despite having no mouth, a
the driving rain. Boxes of cargo, barrels of oil, and tongue—or something—bulging at the taut skin
other transformed goods are lashed down on the where her mouth should be! She has long black
Multan’s surface. A single crewman stands at the hair and wears a tattered white dress. Her skin
captain’s wheel. shines like the moon and her nails are broken and
Closer investigation finds the broken corpse of cracked.
a middle-aged Pakistani lashed to the wheel, his Talamous cackles with glee as the rescuers enter the
hands bound with rope to the handles. His eyes captain’s cabin. He’s a pale, bald man with a sharp
have rolled back in his head, and his mouth is nose and a frail figure. This version of Talamous
8
is 7’ tall and must stoop in the low cabin (the real • Fear: Scratch is terrible enough in his actual
Talamous is 5’6” on those rare occasions he stands appearance, but the golem version of him is
up straight). He holds a black dagger and wears slightly off, disturbing some who look upon its
a worn black robe. He’s very much the image of awkward form.
an Orrorsh sorcerer…though he’s actually nothing • Insidious: When Scratch performs an
more than a powerful simulacrum made from the Approved Action against a character, randomly
ship’s own living flesh! discard a Destiny card from his pool.
The golem poses little danger to a party of • Relentless: The golem ignores Shock damage.
Storm Knights—Scratch wants it to wreak some The Telltale Heart, Part I
havoc but not kill the interlopers. He only wants Once the scene in the cabin is resolved, have the
them to struggle against his creations, spending Storm Knights make another Easy (DN 8) find roll.
Possibilities and feeding them into his still-beating Those who make it hear the thumping again, just a
heart in the Hold! little faster than before. A Good Success is sure it’s
The golem is clearly resistant to damage—the a heartbeat, beating at about the rate of a sleeping
Storm Knights are likely to think it’s just magical human.
protection. The thing doesn’t talk, though it
cackles, gestures, and taunts the heroes if it has the A MESS IN THE MESS
opportunity. When it opens its mouth, its tongue
has been bitten off and black blood pours out in Soon after the last encounter is resolved, the party
grotesque rivulets. hears chanting from the bow of the middle deck.
If they peer down through the cargo netting, they
The girl is an amalgamation of all the victims see the bodies of the Multan crew strewn about.
Scratch has killed through the years. If she’s A single lantern sways back and forth, casting
“rescued,” her savior sees a flash of faces on her dancing light and shadows on the grisly scene.
featureless skull, almost like projections. Once the The bodies are twisted and contorted awkwardly
Orrorshan golem is defeated, she melts into a gray- just like the captain’s. A Standard (DN 10) evidence
white goo…perhaps in a hero’s arms…and seeps analysis roll suggests they likely died from a poison
down into the floorboards. that violently contracts the victim’s muscles.
Standing before the bodies, toward the bow, is
TALAMOUS SCRATCH a figure they can’t quite make out through the
(ORRORSHAN FLESH GOLEM) cargo hole. They’ll have to drop through or sneak
Attributes: Charisma 5, Dexterity 8, Mind 8, Spirit down the stairwells to get a better view. When
8, Strength 15 they do, they note the figure is another version of
Skills: Dodge 9, find 9, intimidation 14, maneuver Talamous Scratch! This time his bald head is laced
9, stealth 8, taunt 13, unarmed combat 12 with various cybergear and he wears black body
Move: 4; Tough: 17; Shock: —; Wounds: 3 armor clearly manufactured in Malraux’s realm!
Equipment: Sacrificial dagger (Strength +1/16). As the heroes approach, the villain turns to face
Perks: — them. Great, electric claws grow from his forearms,
Possibilities: 3 glowing and humming with power in the darkness.
Special Abilities: Scratch isn’t alone. At the most opportune moment,
• Armor +2: The golem’s flesh is dense and the undead crew of the MV Multan rise and attack!
tough. As before, Scratch’s goal isn’t to kill the heroes—at
• Cloak of Darkness: The golem gains a least not all of them. He just wants them to wade
Toughness bonus equal to the current darkness through enough fodder to spend Possibilities and
penalty. fuel his desperate return!
• Construct: Constructs are immune to poison
• Undead Crew: (3 per Storm Knight): see
and other effects that require breathing, eating,
Hungry Dead on page 79.
or other living processes.
9
TALAMOUS SCRATCH in the churning sea. Veins and arteries pulse along
the walls, ceiling, and floor, emanating from the
(CYBER GOLEM) stern and growing up and out toward the bow.
Attributes: Charisma 5, Dexterity 8, Mind 8, Spirit Fleshy pockets have begun to manifest as well,
8, Strength 15 dotted here and there with ugly black tumors and
Skills: Dodge 9, find 9, intimidation 14, maneuver pustulent boils (remnants of the wound Scratch
9, melee weapons 12, stealth 8, taunt 13, unarmed can not yet heal!).
combat 12
Clever parties might seek to sever these bloodlines,
Move: 4; Tough: 19; Shock: —; Wounds: 3
but it has no immediate effect on the overall health
Equipment: None.
of the massive ship.
Perks: —
Possibilities: 3 The noise of the great heart is overwhelming in
Special Abilities: the enclosed helm. (If you have access to a sound
• Dermal Plating +4: The golem’s flesh is track with a rapidly beating heart, play it now!)
covered with patches of black dermal plates. It beats faster and faster as the heroes approach,
• Construct: Constructs are immune to poison eager to consume their lives and Possibility energy!
and other effects that require breathing, eating, As soon as the adventurers step into the hold,
or other living processes. Scratch’s final form rises from the blood at Area
• Electric Claws: Damage Strength +4(19), AP C. It’s pitch black down here, but one of Scratch’s
1. The electrical charge causes an additional +2 eyes shines green, scanning the intruders as they
Shock (+4 Shock with a Good hit, +6 with an approach. A single electric claw tears its way
Outstanding hit). through his forearm and crackles with electricity.
• Fear: Seeing Scratch enhanced by cyberware The light momentarily illuminates his form.
causes a new Fear test, even for those who saw He seems an amalgamation of Orrorsh and the
his previous form. Cyberpacy, axioms battling within his soul by its
• Insidious: When Scratch performs an very existence.
Approved Action against a character, randomly
Scratch cackles and hurls a bolt of electricity at
discard a Destiny card from his pool.
whomever’s closest before the fight begins, then
• Relentless: The golem ignores Shock damage.
battle is joined!
The Telltale Heart, Part II This final form is Scratch’s most powerful. Once
When the carnage finally ends, there’s a moment of again it’s designed to draw Possibility energy from
silence broken only by the constant creaking of the the heroes. Every time they spend one, allow them
MV Multan. Everyone now hears the unmistakable to make a Challenging (DN 12) find roll to notice
rhythmic beating of a heart somewhere down the heart pulse slightly stronger and faster.
below. Anyone who heard it above notices it’s
Scratch wants to ensure the interlopers spend
faster now…about the speed of a human’s heart if
their precious Possibilities, so he’s created all-new
he were walking briskly.
horrors to plague his antagonists with. A number
of death’s head wyrms swim silently in the waist-
THE BLOODY HOLD deep blood. Once the heroes are firmly in their
The heart beats firmly below. It’s clear that midst, they attempt to ambush from behind. The
whatever lurks in this ship hides somewhere below hateful creatures are long, worm-like things with
in its dark belly. hardened scales and a human skull that eerily
resembles Scratch’s. Each head is fitted with
The party can enter from the stairs or they can
cybernetic eyes to see in the dark, what looks like a
drop down through the cargo hole between decks.
bear claw for a mouth, and six centipede-like legs
Either way, it’s a descent into pure nightmare.
it uses for locomotion or to rise up and attack. They
The hold is flooded waist-deep with viscous black crackle with electricity and are of course coated in
blood, sloshing back and forth as the Multan rocks thick, slimy blood.
10
Three of the deadly horrors lurk in the hold, plus Possibilities: None.
one for every two Possibilities the heroes spent on Special Abilities:
board up till now! • Armor +2: The wyrms are covered in
segmented chiton.
TALAMOUS SCRATCH • Construct: Constructs are immune to poison
and other effects that require breathing, eating,
(CYBERNETIC FLESH GOLEM) or other living processes.
Attributes: Charisma 5, Dexterity 8, Mind 8, Spirit • Cyber Eye: The eye ignores all penalties for
8, Strength 15 darkness.
Skills: Dodge 9, energy weapons 15, find 9, • Electric Mandibles: Strength +3(13), +2 Shock.
intimidation 14, maneuver 9, melee weapons 12, • Mindless: The wyrms obey Scratch’s mental
stealth 8, taunt 13, unarmed combat 12 commands. They’re immune to intimidation
Move: 4; Tough: 19; Shock: —; Wounds: 3 and taunt.
Equipment: Sacrificial dagger (Strength +1/16).
Perks: — Rescue
Possibilities: 3 Should Talamous win, the MV Multan becomes a
Special Abilities: living creature under his control. Scratch himself
• Armor +4: The golem’s flesh is covered with tears through the black heart reborn, restored to
patches of black dermal plates. mortal life though still weakened by his efforts.
• Cloak of Darkness: The golem gains a He commands the ship to grasp any remaining
Toughness bonus equal to the current darkness intruders and hurl them overboard…a task it
penalty. completes with ease. The survivors are eventually
• Construct: Constructs are immune to poison found after many days drifting in the reality storms
and other effects that require breathing, eating, of the Arabian Sea! What horrors might erupt from
or other living processes. these dark waves before their rescue is up to you!
• Cyber Eye: The eye ignores all penalties for If Talamous is defeated, the MV Multan begins to
darkness. fall apart like rotting flesh. It literally dissolves into
• Electric Claw: Strength +4 damage, AP 1. the surrounding sea, leaving a wash of cargo and
The electrical charge causes an additional +2 other detritus. The Storm Knights must hold on for
Shock (+4 Shock with a Good hit, +6 with an a couple hours until Jawad can return to retrieve
Outstanding hit). The claw can also hurl a bolt them.
of electricity at a range of 10 yards (no range
If the helicopter crashed, exactly how they’re
modifiers) and damage 16.
rescued is up to you. Quinn Sebastian himself
• Fear –2: Scratch’s final, combined form is a
might arrive in another helicopter, they might
horrific amalgamation of ghastly cyberware
be picked up by a Pakistani or Indian freighter, a
grafted onto pale flesh.
Victorian gunboat, or wash up on the storm-tossed
• Insidious: When Scratch performs an
shores of a strange and mysterious island where a
Approved Action against a character, randomly
new adventure awaits.
discard a Destiny card from his pool.
• Relentless: The golem ignores Shock damage. Whatever the case, what remains of Talamous
Scratch sinks to the sea floor, never to plague the
DEATH’S HEAD WYRMS world again. At least not this world…
Attributes: Charisma 5, Dexterity 9, Mind 8, Spirit
8, Strength 10
Skills: Dodge 12, find 9, intimidation 10, maneuver
“ORRORSH IS A PLACE WHERE
A MAN CAN GET IMPORTANT
13, stealth 12, taunt 13, unarmed combat 12 THINGS DONE.”
Move: 8; Tough: 12; Shock: –; Wounds: 1
Equipment: - -TALAMOUS SCRATCH
Perks: -
11
COSM: ORRORSH
MISSION BRIEFING
Standard Scene. Rather than their usual briefing
or mandate from the Delphi Council, the Storm
BY STEVE KENSON
Knights start this adventure with a desperate
HARVEST psychic message, sent to them by an Afghani boy
trapped in the nightmare realm of a khapasa, an
agent of the Gaunt Man. Read or paraphrase the
following to the players.
You run. You run for cover from the explosions
roaring all around you, with the distant sound of
gunfire. The air stinks of cordite and hot metal and
blood and the dying rays of the sun paint everything
orange and red. There are shouts and screams in the
distance. Are they calling out to you? You’re not sure.
All that you are sure of is the need to find someplace
safe, if there is one. Bloody and broken corpses lie in
the street, eyes open, fearful, and staring at you in
death.
You run down an alleyway and come up short, for
the way is blocked by a tree growing up out of the
pavement. It is black and skeletal, branches reaching
for the bloody sky like bony fingers, casting long
shadows over the ground. From the top of its trunk, a
figure looks down at you. It is a brown-skinned, black-
haired boy, his limbs sunk into the black bark, as if the
tree has grown over him. His dark eyes are pleading,
desperate.
“Please,” he says to you. “Please, help us.” Then you
wake in a cold sweat.
You can play out this nightmare scene for as long
as you like, even running a full standard scene
combat with some armed attackers or nightmare
creatures. None of it is real, so none of the effects
on the characters matter once they wake up (this
time).
It might be possible for the characters to dismiss
the disturbing nightmare save for a few things:
First, all of the Storm Knights had exactly the
same dream, as they immediately learn if they
12
There’s something in the wood. Something rotten.
13
SCENE ONE: THE nightmares. If the characters question anyone
about the trees, they discover locals have a
SLEEPING SICKNESS difficult time recalling how long the trees have
Standard Scene. Of immediate concern to the been there, or who planted them in the first
characters is a recent wave of a “sleeping sickness” place.
that has struck Kabul and the surrounding area. • One of the victims of the sleeping sickness
Hospitals are filling up with comatose patients is familiar to the characters: A boy in one of
who cannot be awakened, and there are many the hospital wards in Kabul looks like the
more people lying asleep at home, cared for by boy from the nightmare the group shared.
worried family members, who have been asleep Hospital records say his name is Rayi Rehimi.
for days. The sleep of all of the victims seems See Into the Nightmare (page 15) and Rayi’s
restless, and there are reports of many of them description on page 17 for details.
twitching, moaning, or even crying out as if they
You can ask the players for appropriate skill tests,
were dreaming or experiencing a nightmare, but
particularly find, evidence analysis, persuasion, and
even then they cannot be awakened.
streetwise, as they go about their investigations, or
Allow the players to pursue whatever avenues of simply provide the previous information to the
investigation they wish, whether it is interviewing characters with the highest adds in those skills, as
people, talking to medical personnel, asking the information is fairly important for the Storm
to examine medical records of a patient under Knights’ efforts.
hospital care, and so forth. The following things
should become clear as they investigate: EXTENDING THE SCENE
• There is no apparent medical cause for the If you want to extend this scene or add some variety
sleepers’ condition: no signs of any infection to the investigation, you can include one or both of
or foreign body, nor any signs of brain injury. the following optional characters.
Medical science (even of higher Tech axioms
than Core Earth) is baffled. • Dr. Leslie Grace: Dr. Grace is a Victorian
• Some homes are warded by traditional kuchi with an interest in the occult (like many of
and nazar amulets, intended to protect against her people). She has used her medical skills
curses and evil spirits, and those places seem to aid investigations into mysterious ailments
particularly free of any malign influence. and deaths, some of which led to threats
• The sleeping sickness is supernatural in origin. by supernatural creatures. She is primarily
A detect magic spell shows any sleeper is under interested in saving lives and sparing people
some type of curse, and an Outstanding Success pain, and became a missionary to Core Earth to
with the spell gives the caster a glimpse of a offer her assistance. Her efforts in Afghanistan
gaunt, feral creature squatting on the victim’s have met with skepticism from the locals on a
chest before it whirls towards the caster, snarls number of fronts, but Dr. Grace can be a helpful
viciously, and disappears. A similar thing ally for the Storm Knights in pointing out useful
happens if any hero examines the victims using medical and occult information in Kabul.
psionic powers like psychometry or read mind. • Darman Nazari: Darman Nazari is an
• A number of trees in open spaces and along Afghani man who has been taking more and
streets in the city catch the characters’ eye. They more powerful stimulants to avoid sleeping
are black almost as if burned, branches skeletal out of fear of the “sleeping sickness.” After
and bare of leaves regardless of the season, several sleepless days, he is edging over
and look exactly like the tree from the Storm into paranoid psychosis, seeing hints of the
Knights’ shared dream. These are Orrorshan Orrorshan incursion, which is only deepening
nightmare trees, which create a patchy mixed his fear and paranoia. Nazari tries to steal
zone of Core Earth and Orrorsh reality, and drugs from a local hospital or clinic during the
are partially responsible for the plague of Storm Knights’ investigation, and sees anyone
14
who tries to stop him as “agents of the enemy.” equipment or technology, or a spell, miracle, or
The characters may be able to talk him down, power the character doesn’t normally have. The
otherwise they might have to fight him. Nazari Difficulty Number for the test is the effect rating of
has abilities of 7 and no real noteworthy skills, the desired item, such as the damage of a weapon,
but his current state of mind does give him or the requires skill level of a spell, miracle, or
a +3 to willpower when it comes to resisting psionic power. If successful, the character gets to
interactions, and an additional 3 Shock and 1 use that thing as if they possessed it for the duration
Wound (for a total of 10 Shock and 2 Wounds of the scene.
to take him out). Talking to Nazari reveals
that he has seen a goblin-like creature he calls FIGHTING THE KHAPASA
“khapasa” crouching on the chests of victims of
the sleeping sickness, “feeding on their fear.” The khapasa is a powerful horror in the nightmare
realm it has created. It has an effective Strength equal
to its Spirit (11) and Dexterity equal to its Charisma
SCENE TWO: INTO THE (9) along with all of its listed skills and abilities.
The creature usually appears as a goblin-like figure
NIGHTMARE that crouches on victims’ chests, but it can take on
Dramatic Scene. At night after the characters arrive any appearance in the nightmare realm, and will
in Kabul, Rayi reaches out to them telepathically often appear as things the Storm Knights fear in
again. This time, he is able to draw the Storm conjunction with its Fear and Gloater abilities.
Knights into his nightmare with the khapasa, What is worse, the khapasa is essentially
allowing them the opportunity to help the boy invincible within the nightmare it has created: Its
confront the horror and overcome it. This may Relentless ability not only allows it to ignore Shock
happen while the characters are asleep, during a and Fatigue, it also means that being KO’ed by
visit to Rayi at the hospital, or another suitably Wounds only lasts for a round. Then the creature
dramatic time. returns, completely restored. Only by getting the
The characters find themselves together in a war- dreamer to completely reject the fear the khapasa
torn, bleak, nightmare version of Kabul under represents can banish it. So it is only a matter of
a blood-red sky, with the psychic voice of Rayi time before the khapasa wears-down the heroes
calling out to them to find and help him. Once and destroys them. Their only hope is finding and
they arrive, the race is on for the characters to find freeing Rayi and helping him to eject the monster
the boy and free him from the khapasa’s clutches from his dreams.
before the Orrorshan horror can destroy them.
Storm Knights in the khapasa’s nightmare realm FINDING AND FREEING RAYI
have the normal abilities, save that their Toughness While dealing with the khapasa’s attacks, the
is equal to their Spirit and they gain no benefits from Storm Knights have to find Rayi and free him. His
armor. They have dream-analogues of their normal dreaming form is trapped within a representation
weapons and equipment and it all functions as if it of a nightmare tree, and following his psychic
were real. calls and helping to free him is a Dramatic Skill
Resolution with the following steps:
GETTING IMAGINATIVE • Step A: Follow Rayi’s psychic “voice” to
Since the nightmare realm is a place of mind and find him in the confusion of the nightmare.
imagination, reality-rated characters there can This is a Hard (–4) find test. Psionic characters
potentially do amazing things, if they choose may substitute precognition or telepathy while
to imagine—and believe—them. Essentially, a spellcasters can substitute divination.
character can roll a faith or willpower test to summon • Step B: Reach Rayi where he is trapped within
up any effect, item, or ability that is within the a nightmare tree. This is a Hard (–4) find or
axioms of their reality. This may be an item of streetwise, or tracking test. At the Game Master’s
15
option, characters may be able to substitute a is able to succeed on a Challenging (–2) faith or
vehicles skill or apportation, even conjuring up an persuasion test to inspire everyone to overcome
imaginary vehicle or portal to their destination. it.
• Step C: Pull Rayi free of the nightmare tree. • Critical Problem: The nightmare tree not only
This is a Hard (–4) Strength test or a character grabs and pulls Rayi back in, it also seems to
can use faith, willpower, or Spirit, representing pull itself into the earth and disappear, leaving
their inner strength. only the psychic “echo” of the boy’s calls for
• Step D: Give Rayi the hope and personal help sounding somewhere in the distance. The
strength to reject the khapasa’s nightmare, nightmare tree has shifted elsewhere in Rayi’s
breaking the creature’s hold and banishing dreamscape and the Storm Knights have to
it back to the Orrorsh realm—for now. This start looking for him at Step A all over again!
is a Hard (–4) persuasion or faith test. An
Outstanding Success in the battle against the THE KHAPASA
khapasa also counts as success on this Step,
and a Glory result definitely does so. The khapasa is a malevolent spirit that invades
victims’ dreams, turning them into nightmares in
Dilemmas that may occur include the following: order to feed off their fear. It is incorporeal and
• Possible Setback: The Storm Knights exists solely in the spiritual realm of dreams, where
become lost in the maze of streets and alleys it can take on virtually any form or appearance,
of nightmare Kabul, losing sight of Rayi and although it often manifests as a goblin- or hag-
having to regain their bearings, going back like creature sitting on its victim’s chest, causing
to Step A. The nightmare tree grabs Rayi and feelings of paralysis and difficulty breathing. It has
pulls him back in, forcing the characters to start been able to act largely undetected and unopposed
back at Step B. thanks to the spread of the Orrorshan nightmare
• Complication: The khapasa fills the characters trees, working to “soften up” Kabul for the horror
with despair, subtracting 1 from all of their reality and harvesting fear and possibilities for its
further tests, unless one of the Storm Knights master.
Quote: “You should not have come into this
dream, for you can die here—and you will.”
Attributes: Charisma 9, Dexterity —, Mind 7,
Spirit 11, Strength —
Skills: Dodge 14, intimidation 14, reality 14, stealth
12, taunt 13, unarmed combat 13, willpower 14
Move: 11; Tough: 11; Shock: —; Wounds: 4
Equipment: —
Perks: —
Possibilities: 3
Special Abilities:
• Fear: When characters first encounter the
khapasa, they must succeed on a willpower or
Spirit test or be Very Stymied by its fearsome
presence.
• Gloater: Khapasa use fear as a weapon
to undermine the victims’ confidence. Any
time intimidation or taunt are the Approved
Actions, the khapasa may affect all of the
player characters at once without Multi-Target
penalties. If successful, this results in both an
interaction effect and takes a Destiny card at
16
random each player’s hand! Attributes: Charisma 7, Dexterity 6, Mind 6, Spirit
• Incorporeal: A khapasa is a nightmare spirit— 8, Strength 5
it has no physical form or abilities but uses its Skills: Faith (Islam) 9, find 8, telepathy 10,
mental and spiritual abilities in their place in the willpower 10
dream realm. It can perceive the waking world Move: 6; Tough: 5/8*; Shock: 8; Wounds: 3
anywhere near one of its sleeping victims, and Equipment: —
even speak through them like mediums, if it Perks: Overcharge, Psionic
wishes. Supernatural senses may perceive the Possibilities: 3
presence of a khapasa on or near its victims. Special Abilities:
• Nightmare: Khapasa can assume any forms • Psionic: Rayi is a newly awakened telepath
or appearance they wish in the dream realm, with the clarity, mind sense, read mind, and
and have the ability to provoke nightmares telepathy powers.
specifically tailored to their victims. Each *In the nightmare realm.
turn, the khapasa can choose to focus on a
particular victim. When it does so, its form
and the surrounding dream take on elements THE AFTERMATH
of that victim’s fears and the khapasa gains a Stopping the Khapasa and saving its victims is only
+2 bonus to initimidation and taunt tests against a first step in blunting Orrorsh’s eventual offensive
that victim, while they are at –2 on tests against along the Afghan front. The Storm Knights will
the creature’s Fear. want to ensure as many of the nightmare trees in
• Multi-Attack: In the dream realm, khapasa Kabul are uprooted and destroyed as possible,
can attack all of the player characters at once and may be able to encourage and coordinate
without Multi-Target penalties. Such attacks local authorities to do so. Of course, Orrorsh won’t
often appear to involve dream “minions” or necessarily make that easy, and other horrors
other figments, multi-branching strikes, the may be dispatched to interfere with the effort and
creature momentarily duplicating, or the like. protect the realm’s tactical advantage in having a
• Relentless: In the dream realm, khapasa mixed zone over Kabul.
ignore Shock and Fatigue completely. Wounds
can KO them, but only for one round, after
which the creature returns, completely restored.
Only driving them out of a dream can remove
them as a threat.
• Undead: Khapasa are not living creatures, and
are unaffected by spells and powers that affect
the living. They are considered Supernatural
Evil for Perks and powers affecting them.
RAYI RAHIMI
Eleven year-old Rayi Rahimi has never known
a world without war, and senseless violence
haunts his dreams. Before the sleeping sickness,
Rayi was orphaned and alone, but being trapped
in nightmares has awakened his latent telepathic
potential and now Rayi senses he is not alone. He
is reaching out with his mind, calling for help, and
will do what he can to help his rescuers in return.
Quote: “Please help me. I can’t fight the nightmares
alone!”
17
COSM: ORRORSH
THE DOLLHOUSE H
aunted houses—and threats—come in all
sizes. The Storm Knights are called upon
MISSION BRIEFING
Standard Scene. An Alpha Clearance, urgent
missive from Major Alaine Blackmere of Kolkata
asks the Storm Knights to discreetly meet at a
small residence on the outskirts of Kolkata—a Miss
Lavender’s house.
A middle-aged woman in Victorian garb greets
them and welcomes them inside, calling each by
name as they arrive. She introduces herself after
they gather in her parlor, briefly gesturing at a tea
service, saying:
“I know that Storm Knights are a varied lot, and some
of you may scoff at what I’m about to tell you, but please
take it seriously or you may fall prey to a cunning new
agent of the Gaunt Man.
“Within the past week, every card spread I’ve set out
includes The Doll, a card that has symbolic meaning
in fortune-telling. Then, after arriving at Major
Arlington’s house last night for a dinner party, I saw
something that made me understand the card is literal,
not symbolic: his daughter’s dollhouse. And, worse, it
felt wrong somehow. Tainted. I immediately feigned a
nasty headache and left.
“I went to check on them this morning but discovered
Major Arlington, his daughter, and his dinner guests
had disappeared. Among his guests were some Delphi
Council agents I’ve aided with my readings. After I
reported my fears to my friend Major Blackmere, she
set up this meeting.”
18
Time for an unfortunate change in perspective.
What do you think happened to like a soft-spoken and generous person, so it’s odd she’d
everyone? fall under the Gaunt Man’s sway. In fact, I heard she
“I’m not entirely sure, but my sense is it has wanted nothing more than to fight the Gaunt Man.
something to do with that dollhouse. It felt like it had a I believe her father told her to wait a few years before
life of its own. I’m to take you to the house and let you going into training, though.”
in so you can examine the scene of the disappearance
for yourselves. Just be careful.” Can your cards tell us anything
more about this situation?
Do you think anyone specific is Miss Lavender takes out her deck and spreads them
behind the disappearances? face-up on a table in front of the Storm Knights.
“I’m not sure. I’ve known Major Arlington for a long Each one is The Doll.
time, so I doubt he has turned traitor. And given the
dollhouse belongs to his family—his daughter—I’d be “I’m afraid this is where we’re at. Again, please
more inclined to think she has fallen under the Gaunt be careful. Anything that can affect my cards so
Man’s corrupting influence.” dramatically … well, it’s powerful. I wish I could tell
you more about what you plan to face. My only sense
Tell us more about this daughter. of it is this: It may take a miracle to cleanse either the
“Emily turned 18 a few weeks ago, and her family dollhouse or whoever caused it to become tainted. If
held a party for her—I went. She has always seemed it’s Emily, look to help her.”
19
“Oh, dear,” Miss Lavender says as she joins you
outside the house. “I don’t know why that light
CHARACTERS AND is on, and the vegetation here seems, well, thicker
than it was yesterday. I think I’d best just give you
RELIGION the key, compliments of Major Blackmere, and
Because Orrorsh features miracles, religion leave you to it. Emily’s room is on the second floor.
and spirituality may have a stronger role in Miss Lavender hands over the sturdy key and
the game while Storm Knights deal with any gives the place one last look before walking back
of the horrors brought about by the Gaunt to her house. The Storm Knights can begin their
Man. As a result, you may wish to pause before investigation of the area in earnest.
running this adventure and ask your players
some questions. Bear in mind religion and The Garden Path
spirituality can be a sensitive topic, so gauge The dense foliage that makes up the garden smells
your table and players accordingly. acrid. Thorns jut from shrubs, flowers that smell
• What religion, if any, does your character faintly like metal droop down from trees, and
follow? rotting fruit litters the area.
• How does religion impact your character’s The flora, along with its threatening thorns, fills
beliefs? (Even characters who are not most of the yard and is encroaching on the stone
religious or spiritual can be impacted by path that leads up to the front door. Storm Knights
the beliefs and viewpoints of others.) could potentially survey the area, but if they
• As you’ve played your character, have you do, the vegetation provides a minor hazard. A
had cause to change any beliefs they held? Standard (DN 10) Dexterity test avoids the stickers,
If so, how did they change? What would but a failure deals one (Soakable) Wound from
that look like in a realm like Orrorsh? particularly nasty, oversized thorns. Just off the
If the characters going into this adventure have porch, if the characters do explore, is a cloth doll
strong beliefs, make sure to provide avenues pierced on a thorn.
for expressing those as they go. In fact, we A two-inch-tall cloth doll hangs limply from a
recommend you allow the characters to provide thorn longer than it, dripping a viscous fluid. It
a more direct solution to freeing those trapped wears evening finery.
within the dollhouse through use of any rituals This was once Lord Hawthorne, who somehow
or ceremonies that seem appropriate to cleanse jumped from the dollhouse and ended up here.
an item or area, or that could lay a ghost to rest. The moment the doll is touched by a character, it
changes into the full form of the now-dead man.
Searching his body turns up a metal case filled
with calling cards identifying him.
With an eerie silence, the doll morphs into the
SCENE ONE: form of a man in his 40s. Though the thorn that
once impaled him is no longer visible, the wound it
ARLINGTON’S PLACE created left a large hole in his gut. His eyes remain
Standard Scene. Built outside of Jakarta, open, and his face remains fixed in an expression of
Arlington’s bungalow is typical of colonial Victorian both terror and resolution.
architecture, making it somewhat indistinguishable Each house area entry below describes both the
from the others around it. Though dense foliage actual bungalow and the dollhouse version, which
provides privacy to this residence, the front door has morphed itself into a replica of the bungalow.
is clearly lit. A stone path leads to it, bordered by Any details that differ are noted in the entry for the
dark green shrubs with inch-long thorns. dollhouse version of the area.
20
The Foyer
This well-appointed entry room leads into the
rest of the house. A side table with a silver tray
THE GUESTS
holds several calling cards. A stack of invitation The previous night’s guests are business-
responses is next to it. oriented contacts Arlington wished to have
meet each other. Brief biographies below give
The following cards are on the tray: Miss Augustus you an idea of how to roleplay the remaining
Lavender, Lord Reginald Hawthorne, Colonel living ones if encountered:
Indra Patel, Major Forsythia Blackmere, and Major
Obi Musa. The invitations, all positive responses • Colonel Indra Patel works with the
to an RSVP for the get-together the night before, Victorians in the effort to push back the
provide a clue about the attendees: Miss Augustus Gaunt Man. A native to Jakarta, she joined
Lavender, Lord Reginald Hawthorne, Colonel the ranks of their military recently after
Indra Patel, Father Luis Alves-Dias, H. Natanael leading a successful effort to thwart one of
Pekkala, and Ms. Sara Latifi. the Gaunt Man’s plans.
• The Dollhouse Foyer: Nothing of interest is • Father Luis Alves-Dias is a Storm Knight
in the dollhouse foyer. and Delphi Council agent. He was here to
coordinate an effort to find out who was
Major Alfred Arlington, the host of the party, lost leaking Victorian plans to Gaunt Man
his wife before coming here to help against the agents.
Gaunt Man. He brought his daughter with him to
fulfill upon his wife’s last wish, but he can’t keep • H. Natanael Pekkala was a tourist in
regrets, fear, and longing for his dead wife from Jakarta when everything changed. A
his mind. religion historian by trade, Pekkala’s
insights into how to push back against
Miss Emily Arlington, the daughter, wishes to the Gaunt Man’s corruption could prove
follow in her parents’ footsteps to vanquish the invaluable to the Delphi Council and the
Gaunt Man and his forces. She misses her mother Victorians.
dearly and is very aware of her father’s fear for her
safety. She brought the dollhouse with her because • Ms. Sara Latifi can, simply put, perform
it reminds her of the hours she spent playing dolls miracles of cleansing. She is a Storm Knight
with her now-dead mother. and Delphi Council agent who has been
Major Theodora Arlington, deceased, remains a working in the area since her specific
presence of sorts in the lives of both her husband skills became known. Of everyone in this
and daughter. Her body was never found after a mess, she is most likely the one to provide
battle with gospogs, leading to no sense of closure insight into how to free those trapped in the
for those she left behind. The intertwining of her dollhouse.
husband’s and daughter’s strong emotions recently
morphed after a heated argument between those
two, giving life to a twisted shade with her form.
This form attached itself primarily to the dollhouse,
The Parlor
Elegant, if slightly worn, furnishings fill the parlor,
which Theodora built for her daughter years ago.
creating a comfortable seating area.
The Gaunt Man summons the shade now and
again, forcing it to reveal any secrets it has learned. Glasses in various stages of use remain on the
When he learned of the party with its guests, he tables in this area, along with some appetizers.
granted it a strange ability: one that pulls beings These liquids and foods smell rotten already. A
into itself, trapping them in the form of dolls. He page torn from a notebook reads:
plans to have agents collect the house and its newly
entrapped dolls soon enough. May I talk to you alone upstairs?—E
21
• The Dollhouse Parlor: Colonel Indra Patel is The Study
here, stretched out on the sofa and holding her Bookcases line the wall of this room, which is
stomach. dominated by a large desk. Papers are spread out
The Storm Knights can learn the following from on the desk.
her: The papers on the desk are various religious
• After doing her own investigation into ceremonies that Arlington was reviewing, thanks
the source of recent leaks, she believed that to the research of Pekkala.
either Emily or Alfred was leaking sensitive • The Dollhouse Study: Pekkala is sitting at the
information to the Gaunt Man. She had planned desk here, reading through the papers about
to ask Father Luis to speak with her alone after religious ceremonies and muttering.
the gathering. She truly hopes she can find
another answer, though, because she considers He shares the following information if asked:
Arlington to be a good friend.
• She doesn’t know why her stomach hurts, • He knows he’s trapped in a dollhouse because
but it does. She’s tried her medicine, but it only Father Luis told him. He’s trying to figure out
seems to make things worse. which ceremony he should ask Father Luis or
• She doesn’t know that she’s trapped in a Ms. Latifi to perform to help free them from the
dollhouse. place.
22
• He doesn’t remember how he got here, but he • The Dollhouse Kitchen: The cutting board
thinks it happened when he went upstairs for here has every single knife in the kitchen stuck
some reason, and he’s pretty sure it involved a into it.
ghost somehow. When the Storm Knights enter, these knives swirl
• He currently thinks the following will help around and then try to strike them.
free them: a séance in the style of the spiritualists
to gather more information, then either a room- • Kitchen Knife (1 per hero): See below.
by-room blessing of the house in the Catholic
tradition or a Muslim house-cleansing prayer. KITCHEN KNIVES
Attributes: Charisma 4, Dexterity 8, Mind 4, Spirit
The Dining Room 4, Strength 8
A large table stands in the center of this room, Skills: Dodge 10, find 8, intimidation (12), melee
laden with half-eaten food and drink. It smells weapons 10, stealth 8, taunt (9), trick (9)
both delicious and terrible in here. Move: 8; Tough: 8; Shock: 4; Wounds: —
Equipment: —
The food and drink in this room look perfectly
Perks: —
fine, but have an aroma of spoilage.
Possibilities: Never
• The Dollhouse Dining Room: Major Alfred Special Abilities:
Arlington sits at the head of the table here, his • Flight: Move 8 through the air.
head in his hands and his food pushed away. • Stab: Damage Strength +2 (10). Uses melee
The Storm Knights can learn the following from weapons.
him: • Very small: Attacks against the knives suffer
a –6.
• He has seen his wife’s ghost in other parts of
the house, but not here. Yet. The Servant’s Quarters
• He’s not aware that he’s stuck in a dollhouse. If This room is kept neat as a pin. A personal shrine
told he is, he just shakes his head and expresses to Buddha stands next to the bed. Other than an
regret that he and Emily ever came to help. absent servant’s belongings, this room is well-kept
• He’s very afraid for his daughter and is and empty.
currently trying to figure out how to mend a
break that happened on her birthday, when he • The Dollhouse Servant’s Quarters: The
flat-out told her that she could not enlist to help Buddha in the shrine has crumpled to dust.
against the Gaunt Man. He is also trying to
figure out how to send her to safety somewhere. Father Luis’s Guest Room
• Mostly, Major Arlington seems wrapped up This nicely appointed room is decorated in shades
in his fears for his daughter, grief at the loss of of ivy green with touches of gilt. An open suitcase
his wife, and anger at himself for ruining his sits on the bed.
relationship with his daughter. Those emotions Father Luis was to stay in this room the evening
are feeding on him currently, making it hard of the party. If the Storm Knights poke through
for him to focus on anything. his belongings, they find his vestments with some
• If asked about servants, he says he gave the options for lay clothes to blend into Jakarta better.
staff the night off. • The Dollhouse Father Luis’s Guest Room:
Father Luis is flipping through his Holy Bible
The Kitchen here, along with a well-worn leather-bound
The kitchen is strangely pristine, as if whoever book with no title.
cooked the food did so beforehand and then The Storm Knights can learn the following from
cleaned up entirely before serving it. him:
23
• He had hoped to work with Arlington to Emily in it. Joy and love surround the three, lending
learn where leaks of sensitive information were a sense of peace and comfort to the room.
coming from and put a stop to them. Nothing else of note is in the room.
• He is very aware that he is trapped in a
dollhouse; he is looking at how to free them • The Dollhouse Master Bedroom: The
right now. He has an idea that perhaps painting above the fireplace has a haggard and
cleansing the house would work. fearful Alfred in it. Theodora is completely
• He briefly spoke with Major Arlington earlier missing, and Emily stares blankly out from the
and was disquieted to learn that the major canvas, her eyes completely white.
thinks he sees his dead wife’s ghost. He’s not
quite sure what to do if a corrupted ghost is Emily’s Room: The Dollhouse
involved—Orrorsh is a recent assignment and Entrance
he is new to the Delphi Council, so he’s still Bright reds and rich mahogany wood should
getting a sense of what works and what doesn’t make this bedroom a vibrant and warm space, but
here. instead disquiet reigns. Emily stands in front of an
• Emily seems to be caught in a trance of some empty table, staring down at it with white-cowled
sort, sitting in front of the dollhouse and unable eyes. A pencil is in her left hand, and a large pad of
to be roused, so he’s worried about that, too. paper rests under it.
By opening the door, the Storm Knights are
transferred inside the dollhouse, where they can
Latifi’s Guest Room begin to interact with its trapped inhabitants and
Hues of soft blue contrast with dark woods in this work to free them. If they begin by trying to talk to
guest bedroom. A suitcase stands in the corner. Emily, she remains silent. She’ll instead write out
Sara Latifi already put away her clothing upon her answer. Before they start interacting with her,
arrival, so it’s either tucked away neatly in drawers the only words on it, written multiple times and in
or hanging in the wardrobe. multiple sizes, are these:
The Dollhouse Latifi’s Guest Room: Sara is Cleanse or banish? Banish or cleanse?
performing the salat when the Storm Knights come
If interacted with in any way, Emily’s only written
across her.
response is this:
If they ask her questions, they can learn the
Please free us.
following:
• She’s aware that she’s trapped in a dollhouse.
She can almost sense the boundaries of it—and SCENE TWO: CLEANSE
they are somehow growing, she thinks.
• She’s familiar with working miracles and was OR BANISH?
about to perform a cleansing of the house to Dramatic Scene. In the end, any action the Storm
see if that works, then suggests Father Luis do Knights take to learn more from the ghost (if they
the same. She’s glad of any assistance that the do a séance with Pakkola’s help) or cleanse the
Storm Knights can provide, though, because place (with either Father Luis’s or Sara’s help)
she senses she’ll need all the help she can get. provokes the shade of Theodora.
• She has seen a woman’s ghost wandering the
house, touching things. She’s very afraid of it.
DEFEATING THE SHADE
Though originally formed from the strange mix
Master Bedroom of heightened emotions provided by both Alfred
Grays and black mix together in this room, creating and Emily, this shade started taking on the form
a serene bedroom. An oil portrait hangs over the of Theodora, hoping to use that identity to further
fireplace with the two majors and a much younger influence the two into greater heights of emotion,
24
which lends it power. Any of the following ideas Magic, miracles, and psionic powers affect
work to weaken or defeat the shade, causing ethereal beings normally.
its ability to entrap people as dolls within it to • Fear: Upon first seeing a shade a hero must
immediately end. Additionally, any player-driven test willpower or Spirit or become Very Stymied.
ideas could also free everyone. • Undead: Shades are immune to effects that
• Outright fight the shade in combat. This could require breathing, eating, or other “living“
be a longer combat than the other options as processes.
the shade moves from one room to the next and
recoups resources momentarily.
• Cleanse the house using the NPCs while the
THE AFTERMATH
Storm Knights keep the shade from interfering After the Storm Knights break the shade’s
with the cleansers. Upon completion of the entrapment ability, they all show up in the real
cleansing, the shade’s ability to trap anyone house in whatever room they’d been within. None
vanishes, thereby freeing everyone. (A combat of the strange decay has taken root as when they
could ensue after this to utterly destroy the first investigated the area—only normal spoilage.
shade.) All sense of unease has vanished.
• Banish the shade using a ritual or ceremony, The dollhouse still exists, but it now looks like the
such as an exorcism miracle. Any Storm Knights house they all stand within, including the furniture.
not immediately involved in the banishment One doll remains within it—it resembles Theodora.
would need to keep the shade contained Emily snatches it up and hugs it to her chest. That’s
somehow. when everyone hears a woman’s voice and feels a
• Distract the shade via séance while others warm and joyful presence:
purify the house room by room. Please, Alfred. Emily. Fight the Gaunt Man together.
You’re stronger together. People need your skills …
and your love. And let me go. My time is done.
THEODORA’S SHADE
The presence departs.
Attributes: Charisma 8, Dexterity 8, Mind 6, Spirit
12, Strength 8 At this point, while Alfred and Emily process what
Skills: Dodge 10, find 8, intimidation 12, maneuver just happened, Sara thanks the Storm Knights for
9, melee weapons 10, missile weapons 10, reality their help. The others also add their thanks, with
14, stealth 12, taunt 9, trick 9, unarmed combat 10 Sara stating:
Move: 8; Tough: 8; Shock: 12; Wounds: 3 “We have worked several miracles here today, I think.
Equipment: — Not only are we freed from the Gaunt Man’s agent, but
Perks: Vengeful I think a family has grown closer and started healing
Possibilities: 2 from a terrible grief, yes? And there is power—and
Special Abilities: hope—in that.”
• Cloak of Darkness: Shades gain a bonus
to Toughness equal to the current Darkness
penalty.
• Disturbance: A shade can hurl objects within
a Large Blast. This is an unarmed combat attack
that deals Strength +1 (9) damage. If unattended
“IT TURNS OUT DOLLS ARE
weapons are within the disturbance their EVEN CREEPIER WHEN YOU
properties apply to the damage as well. ARE ONE.”
• Ethereal: A shade may move through walls
and solid objects, and is immune to physical -AIDAN MCALLISTER
attacks unless the weapon is magical or has a
property that allows it to affect ethereal beings.
25
COSM: ORRORSH
A
SANCTUARY
spiritual community has cut itself off from
BY RHIANNON LOUVE
the outside world, and Storm Knights
are being asked to break through the
community’s wards to rescue anyone trapped
inside. However, if they assume this tale to be as
simple as it appears, they might encounter the
IN PERIL
truest horrors Orrorsh has to offer.
This request comes from trusted Victorian allies,
who are concerned for the safety of some of their
own agents. They describe a dangerous cult that
has been gaining popularity at a Core Earth soft
point, and they express fear that this cult seeks to
destabilize the zone, and to ultimately occupy it
for the Gaunt Man’s sake. The Storm Knights are
being asked to prevent the cult’s nefarious plans.
MISSION BRIEFING
The request for this assignment comes from the
local commanding officer of Victorian forces.
Sir David Truhart (see page 32) has long been
seen as a hero of the Victorians’ conflicts with the
Gaunt Man’s monsters. Son of an English knighted
veteran and an Indian mother, he has also had
greater success than average at reaching out to rural
and Core Earth people in resistance organization
efforts, showing a talent for gaining trust in even
these frightening times. Having quickly followed
in his father’s footsteps to earn a knighthood at a
young age, Sir David has been the commanding
officer in the rural northern Odisha area for nearly
a year. He is friendly and helpful toward the Storm
Knights assigned here.
Sir David explains the situation to the team who
has come to aid him:
A spiritual leader, long believed to be a bastion
of stability at this Core Earth soft point, began
exhibiting uncharacteristic and misanthropic
behavior. Soon after, she and her followers closed
themselves in behind the walls of the soft point’s
26
The Victorians have great strength, but have also been exposed to great corruption.
central structure, in an ancient monastery. They chosen this self-isolation of their own free will, and
have since cut off all communication with the that the others are being forced into slave labor to
outside world. After repeated refusals of contact maintain the monastery-cum-fortress.
with Victorian forces, an attempt was made to If the players draw him into conversation, Sir
rescue any community members who might be David might also admit that his own headquarters
imprisoned within, but said efforts were rebuffed are currently understaffed, in part because half the
by what seemed to be a magical barrier. Victorian staff is inside the monastery.
miracle-worker priests have attempted to take the
barrier down, but to no avail. The Storm Knights The leader of the monastery is Sri Anisha Devi (see
are being asked to lend their aid to the next assault. page 32). From an excellent drawing provided by
the Victorians, she looks plumpish and motherly,
The monastery in question is called the with a compassionate gaze. They have no photos of
Vishvadhaya Sanctuary, a large and self-sufficient her. Sir David and explains that she has changed so
complex, with its own plentiful well and extensive much in temperament and bearing that one would
farm within its outer walls. It could house up to no longer recognize her from this drawing.
500 people indefinitely, and is believed to currently
contain just under that number, plenty to both till If able to catch any of the characters privately, a
the fields and maintain the defenses. Sir David shy and nervous member of Sir David’s Victorian
confides to the Storm Knights a fear that only staff (Mary) tells the team she finds Sir David’s
the leader and her local military supporters have claims very difficult to believe. “Mama Devi”, as
27
she was often nicknamed, was so kind and pure- soldiers and officers. In general, both Mama
hearted, and so even-tempered in all things that, Devi and Sir David are respected as individuals,
“If even she has fallen to the Gaunt Man’s evil,” the but this conflict between them is having a severe
woman asserts, “then none of us are safe. None of destabilizing effect on local resistance efforts.
us are strong enough.”
The more time the characters spend with the local
populace, the more annoyed and impatient the
SCENE ONE: Victorians become. They believe this is an urgent
concern and innocent townspeople’s lives are at
PREPARATION stake within the monastery. If the group is inclined
Standard Scene. Unless they prefer otherwise, the to ignore these warnings and continue to question
group is asked to take point on formation of the the populace, they might discover “The Truth”
plan to enter the monastery. It should be assumed (see Complications) through diplomacy with local
the Victorians can provide personnel to cover any people, possibly avoiding much bloodshed.
weaknesses in the party’s capabilities, albeit at
a lesser level of competence than a Storm Knight MONASTERY OVERVIEW
might have available. The outer monastery wall encompasses nearly 600
The Victorians seem eager to be agreeable and acres of advanced permaculture technologies, built
to work with the Storm Knights come what may, into and alongside farm facilities that have existed
especially Sir David. They do advise a nighttime on this land for hundreds of years (at least). Its
operation, for the reasons described in Scene Two: food production includes mature orchards, pasture
Executing the Plan. for two dairy cows, and free range egg-laying
If the characters attempt to gather information facilities for over a hundred chickens, alongside
from non-Victorian locals, they will find the state-of-the-art hydroponic vegetable farms and
populace to be reticent and suspicious of them. waste reclamation processors. The residents eat
The Victorians would discourage any heroic a mostly-vegan and all-vegetarian diet, and have
efforts to win the locals over, advising this would been food, water, and financially self-sufficient for
only frighten them more and drive them further generations out of mind. Not long before the Gaunt
away. If the group persists anyway, they will find Man’s invasion, the farm was also updated to
the Victorians are incorrect, and it’s really just the include self-sufficient electricity in key systems as
Victorians the locals don’t trust. Some of these well, which continues to function in the Core Earth
villagers actually appreciate the Delphi Council’s soft point that the ancient monastery’s spiritual
efforts to reach out. history provides.
If the characters win any local people’s trust, they Life within the monastery is simple and
agree with Mary that corruption of Sri Anisha Devi demanding, with few luxuries of any kind, but a
is difficult to believe and very discouraging. Several siege of the place could take years before forces
suggest corruption among the Victorians seems inside the walls would be weakened. The amount
more likely. These people are under a great deal of information depends on the different avenues
of stress, terrified for their own safety and that of the team explores and the overall time and effort
their loved ones, and many are survivors of recent put into investigation—GM’s call.
trauma in the surrounding region. Some are quite Basic information: The most vulnerable section
odd in bearing or manner, or horribly disfigured. of the Vishvadhaya Sanctuary is the orchard.
None of them act very normal, but under the Even without the supernatural ward keeping out
circumstances, what more could one expect? intruders, the main monastery could be defended
Their testimonies run the gamut as public by very few people for a long time, due to its ancient,
testimony is wont to do, including both tales of gross close design. The pasture and farm areas have high
misconduct by members of Mama Devi’s guard visibility and little cover, so a handful of guards
forces, and tales of gross misconduct by Victorian could defend them a long time as well. It is the vast
28
food orchard making up most of the monastery’s continuation of resistance efforts for this entire
lands that is the hardest part to defend, and would region. Therefore, the least destructive possible
be easily infiltrated if the ward fell. Even if civilian means of entry is called for, in hope that both the
guards are used, residents simply don’t have the soft-point-generating historical structure and the
personnel to cover every possible pathway through food supply from this farm can be preserved.
these trees. Advanced information: If players manage
On the other hand, visibility will be poor under to acquire advanced-level information during
the trees—to some extent even in broad daylight, this planning phase, they are very likely to
due to the cover provided by tree-trunks and low stumble across “The Truth,” as described in the
branches. For this reason, traps and pitfalls erected Complications. In addition, it can be discovered
throughout the orchard could become a major that, in fact, the supply of food from this monastery
threat during entry. to the surrounding community has not ceased
Of course, all preparation must revolve around during the cult’s so-called isolation. The local
finding a way to bring down the mystical ward, people are still eating just as well as they were
which supplements the monastery walls. before the wards went up, and there is no other
plausible source for the particular fresh supplies
Intermediate information: It is unknown what that can be found in local pantries. More important
Core Earth weaponry the monastery soldiers may still, there is no sign of corruption, disease, or
possess, or to what extent it will retain its function, toxicity in the food in question. Whatever is going
here in the soft point. If all of the soldiers’ Core on inside that monastery, hungry people outside it
Earth weaponry is functional, it is likely that 30 are still being fed wholesome food from its stores.
or more assault rifles of unknown ammunition
supplies, and any number of grenades and mines Looking into its history, the Vishvadhaya
may be in play, in addition to the cult’s mystical Sanctuary has a long tradition of quietly supporting
abilities. various resistance efforts over the course of its
centuries of operation. As such, its structure and
However, it is well documented that in the outer walls may contain any number of secret doors
Gaunt Man’s territory, modern weaponry does and passageways—means of smuggling supplies
not function. As such, for all the threat it would out to allies. This means at least one person among
pose, the use of modern weaponry on the part of the local populace must have, at minimum, some
the monastery residents could well be a positive means of communicating with those inside. Find
sign, that the soft point remains strong, and that a that person and whole new avenues open up.
majority of cultists are merely radicalized, rather
than supernaturally corrupted. Key Monastery Figures
Also of interest is the nature of the monastery’s Sri Anisha Devi: She was a local spiritual leader
outer ward. It is consistent with miraculous long before the Gaunt Man’s arrival in India. Her
defensive wards of many major religions, and in primary mission was to provide food for the poor,
itself gives no overt sign of corruption. It causes and while small-scale and hardly famous, she was
no harm to innocents, merely passively repelling well respected in her local community. Since the
entry. world’s terrifying transformation, she has learned
This, too, could be a sign that corruption of the to work objectively undeniable miracles, primarily
residents is incomplete, and that negotiation and as a healer, with some defensive and support
rescue may still be possible, as well as the full abilities as well. She exhibits no outward signs of
prevention of damage to this obviously-vital corruption.
food source for local resistance operations (the Major Ankit Choudhury: Formerly of the Indian
monastery self-supports monetarily by producing army, he leads the monastery guard. He is a decent
far more food than it needs, after all). officer in most regards, but is very much out of his
Indeed, defense of this soft point and its orchards depth in Orrorsh. Having survived the Night of
from the Gaunt Man’s corruption is vital to the Screams and succeeding terrors by luck as much
29
as skill, he has brought the tattered remains of his monastery’s rep on the outside. Naik is equivalent
unit to the Core Earth soft point of the Vishvadhaya to a corporal. She is a woman of few words, calm
Sanctuary and devoted himself to its defense— and practical, and difficult to fool. She dresses in
mostly because that gives him an excuse to take typical local garb, not a uniform.
orders from Mama Devi, and to never leave the
shelter of the soft point. That said, it isn’t as if his
chosen mission is in any way a bad one, and he’s SCENE TWO: EXECUTING
a pretty decent guy. His unit is fond of him. His
abilities are typical of a Core Earth officer, but THE PLAN
somewhat more advanced, due to his extensive Dramatic Scene. The group can choose to fight or
combat experience since his reality fell apart. talk their way into the monastery in any number of
ways, and the Victorians play like they are in full
Other soldiers and minor miracle-workers will
support no matter what the Storm Knights decide.
also guard the monastery, under the instructions
They will, however, urge strongly that the plan
of these two.
take place at night. They feel that cover of darkness
Via either persistent diplomacy or skillful will be vital to the rescue of captives, and that the
espionage, the Storm Knights might also discover corrupted and uncorrupted will be easier to tell
that Naik Shailaja Das (see page 33) is the apart at night as well. If asked about the dangers of
30
Orrorsh at night, they are sure this will be kept to a having been told that the Storm Knights have
minimum, due to the soft point. already fallen to corruption and joined the enemy.
The three main methods of entry would be: If the Storm Knights choose to help the Victorians
• Diplomatic: talking the monastery residents to destroy the “corrupted” orchard, they will
into letting down the wards to allow for become partially responsible for the impending
negotiation. While communication is possible starvation of hundreds and the likely loss of a vital
through the barrier, the residents are cagey and Core Earth soft point to the Gaunt Man’s forces
everyone needs to shout. It’s hardly a peaceful within a year (possibly leading to more adventures
round-table. as they attempt to clean up their mess).
31
of Orrorsh and its tactics, it’s looking very likely that Sir David’s Forces
David has made horrifying deals with evil forces • Sr David Truhart: See below.
and is probably working toward the destruction of • Victorian Soldiers (40): See page 80.
this soft point (or at least its food supply). Many • Sacellum Priests (5): See page 33.
of those in his command are probably innocent (or • Ravagons (2): See page 79.
well-intentioned at worst), but David Truhart and
perhaps a few of his closest advisors have likely Mama Devi’s Forces
become quite evil. They are extremely dangerous. • Mama Devi: See below.
And, in fact, upon full investigation, there • Major Choudhury: See page 33.
doesn’t seem to be a lot wrong with the monastery • Naik Das: See page 33.
residents. Not with Mama Devi or the food supply • Core Earth Soldiers (30): See page 33.
at any rate. Orrorsh is full of corruption so it’s • Werewolves (5): See page 80. If lycanthropes
perfectly plausible that at least a few within the appear, they fight against Sir David’s forces but
monastery are slipping toward evil and horror, are not welcomed by Mama Devi.
but the bad guys are not the ones in charge—not
within the monastery walls. It seems likely that
they withdrew behind their barriers not because THREATS AND ALLIES
they were corrupted but because they suspected
and feared corruption among the Victorians. SIR DAVID TRUHART
Attributes: Charisma 10, Dexterity 8, Mind 8,
Spirit 10, Strength 10
Reinforcements Skills: Alteration 14, beast riding 9, dodge 12, find
Unless the final conflict takes place during the day
10, fire combat 14, intimidation 12, maneuver
(which the Victorians discourage, as stated under
10, melee weapons 14, persuasion 14, stealth 10,
“Executing the Plan”), near the end of the fight, just
survival 10, taunt 14, unarmed combat 12
as one side begins to lose, terrible reinforcements
Move: 8; Tough: 10; Shock: 10; Wounds: 3
arrive.
Equipment: Saber (Strength +2/12), Webley Pistol
If the monastery residents are losing, one of the (Damage 14, Range 10/25/40)
background Indian soldiers will, after taking Perks: Bolster, Diabolist, Medal (Possibility Wars
an apparently deadly wound, turn out to have Campaign Medal), Rally, Spellcaster (diminish,
succumbed to lycanthropy. Rising as a werewolf, enhance, fear)Whirlwind
he will proceed to wreak havoc on anyone he can Possibilities: 5
reach, more or less protecting the monastery, but Special Abilities:
to some extent by accident of placement. (GMs • Gloater: When taunt or intimidation are
should feel free to add more werewolves or a Approved Actions, the villain may affect the
more powerful werewolf as needed to present an entire party without a Multi-Target penalty.
adventure-appropriate challenge). Regardless of Affected heroes lose a random card from their
how the battle goes from that point, the werewolf hand.
(or wolves) will need to be dealt with.
If, on the other hand, the Victorians are losing, SRI ANISHA “MAMA” DEVI
Sir David will finally reveal his true colors and Attributes: Charisma 10, Dexterity 8, Mind 10,
(perhaps with help from a close advisor or two) Spirit 11, Strength 6
summon one or more Ravagons to battle on the Skills: Dodge 9, faith 14, find 11, fire combat 10,
side of destroying the orchard and soft point. first aid 10, intimidation 12, maneuver 9, melee
Once this occurs, many uncorrupted Victorians weapons 9, persuasion 9, stealth 10, taunt 11,
may surrender to Indian forces or switch sides in trick 10, unarmed combat 9, willpower 11
horror, but the Ravagons and Sir David must still Move: 8; Tough: 6; Shock: 11; Wounds: 3
be dealt with. Equipment: —
32
Perks: Bolster, Miracles (bless, healing) CORE EARTH SOLDIERS
Possibilities: 3
Attributes: Charisma 6, Dexterity 8, Mind 7, Spirit
Special Abilities:
8, Strength 8
• Minions: Mama Devi may transfer any hit
Skills: Dodge 10, find 8, fire combat 10, first aid 8,
to a true believer within a few meters if she
heavy weapons 9, intimidation 9, land vehicles 9,
succeeds at a reality test.
maneuver 9, melee weapons 9, stealth 9, unarmed
MAJOR ANKIT CHOUDHURY combat 9
Move: 8; Tough: 12 (4); Shock: 8; Wounds: —
Attributes: Charisma 8, Dexterity 8, Mind 8, Spirit Equipment: Ballistic vest (Armor +4), M4 assault
9, Strength 8 rifle (Damage 13, Short Burst, Range 50/100/200).
Skills: Dodge 10, find 9, fire combat 12, first aid 9, Perks: Double Tap
heavy weapons 10, intimidation 12, land vehicles Possibilities: Rare (2)
9, maneuver 9, melee weapons 10, persuasion 11, Special Abilities: —
stealth 9, unarmed combat 9
Move: 8; Tough: 12 (4); Shock: 9; Wounds: 3 SACELLUM PRIESTS
Equipment: Ballistic vest (+4), Glock 9mm
Attributes: Charisma 9, Dexterity 7, Mind 7, Spirit
(Damage 13, Range 10/25/40)
9, Strength 7
Perks: Double Tap, Rally
Skills: Beast riding 8, faith 12, find 8, first aid 8,
Possibilities: 3
intimidation 11, scholar 9, taunt 10, willpower 12
Special Abilities: —
Move: 7; Tough: 7; Shock: 9; Wounds: —
NAIK SHAILAJA DAS Equipment: Crucifix, Sacellum Bible
Perks: Miracles (banish, fear of god, plague of
Attributes: Charisma 7, Dexterity 8, Mind 8, Spirit locusts, presence of god, repel, ward enemy),
9, Strength 8 Puritan
Skills: Dodge 10, find 9, fire combat 10, first aid 9, Possibilities: Rare (2)
heavy weapons 9, intimidation 10, land vehicles Special Abilities:
9, maneuver 9, melee weapons 9, persuasion 9, • Gloater: When taunt or intimidation are
stealth 9, unarmed combat 9 Approved Actions, the villain may affect the
Move: 8; Tough: 12 (4); Shock: 9; Wounds: 1 entire party without a Multi-Target penalty.
Equipment: Webley Pistol (Damage 14, Range Affected heroes lose a random card from their
10/25/40) hand.
Perks: Double Tap
Possibilities: None
Special Abilities: —
33
COSM: ORRORSH
T
his adventure is meant for mid- to high-level
LEGENDS OF
Alpha characters but will lend itself well to
BY ADAM THOMPSON
Beta characters. GM’s should remember to
make appropriate adjustments to threats to include
reality ratings and number of threats appropriate
to the party size and skill level. Remember this is
set in a Victorian-like setting and you would not
THE SEA
want Stoker or Verne’s characters to have a harder
time than your players.
While not required for enjoyment a good mix of
skills to include water vehicles could be useful for
the Storm Knights to have.
MISSION BRIEFING
The storm knights are assembled for a briefing with
Spartan Division and US Navy Special Operations.
“Good morning, I’m Commander Marsden. We
have been receiving reports from the coast of India
that merchant shipping is being targeted by someone
or something. Large amounts of tonnage have been
sunk. Whatever is responsible it’s harming civilians
and could represent a clear and present danger to our
surface craft as well. We want you to investigate, and
deal with the threat at your own discretion. Seamen
around Chennai may have witnessed something.
Another potential lead is an eccentric Victorian named
Peter Arrington. He’s planning an expedition himself
and reached out for support.”
The Storm Knights are provided with clothing
appropriate to Orrorsh to blend in with the local
surroundings. On request each character receives
a Delphi council survival kit. The group is also
issued one backpack-sized inflatable raft. One
storm knight is given an old signal device to signal
a friendly ship for pick up at the conclusion of the
mission.
The US Navy drops the characters with a small
boat in the Bay of Bengal, near the Indian port of
Chennai.
34
The Malkavon is a terror of the seas.
SCENE ONE: ARRIVAL destroying the ships that leave the port of Chennai
and that a whaler named the Essex has gone out
Standard Scene. When you arrive in Chennai in search of the offending creature—but has not
you find the once bustling capital of information been heard from since. An Outstanding Success
technology is worn and weary. The ports are still reveals a Professor Peter Arrington has been asking
busy with fishermen and ships moving cargo questions about the incidents. Rumor is he’s quite
along the coast and to Sri Lanka as the roads have wealthy, and several men are plotting to either
deteriorated with the axiom shift—or worse been trick him out of money or outright rob him if they
destroyed by the never-ending nightmares that can catch him alone.
have befallen India. The docks seem different, even
Direct questions result in no additional information
for those familiar with the realm. The people on the
but do draw attention. If the Storm Knights are
docks fear something, but not something usually
noticed by patrons in the bar a group of suspicious
found in Orrorsh. As night falls you notice activity
looking fellows follows out when they leave.
picking up at the dockside taverns.
• Rough Sailors (2 per Storm Knight): See page
If the players go to a tavern, after a time there
41. These men aren’t interested in killing
have them roll a streetwise check. On a success they
the Storm Knights but won’t hesitate to take
overhear that sailors have been disappearing, on a
valuable items from them if they get a chance.
Good Success they are told a whale or narwhal is
35
SCENE TWO: THE reliable vessel. I will cover any costs. I’d go looking
myself but recently the docks have become rather
ESTEEMED PROFESSOR untrustworthy for Conseil and myself.”
Standard Scene. Within a day of investigating the
Storm Knights team receive a handwritten letter,
Official Interest
Upon leaving the Professor’s house a Challenging
either at breakfast if they eat at the hotel or as they
(DN 12) find test to notice the group is being
walk out of the door.
followed. If confronted they turn out to be Chennai
“I am of the understanding you are seeking police. If not they follow the group back to their
information on the mysterious creature, believed to be safehouse or hotel and then announce themselves.
a large whale, that is sinking ships. I would like to meet These are Victorian officers working the same case,
with you to discuss. Please attend me for luncheon at and they suspect Arrington is somehow involved
1pm. Directions enclosed. and the Storm Knights are his minions.
Professor Peter Arrington The police attempt to question the players about
their interest in the sea monster and everything
The envelope contains directions to the house and they know about Arrington. Resistance triggers
a well-drawn map of the area. an attempt to take the Storm Knights into custody.
The professor’s home is in an upper-class area A standard persuasion test calms things down and
of Chennai. Upon arrival you notice the well- prevents arrest. A Good Success gains a lead on the
manicured garden and meticulously kept outdoors. Antelope as a candidate ship—after all the police
You are met at the door by a man who introduces want this issue resolved too! An Outstanding result
himself as Conseil, the Professor’s manservant. builds enough trust that they don’t try to place a
Conseil shows you to the dining room and invites man aboard the ship themselves.
you to take a seat, stating the professor will be If the players are taken into custody, they are
along shortly. questioned about their knowledge of the monster
The dining room holds several carvings of sea destroying the ships. With a streetwise roll they can
creatures and various paintings, giving you a clue talk themselves out of the situation, at least enough
to the professor’s primary studies. to be released that night. Failure results in an
accusation that they are in league with the Gaunt
A man walks in and ask you to take your seats, as
Man, and some kind of jailbreak becomes in order.
he sits, he says “Welcome, I’m Professor Arrington.
I appreciate you taking the time to join me.” • Victorian Soldiers (2 per Storm Knight): See
page 80.
Conseil walks in and starts serving the meal, and
• Victorian Sergeant (1): See page 41.
Arrington continues:
36
“I’m not sure if the Captain would be keen on five Rounds it destroys the Antelope and then
passengers” he says “but I’m sure he will at least withdraws leaving the players adrift.
discuss it with you” In the likely event the Storm Knights find
Captain Barret is an older man. Obviously themselves without a vessel, a Very Hard (DN 16)
grizzled enough to be an experienced sea captain. survival test using Strength as a base instead of Mind
Negotiations to convince him to go looking for the keeps the Storm Knight conscious and clinging to
creature require a Hard (DN 14) persuasion test. On wreckage until rescue comes, see The Mysterious
a failure he still takes the mission, but his price is Captain. On a failure the character is KO’ed and
beyond Arrington’s means to cover alone and the suffers a Wound in the cold and dangerous waters
operatives must trade some fancy gear or promise of the Indian Ocean.
favors to seal the deal. If the heroes manage to defeat the creature before
The Antelope is powered by a combination of sail it wrecks the Antelope it would seem the threat to
and steam. Its wooden decks look like they have seen maritime vessels is ended—and indeed attacks are
better days. “Is this all you could find? And at that reduced dramatically for months afterward. There
price?” Professor Arrington ask disappointedly. may be other such creatures or strange vessels in
A man you recognize as Rogers, the ship’s mate, the dark waters around Orrorsh, but that becomes
offers to show you to your quarters. a tale for another time when the group is cast adrift.
Once underway, the waters are choppy and From the Antelope they can signal for extraction
uncomfortable. The Storm Knights must test to and meet the Perth (see Aftermath on page 40) for
avoid becoming sea sick. Use water vehicles skill debriefing and celebration.
adds but based on Strength instead of Mind for this
purpose. Failure means Fatigue that isn’t recovered
until the character rests on dry land! SCENE FOUR: THE
A few days into the journey read the following
aloud:
MYSTERIOUS CAPTAIN
Dramatic Scene. If the Antelope was destroyed
The salty smell of the sea air fills your nostrils and,
this scene begins with the strange circumstances
in the distance, you see the red and blue lightning that
of the Storm Knight’s rescue. Anyone conscious
signifies a reality storm. As the sun starts to slip out
sees what looks like a pair of luminous green eyes
of the sky you each find yourselves wondering if the
approaching in the dark water below. A massive
Gaunt Man has taken control of the sea creatures as
shape rises up in the water around them and a
well as those on land, and how a boat full of Core Earth
sudden electric shock KO’s anyone who was still
Ords, even a combat vessel, has survived all this time
awake. When everyone regains consciousness all
in the new and horrific reality that has been imposed
Shock (including Fatigue loss from being sea sick)
on them.
is recovered, but Wounds still remain. Read the
You are below deck following afternoon tea and hear following aloud:
activity on the deck. “Professor! Professor!” A sailor’s
You awake to find yourselves in a room with a bed
voice yells. You go above and see massive waves on the
in each corner, a shaving basin on a vanity and small
sea and the ship’s company moving to battle stations.
tables by the bed. You are dressed in your underclothes
At that moment you feel the Antelope rock and see
and see your clothes by a stove in the room. The doors
what appears to be a giant squid. “I told you it was
to each of your rooms open to a small central room.
a sea monster!” Arrington exclaims. The squid is
The central room has chairs and a table, as well as two
black as night and a feeling of foreboding comes over
doors, one at each end of the room.
you, the presence is pure evil, an evil only felt in the
presence of servants of the Gaunt Man. One door is the head shared by the 4 cabins and the
other is the exit.
The appearance of the Malkavon strikes fear into
the ordinary crew—they are of no help against A knock at the door precedes a swarthy but well-
this beast. If the creature isn’t driven off within dressed man walking into the room. “Call me Ikesh!”
37
he begins “The Captain insisted we pull you out of • He uses his resources and his ship to battle
the sea. How are you finding your accommodations? the servants of the Gaunt Man at sea. His men
Good I hope.” are like-minded, and all have lost family to the
Ikesh will answer basic questions then excuses horrors of Orrorsh.
himself. He does not name the ship they are on If the Storm Knights are rude or threaten Dakkar,
nor the Captain—that is for the man himself to his ship, or his crew, he curtly dismisses them and
share. He assures the group they are not prisoners, orders his men to set cut the ruffians loose on a
but are currently confined until the Captain has lifeboat. (He is no monster, after all.) The group
time to interview them and determine if they are is missing their weapons and armor, but may still
threats to the ship or not. This vessel witnessed the overpower the Captain and his crew—at which
destruction of the Antelope from afar, and rescued time the Malkavon returns for a second attack.
the Storm Knights after investigating the wreckage.
The only other survivor they managed to pick up Otherwise he invites the Storm Knights to explore
was Professor Arrington, whom the Captain is the ship and speak to his crew. He won’t invite
speaking with right now. anyone to join unless—like everyone else aboard—
all their loved ones were lost to Orrorsh’s monsters.
As he is leaving, he says “If you are hungry, the He is also reluctant to join the Delphi Council,
guard will show you to the galley. The Captain will trusting only his own men and his own genius.
be along to meet you shortly.” The players are not With enough persuasion he may eventually agree
followed by the guards beyond showing them to to a tentative alliance.
the galley.
As the guests explore the Nautilus they find it as
Upon entering the galley the Storm Knights find an impressive as the Antelope was sketchy. All the signs
athletic Indian man dressed in finery and wearing are written in Hindi—the language or Linguist Perk
a turban. He puts down his tea and introduces identifies the script and reads the signs, otherwise
himself. the crew are happy to translate.
“I am Rajesh Dakkar, the Captain of the Nautilus. Each of the compartments is well equipped.
You did not look well when we found you. I trust you The library is well stocked on many subjects and
find yourself in better health now?” the laboratory seems capable of conducting any
Dakkar is formal and polite, and answers most experiment up through Tech 23 science. The lab
questions evasively unless treated with similar contains preserved specimens or components from
decorum. A careful discussion with the Captain many of Orrorsh’s most notorious monsters.
may yield the following tidbits of information: The crew themselves are quiet and courteous.
• Dakkar was originally from Gaea, but he is They are especially deferential to anyone who
no Victorian. His nation, and his family with has the Wealth Perk or some signs of aristocracy
it, was destroyed by the Gaunt Man long ago. about them. They answer basic questions about
• It’s no secret he was very rich, and managed the vessel, the Captain, or Ikesh in halting English.
to bring several treasures here to Core Earth. Most are expatriates from Gaea like Dakkar, but
These funded the creation of the vessel. Only Ikesh himself is a newer arrival who was allowed
the most astute and persuasive Storm Knights to join the Nautilus because his story was exactly
may discover he was a prince of the nameless, the same as theirs.
lost nation he refuses to name.
• Dakkar was a Storm Knight, but transformed
after his arrival here and now lives under Core LEAVING THE NAUTILUS
Earth axioms. He was something of an inventor Whether on friendly terms or not, eventually the
before, and feels even more so now. time comes where the Storm Knights must leave
• His Nautilus is indeed inspired by the the Nautilus. If Captain Dakkar has taken a shine
writings of Jules Verne. He finds the Captain to the heroes he offers to put them off on a lifeboat
Nemo described by the book a kindred spirit. close enough for their flare to be seen by a Delphi
38
Council ship. He won’t get too close—even if he
trusts the group he doesn’t yet trust anyone else.
ETERNITY SHARD:
If diplomacy failed and the crew forces the group
into a lifeboat they are far out at sea with no idea HAEANA RATI
where to find help or land. If they battled the crew Cosm: Orrosh
and defeat seems inevitable Dakkar or one of his Possibilities: 10
crew skuttle the ship, which still forces the heroes Tapping Difficulty: 18 (Favored if the user has
to race for the lifeboat unless they wish to join the adds in water vehicles)
Captain in his watery grave. Damage: Strength + 4
Before they go Dakkar (or Ikesh if Dakkar isn’t Description: A handheld whaling harpoon
friendly with the party) offers a parting gift: an that is incredibly well made. It looks like a
Eternity Shard! The shard is an old hand-thrown Maori design, with engravings offset in red
harpoon known only as the Haeana Rāti (see the and blue.
sidebar below). Powers: When used as a weapon against a Very
Large (or bigger) foe it deals +1BD damage.
“Take this. They say it kills monsters, your hands
A user may Tap the harpoon to spend a
may make use of it sooner than ours would.”
Possibility and add another +1BD to damage
Professor Arrington asks to stay with the Nautilus against such a creature. When thrown, the
regardless of the circumstances of departure. He’s harpoon always returns to the user’s hand.
become enamored with the vessel and Dakkar Restrictions: Possibilities may only be spent
himself, and believe he has the qualifications on missile weapons and water vehicles.
necessary to permanently join the crew. It’s up to
the Storm Knights if they choose to dissuade him
or leave him be.
In truth, even if the Storm Knights made a good significantly this attack probably occurs during the
impression Dakkar has an ulterior motive for day, while the Antelope was sunk at night within
dropping them off. He too hunts the Malkavon, the protection of the creature’s Cloak of Darkness.
and it’s learned to keep quite a distance from the The attack of the Nautilus occupies much of its
Nautilus. A lifeboat however could draw it into an attention and prevents it from devouring the
attack, which in turn allows Dakkar to strike at the lifeboat all at once, but it still attacks the occupants
beast before it devours the bait—hopefully. with two tentacles each round.
The heroes can stand and fight, or attempt to
WE NEED A BIGGER BOAT flee towards the Perth and relative safety. The
latter is a Chase using water vehicles against a
After an hour at sea you hear across your emergency DN 12. The Malkavon itself may roll to gain Steps
radio in a thick Australian accent: independently of the actions of its tentacles, and if
“Storm Knights….this is HMAS Perth; we saw your it completes Step D it devours the lifeboat! If the
signal, help is on the way.” Storm Knights complete Step D the Perth grows
close enough to land a barrage of missiles into the
The voice gives you a bearing to head along to beast and finish it off for good.
move out of Orrorsh waters so the Ord ship can If the group chooses to stand and fight instead
recover the lifeboat without risk of transformation. the battle automatically ends if they survive five
The boat moves along the course the sea starts rounds as Nautilus finally manages a full speed
to get rough without a storm in sight, and then a ram to the creature and activates its electrical
massive tentacle then breaks the surface. It’s the defenses. Both the submarine and the shrieking
Malkavon back for more! creature disappear under the waves, leaving the
The creature retains any Wounds dealt in the Storm Knights clear to reach the Perth with a very
previous scene, but has recovered all Shock. Most wild tale.
39
AFTERMATH Equipment: Harpoon (Strength +2/12)
Perks: Mastery (Water Vehicles)
Once you are aboard the Perth transports you Possibilities: 3
to the Delphi Council operations base at Diego Special Abilities: —
Garcia. The council representatives listen with
interest to tales of the Malkavon, Captain Dakkar, MALKAVON
and the Nautilus. They gasp in horror and disbelief
Resembling a giant squid, these are the kings of the
after learning that the Gaunt Man controls what is
deep and the maritime servants of the Gaunt Man.
under the ocean as well as what is on land.
They target large objects and animals for the sole
purpose of keeping the denizens of Orrosh afraid
THREATS AND ALLIES of deep water.
Attributes: Charisma: 4 Dexterity: 12 Mind: 6
Spirit: 18 Strength: 18
PROFESSOR ARRINGTON
Move: —; Tough: 20(2); Shock: 18; Wounds: 5
Attributes: Charisma: 9 Dexterity: 9 Mind: 11 Perks: Vengeful
Spirit: 7 Strength: 6 Possibilities: 5
Skills: Dodge 10, find 12, fire combat 10, land Skills: Reality 20, Unarmed Combat 16
vehicles 10, language (Hindi) 12, reality 8, scholar Special Abilities:
20, science 16, water vehicles 10. • Armor: +2 thick, blubbery skin.
Move: 9; Tough: 6; Shock: 7; Wounds: 3 • Cloak of Darkness: The Malkavon gains
Perks: Mastery (Scholar), Linguist a bonus to Toughness equal to the current
Possibilities: 2 Darkness penalty., and it normally attacks at
Special Abilities: — night.
• Dread: All scenes when this creature is
CAPTAIN RAJESH DAKKAR present become dramatic.
Attributes: Charisma: 8 Dexterity: 9 Mind: 10 • Fear –4: Very little is more terrifying than the
Spirit: 10 Strength: 8 sight of this creature rising above the waves to
Skills: Dodge 12, faith 11, find 11, fire combat 12, pull a ship down under. Test willpower or Spirit
land vehicles 10, language (Hindi) 15, language with a –4 penalty or become Very Stymied.
(English) 14, melee weapons 12, persuasion 12 • Mindless: The Malkavon is immune to
reality 15, scholar 15, science 14, unarmed combat intimidate, taunt, and telepathy.
13, water vehicles 19 • Swim: Speed 14 in the water.
Move: 9; Tough: 8; Shock: 10; Wounds: 4 • Tentacles: The beast has no fewer than 10
Perks: Axiom Increase (Tech 24), Wealthy, thrashing tentacles, although two are much
Followers (Nautilus Crewmembers), Natural larger than the others. Usually the majority of
Leader, Linguist, Mastery (Water Vehicles) these appendages grapple a ship or threaten
Possibilities: 5 crewmen, while one tentacle per two Storm
Special Abilities: Knights is free to attack the heroes. The tentacles
• Minions: The captain may transfer any hit to operate independently without Multi-Action
a lackey within a few meters if he succeeds at a penalties for one another.
reality test. • Very Large: The Malkavon is over 50 meters
long when stretched out—larger than most
IKESH Victorian frigates! Attacks against it gain +4 to
Attributes: Charisma: 6 Dexterity: 9 Mind: 7 Spirit: hit.
9 Strength: 10
Skills: Fire combat 11, melee weapons 11, missile NAUTILUS CREWMEMBER
weapons 12, reality 11, water vehicles 16 Captain Dakkar’s men hail from many nations, and
Move: 9; Tough:10; Shock: 9; Wounds: 3 all owe the captain their lives.
40
Attributes: Charisma 6, Dexterity 9, Mind 7, Spirit Equipment: Club (Strength +2/10), Webley Pistol
6, Strength 9 (Damage 14, Range 10/25/40)
Skills: Dodge 10, find 8, fire combat 12, heavy Perks: Endurance, Vengeful
weapons 11, melee weapons 11, streetwise 8, Possibilities: Rare (2)
water vehicles 12 Special Abilities:
Move: 9; Toughness: 9; Shock: 8; Wounds: —
Perks: Endurance
Possibilities: None VEHICLES
Equipment: Harpoon (Strength +2/11)
Special Abilities: — THE NAUTILUS
ROUGH SAILORS This advanced submarine is technically only Tech
18, but verges on Weird Science in places. Its most
These tough customers spend their time between important feature in the dark waters of Orrorsh
voyages in seedy bars, drinking and fighting to are the powerful lamps which illuminate the water
pass the time. around it with an eerie glow.
Attributes: Charisma 6, Dexterity 9, Mind 7, Spirit Speed: 40 kph (10); Tough: 30 (6); Wounds: 4
6, Strength 9 • Armament: Torpedoes (Damage 20, AP
Skills: Dodge 10, find 8, fire combat 12, melee 6 Range 100/250/500), Ram Plate (–1/+1 BD
weapons 11, streetwise 8, unarmed combat 11, collision damage).
water vehicles 12 • Library: The Nautilus has a well-equipped
Move: 9; Toughness: 9; Shock: 8; Wounds: — library and laboratory. Science and scholar
Equipment: Brass knuckles (Strength +1/10) rolls are Favored using the vessels facilities.
Perks: Endurance • Navigation Equipment: Water vehicles tests
Possibilities: None are Favored.
Special Abilities: — • Sick Bay: First aid and medicine tests are
Favored.
VICTORIAN SERGEANT • Fast: Speed grants a +2 bonus to complete
Attributes: Charisma: 8 Dexterity: 8 Mind: 7 Spirit: steps in a Chase or a −2 penalty to be hit.
8 Strength: 8 • Very Large: Attacks against the vehicle gain a
Skills: Beast riding 10, dodge 11, faith 9, find 9, fire +4 bonus due to its size.
combat 11, intimidation 10, maneuver 9, melee • Maneuverability: −4 penalty to water vehicles
weapons 10, stealth 10, survival 9 for defenses or chases.
Move: 8; Tough: 8; Shock: 10; Wounds: 1 • Passengers: 28.
41
COSM: ORRORSH
KNIGHT TERRORS
LOCATION: CHOUDDAGRAM,
BANGLADESH
A
Storm Knight has fallen into a deep slumber
while on assignment in Orrorsh. The Storm
Knights are sent by the Delphi Council to
BY JOHN WATSON find a way to wake him. There, they discover he is
in the grasp of a supernatural horror—the Bobaay
Dhora—that will not allow him to wake. They must
enter the Storm Knight’s nightmare to save him.
MISSION BRIEFING
Standard Scene. While within the cosm of Orrorsh,
the Storm Knights are approached by a skeletal
looking woman of Indian descent who speaks in
a monotone voice. The woman confirms she is a
representative of the Delphi council. She informs
the Storm Knights she has mission details from the
Delphi Council.
“One of your fellow Storm Knights, Johnathan
Strong, is in grave danger. After he went silent, the
Delphi Council was able to track Johnathan down to
his last known location, in Chouddagram, Bangladesh.
He was discovered in the local hospital under their
care. It was thought he was in a coma, but upon further
investigation something much more horrifying has
happened. Johnathan is trapped in a nightmare from
which he cannot awaken.
“A creature, known as the Bobaay Dhora, has
Johnathan in its grasp. The Bobaay Dhora will
kill him if he is not saved soon. You are to go to the
hospital in Chouddagram and meet with an Occultist
named Madam Raman. She will help you in saving
Johnathan Strong from his nightmare.”
After she finishes her brief monologue, the ill
and emotionless looking woman leaves without
saying a word. If the Storm Knights have more
questions for her, she ignores them and continues
to walk away. If the Storm Knights pursue, she
turns down a corner just before they can reach her.
When the Storm Knights round the same corner,
the mysterious messenger is nowhere to be found.
42
Orrorsh contains threats to the mind and the soul as well as dangers to the body.
SCENE ONE: OCCULT of Gaea and while not a member of the Delphi
Council, is one of their allies. She is soft spoken and
KNOWLEDGE direct.
Standard Scene. The Storm Knights are a short The Occultist will stand and greet the Storm
journey away from Chouddagram. As they arrive in Knights returning gestures of proper etiquette in
town, there are ominous looking clouds overhead kind. After introductions are made, she takes the
and it is drizzling. The hospital is clearly visible Storm Knights to where Johnathan Strong is being
off the side of the main road. There is a strong cared for and informs them about what she knows.
breeze that has a bitter chill to it. Things appear Read or paraphrase the following to the Storm
to be dreary in Chouddagram. The Storm Knights Knights.
can easily find Madam Raman after entering the Madam Raman leads you into a room where
hospital. a dark-skinned man lays in a hospital bed. He is
Madam Raman is a sharply dressed Indian woman of athletic build with short dark hair. His brow is
in her mid-30s. She is wearing a fashionable dark furrowed, and his eyes rapidly move under the
grey dress with a high neck. It has unique looking closed lids. His body occasionally moves as if he is
designs. These designs are protective spells that struggling against something.
Madam Raman has woven into her dress to shield “As you can see, Mr. Strong is in turmoil.”, Madam
her from the creatures of Orrorsh. She is a native Raman says as she motions to the sleeping Storm
43
Knight. “Though Mr. Strong is powerful, the Bobaay Knights begin to grow very drowsy and drift off
Dhora is winning. It is only a matter of time before to sleep. Just before sleep takes them, they hear a
it extinguishes his light.” The Occultist produces a final warning from Madam Raman, “Be on your
pipe as she says this and lights some strange smelling guard, brave knights. Nightmares are devious and
herbs, takes a long draw, and exhales the smoke just dangerous things.”
above Johnathan Strong’s body. The smoke outlines
something hovering just above Johnathan. The creature
is humanoid with long hair, large eyes, and sharp MADAM RAMAN
talons. It has a wicked-fanged smile and reaches down Attributes: Charisma 8, Dexterity 7, Mind 10,
to scratch at the Storm Knights face. Johnathan’s cheek Spirit 9, Strength 6
turns as the smoky figure touches it, just before the Skills: Alteration 11, Divination 13, Evidence
form fades away. “The creature is here and draining Analysis 11, Find 11, Land Vehicles 8, Medicine
Mr. Strong’s life force. He does not have much time 12, Melee Weapons 8, Reality 11, Scholar 12, Trick
and there is only one way to save him. You must enter 11, Willpower 10
his nightmare and banish the creature.” Move: 7; Toughness: 6; Shock: 9; Wounds: 3
Madam Raman explains the Bobaay Dhora is a Equipment: Ceremonial Dagger Damage Strength
creature that feeds off nightmares. It is attracted +1 (7), small; Mystical Herbs
to those who have experienced horrible things in Perks: Occultist, Spellcaster (gain alarm, protective
life and waits until they sleep to feed. It draws out circle, and scry)
the death of the victim as it slowly drains their Possibilities: 3
life force. She knows a ritual that will allow the Special Abilities: None
Storm Knights to travel into Johnathan Strong’s
nightmare. There, they can face the Bobaay Dhora,
banish it, and free the dying Storm Knight. SCENE TWO: WHAT
During this preparation period, allow the Storm DREAMS MAY COME
Knights to test scholar to call upon any information
about the Bobaay Dhora. On a Standard Success Standard Scene. The Storm Knights enter fellow
the Storm Knight can confirm what Madam Raman Storm Knight Johnathan Strong’s nightmare to free
has explained about the creature. On a Good him from the clutches of the dark creature which
Success, the Storm Knight comes up with a way to has him trapped there. Upon arriving, the Bobaay
make a charm to help protect him from the Bobaay Dhora immediately senses the presence of the other
Dhora’s influence (granting a +2 on their test in the Storm Knights and manifests some of their own
nightmare during scene two). On an Outstanding nightmares. The Storm Knights must face their
Success, the Storm Knight is further able to stretch nightmares before moving onto free Johnathan
his resources to make a second charm for another Strong.
Storm Knight. As the Storm Knights enter the nightmare, read or
Before the Storm Knights agree to go through paraphrase the following aloud.
with the ritual, Madam Raman warns them they The familiar sensation of falling asleep takes over. At
will likely face shades of their own nightmares first, all is black as you rest. Then, you hear something
within the nightmare she is sending them into. in the distance, a scratching noise. Your fellow Storm
They will be in the Bobaay Dhora’s realm where Knights take form in the darkness around you. Seeing
it has extreme power. If possible, it will turn them one another, you recall what you are doing and your
against each other. It is a master of fear, illusion, goal—you have entered the nightmare of Johnathan
and suffering. Strong and must rescue him from the Bobaay Dhora.
Once the Storm Knights are ready, Madam The distance scratching sound grows closer. As it
Raman has them all drink a foul-tasting tea and does, shapes begin to form in the darkness!
then place their hands on the distressed body of The Bobaay Dhora uses its power to attempt
Johnathan Strong. A few minutes later, the Storm to sink its talons into each of the Storm Knights
44
as they enter the nightmare. Ask each player to • Madness (ex. being driven crazy, sub
describe his or her character’s worst nightmare. coming to mental illness, etc.): A familiar
The Game Master should decide which attribute darkness creeps into the Storm Knight’s brain
the Storm Knight must test to face his or her fear. as he faces an emotionally traumatic experience
Using this information, consult the below chart for such as being driven mad by the sight of a
ideas of what sort of nightmare the Bobaay Dhora horrible creature or having an extreme mental
sends to confront each individual Storm Knight. breakdown. The Storm Knight must make a
If a Storm Knight fails, they immediately take 2 Challenging (DN 12) Spirit test.
Shock as they currently battle through their own • Ostracized (ex. banished, facing prejudice,
personal nightmare. Each round, a Storm Knight and being an outcast): An entire community
who failed to fight their way out of their nightmare or more intimate group such as loved ones
must make the same test, but at a –2 penalty. On turn against the Storm Knight and cast her out,
failure, 2 more Shock is taken. If a Storm Knight due to some falsely cast judgment. The Storm
passes out due to Shock, she awakens from the Knight must make a Challenging (DN 12)
nightmare back inside of the hospital leaving her Charisma test.
fellow Storm Knights to face the Bobaay Dhora
without her. While they are in their own personal
nightmare, the Storm Knights may not use Destiny
cards on other characters, have Destiny cards used
THE STORM KNIGHTS’
on them by other characters, nor trade cards. NIGHTMARES
Once a Storm Knight breaks free of his or her own The Game Master should tweak the above
nightmare, she immediately moves on to the next guidelines as best as possible to fit each Storm
scene to face the Bobaay Dhora. Knight’s fear. If a skill test would be more
appropriate (example: The Storm Knight has a
EXAMPLE FEARS deep fear of being unable to save a life so she
must make a first aid test to save one of her dear
• Deprived of sustenance (ex. Asphyxiation,
friends) increase the difficulty of skill tests to
dehydration, and starvation): The Storm
Hard (DN 14) to keep the challenge at the same
Knight must face a nightmare of losing a
level. The Bobaay Dhora is a powerful creature
resource his body needs – being strangled by a
and they are in its realm, after all.
powerful foe, running out of water in a desert,
or feeling the gut wrenching pains caused by Each Storm Knight faces his fear individually
not eating for days. The Storm Knight must without the help of the characters. Storms
make a Challenging (DN 12) Strength test. Knights appear alone during this brief
encounter (though it may seem longer as time
• Extreme bodily harm (ex. falling, vehicular
flows differently in the Bobaay Dhora’s realm).
crash, and all other tragic accidents.): The
If the Storm Knight passes the respective test,
Storm Knight experiences the nightmare of
he overcomes the nightmare without any
dying by a horrible accident or occurrence such
consequences.
as falling off a cliff or being hit by a train. The
Storm Knight must make a Challenging (DN If the Storm Knight fails the test, the worst
12) Dexterity test. possible outcome happens in the nightmare
which could be the Storm Knights. However,
• Lack of knowledge (ex. forgetting crucial
just like the Storm Knights who passed the test,
details, not knowing something, etc.): The
he is reunited with his companions immediately
Storm Knight is thrust into a situation where
after and unscathed, though he has the feeling
a lack of knowledge or mental hesitation is
he is being watched by something. Unknown
detrimental to his survival. The Storm Knight
to the Storm Knight, he has been marked by the
must make a Challenging (DN 12) Mind test or
Bobaay Dhora.
fail in this task.
45
SCENE THREE: KNIGHT’S Knights. From the shadows, the Bobaay Dhora
also influences the combat, but it does not directly
NIGHTMARE attack the Storm Knights.
Dramatic Scene: After facing their own fears, the At the start of each round of combat, special
Storm Knights must rescue Johnathan Strong from attention must be made to the Dramatic Skill
his nightmare. They will need to defeat the Bobaay Resolution on the Drama Card. If any Dilemmas are
Dhora, in its own realm—not an easy task to listed on the Dramatic Skill Resolution of the Drama
accomplish. The Bobaay Dhora will use the Storm Card another loud cannon blast can be heard and
Knights’ fears against them. Strong, in his confused Johnathan Strong, completely submerged in his
state, may even attack his rescuers. nightmare, attacks the Storm Knights that round,
As the Storm Knights’ individual nightmares convinced they intend him harm. Otherwise,
disperse, read or paraphrase the following aloud. Strong stands terrified, shifting between his current
state and his childhood form each round taking no
The nightmares fade and you once again stand in a action. The candle burns slightly brighter when
vast blackness. The pitch-black shifts to lighter shades this happens and the shadows around the Storm
and grays until your surroundings change into a dull- Knights dance even more. Have each of the Storm
looking Victorian style room. A lone candle flickers on Knights make an Easy (DN 8) find test. If they
the far side, sitting atop a table. The light it casts only succeed, they catch a brief image of the Bobaay
illuminates some of the room in a light gray. The scene Dhora.
is completely void of colors. Not far from the table with
the candle stands the Storm Knight you have been It is an extremely skinny naked humanoid
seeking, Johnathan Strong. He has a terrified look on creature. It has long claw-like fingers that flick
his face and his eyes are fixed on a lean man wearing back and forth, manipulating the shadows and the
a deep black trench coat. The man has thin dark hair, nightmare creature. It has thick black hair and large
is clean shaven, and has a crazed looking smile on his owl-like eyes that are almost completely white with
face. His eyes are impossibly wide with the whites a small black iris in the middle of each. It has a mad
clearly visible. He brandishes a large knife with a black grin on its face as it glances at the Storm Knights
substance dripping from it. He holds the blade in an before quickly fading back into the shadows of the
underhanded grip. Strong begins backing away from nightmare.
him.
The silence of the scene is broken by a loud “boom”
NIGHTMARE CREATURE
from somewhere beyond the room. The noise startles The nightmare creature is a servant of the Bobaay
you and makes your ears hurt. Strong jumps at this Dhora. It takes on whatever form the nightmare
sound, and in that instance a boy is now standing in eater wishes. In this case, it has taken the form
the place of Strong. The boy shares similar features of a terrifying memory from Johnathan Strong’s
(though younger) with your fellow Storm Knight. The childhood on Gaea, a knife wielding maniac who
madman with the knife seems unmoved by the loud found young Johnathan Strong, alone at this
noise. He creeps closer to the child as forms dance families estate, during a battle between the Gaunt
around in the candlelight at the edge of the darkness. Mans forces and the Victorians. The madman
The madman raises his knife and attacks young nearly killed him. Johnathan Strong still bears
Johnathan Strong. the scars, both emotional and physical, from this
encounter. Each nightmare creature is different. It
Immediately have all the Storm Knights make a
takes on the characteristics of the nightmare of its
Standard (DN 10) willpower test to see if they are
target.
shocked by the extremely loud cannon fire beyond
the room and borders of the nightmare. Any Attributes: Charisma 7, Dexterity 10, Mind 6,
who fail are Stymied as combat starts. Initiative Spirit 10, Strength 8
begins as the nightmare creature (in the guise Skills: Dodge 12, Find 8, Intimidation 13, Maneuver
of the madman) attacks Strong and the Storm 11, *Melee Weapons 13, Stealth 13, Taunt 9, Trick
46
(10), Unarmed Combat 12, Willpower 13 Move: 9; Toughness: 7 (9); Shock: 9; Wounds: 3
Move: 10; Toughness: 8; Shock: 10; Wounds: 4 Equipment: Multi-Crossbow (damage 13, range
Equipment: Bloody Knife Damage Strength+2 (10, 10/25/40, ammo 3, reload); Dagger (damage
AP 2) Strength +1/8); Chain Mail Vest (+2 Armor, Torso)
Perks: Demoniacal Frenzy and Whirlwind Perks: Medals (Possibility War Campaign Medal)
Possibilities: 3 and Trademark Weapon (Multi-Crossbow)
Special Abilities: Possibilities: 3
• Creature of Fear: Being an embodiment of Special Abilities: None
fear, the nightmare creature is immune to all
effects that would frighten it and intimidation.
• Nightmare Stare: All those who engage AFTERMATH
(melee range) with the nightmare creature Once the nightmare creature is defeated, its
are drawn to its eyes. Terrifying images of form becomes an inky darkness that is absorbed
their worst nightmares dance within. Storm by the shadows just outside of the candlelight.
Knights must test willpower or become Very Johnathan Strong stands cowering near the table,
Vulnerable as they tremble with fear of their changing once more from man to child and back
worst nightmare. again. Behind him, the form of the Bobaay Dhora
• Weapon of Dread: The Nightmare creature flashes and then fades away. He looks around as
wields whatever weapon the Bobaay Dhora if regaining awareness and the nightmare slowly
directs it to. If it is something that terrifies its fades.
target. The nightmare creature always has 3 The Storm Knights awaken inside the hospital,
adds in the skill used to wield that weapon. sitting around the resting body of Johnathan
This nightmare creature is skilled with melee Strong, who is now awake and with Madam
weapons and wields the bloody knife. The Raman standing watch over them. None of the
damage and AP are always the same. Storm Knights have physical wounds, but they
still do feel aches and pains from the fight with the
JOHNATHAN STRONG nightmare creature. Johnathan Strong is thankful
Johnathan Strong is a native of Gaea who has to his saviors and explains the final nightmare they
fought against the Gaunt Man since he was faced. He swears to help them however he can and
young. Ironically, the form the nightmare creature declares “I owe you a life debt” in a serious tone.
has taken is the man who caused Strong to have Madam Raman goes to each Storm Knight and
his Moment of Crisis that transformed him into looks them over. If any of them failed the battle
a Storm Knight. Even this transformation was with their personal nightmare, she briefly frowns
somewhat tainted and the Bobaay Dhora has used while looking them over. After she inspects the
this against Strong. entire group, she asks those who failed in the
Strong is an athletic man in his early 30s. He has confrontations with their nightmares to speak with
dark black skin, marked by scars—a large one on her in private. Once alone, she explains that the
the inside of his left forearm, four on his chest and Bobaay Dhora has marked them. It will, eventually,
an exceptionally sinister looking one on the right come for them in their dreams. They must be
side of his neck. All appear to be from a blade. He prepared to face it. She does not know when, but
consistently has a stern look on his face and has a the Bobaay Dhora is a cunning creature, and it will
profoundly serious nature. wait until they are at their most vulnerable moment
Attributes: Charisma 6, Dexterity 9, Mind 9, Spirit before it feeds on their nightmares. Stopping and
9, Strength 7 truly defeating it is an epic undertaking and an
Skills: Beast riding 10, dodge 12, find 10, fire adventure in and of itself.
combat 10, first aid 10, intimidation 10, melee
weapons 10, missile weapons 12, reality 10,
scholar 10, trick 11
47
COSM: ORRORSH
DARK HARVEST
P
eople go missing all the time. When dozens
BY BILL SLAVICSEK of people disappear from the streets of Jaipur
in northwestern India in a single evening,
however, a concerned Victorian reaches out to the
Delphi Council for assistance. Usually reluctant
to send Storm Knight teams into the depths of
Orrorsh, the Council nevertheless determines that
all signs indicate something terrible and dangerous
is brewing in the Gaunt Man’s dark realm. The
Council dispatches a team to Jaipur with orders to
learn the fate of the missing people—by any means
necessary.
The missing people have been captured and
transported to the isolated Ladakh region in
northern India. Here, on the border of Tibet, Abdul
al-Sural, the Spirit Caller, works to perfect a new
type of gospog, grown from living humans instead
of fields of corpses! The Spirit Caller believes these
new gospog will be stronger and more powerful
than those grown in the traditional fashion. The
Storm Knights must investigate the disappearances,
find the Spirit Caller’s hidden gospog farm, save
the unwilling gospog seed hosts, and stop this dark
harvest before it blossoms.
MISSION BRIEFING
The Storm Knights receive orders to go to Jaipur,
India, in the heart of Orrorsh, to investigate the
disappearances of scores of city residents. The
communique reads as follows:
48
Gospog are often full of unpleasant surprises. Not even hardened heroes grow comfortable battling them.
49
clammy and moist, and visibility drops to barely a
few feet. Suddenly you see glowing shapes in the mist,
“ETERNAL DAMNATION IS darting in all directions. Indistinct at first, the shapes
MAN’S NATURAL STATE.” take on human form as they fly toward you and the
others caught in the fog. These spirit forms surround
-THE SPIRIT CALLER
a woman near you. She screams as the spectral hands
take hold and whisk her away. Before you can react,
seems troubled, and the Storm Knights soon learn the spirit forms are all around you. Cold, incorporeal
why: Sir Reginald disappeared two nights ago hands grasp you. Then you are moving through the
during the last series of abductions. “He was trying mist as if through a long tunnel, very fast. Then
to discover who is taking the people of Jaipur and everything goes black.
he never returned,” she explains. “I fear he has If all of the Storm Knights allowed themselves
succumbed to the same fate as the rest of these to be abducted, they fall unconscious as the spirit
poor souls.” forms steal them away. Go to “The Silo” on page
The Storm Knights can ask her to tell them about 53.
what’s been happening here. She explains it started If one or more of the Storm Knights remains
twelve days ago. Every other night, a strange mist behind to track their abducted companions, go to
or fog rolled in. When it cleared, people were “Approaching the Farm” on page 51.
missing. Five occurrences so far, with more than
one hundred people missing. If it continues as it OTHER METHODS
has, tonight another group of people will disappear
when the fog rolls in. She shows them a map of the This approach to tracking the abducted people of
city, indicating where each set of disappearances Jaipur assumes the Storm Knights are observing
took place. The pattern is clear to see. She believes events from a distance and have some plan on how
the next abductees will be taken from the Vaishali to follow one or more of the abductees. Read:
Nagar neighborhood, about seven kilometers due From your location, you can see the width and breadth
west of the hotel. of the Vaishali Nagar neighborhood. Despite recent
Lt. Brooks can offer advice, information about the events, a good-sized crowd of locals moves to and fro,
area, and rooms at the hotel, but other than that, going about their business on this pleasant evening.
her options are limited. Her commanding officer After full darkness sets in, a light fog begins to rise
has disappeared, and she doesn’t have more than from the sidewalks. It billows and spreads, growing
a handful of Brigadoons in the vicinity. They were thicker with every passing second. It appears clammy
here on an exploratory mission when the current and moist, and visibility drops to barely a few feet.
events began to unfold. Suddenly you see glowing shapes in the mist, darting
in all directions. Indistinct at first, the shapes take on
human form as they fly toward the people caught in
THE ABDUCTION the fog. These spirit forms surround a man you can
If the Storm Knights decide to go along with the barely make out in the growing cloud. He screams as
suggestion that they get themselves abducted in the spectral hands take hold and whisk him away.
order to find the missing citizen, use this scene. The Storm Knights can use various techniques
Adjust the narrative accordingly, as this assumes to follow their intended target, though anything
that one or more of the Storm Knights offer with a tech rating higher than 18 can cause a
themselves up as bait. Read: contradiction and malfunction. Magic and more
You wander the streets of Vaishali Nagar, mingling mundane tactics have a greater chance of success in
with the locals who go about their business despite the areas where the reality of Orrorsh has taken hold.
danger. After full darkness sets in, a light fog begins Still, let any reasonable plan succeed so the Storm
to rise from the sidewalks. It billows and spreads, Knights can track the abductees to Abdul al-Sural’s
growing thicker with every passing second. It feels “farm” in Leh.
50
SCENE TWO: LEH house, a barn, a silo, and four plots of land for
crops, divided into rectangles delineated by wire
Standard Scene. Whether the Storm Knights follow fencing. Each location and what can occur there is
their abducted teammates or locals captured by described below.
the strange, spirit-filled mist, the trail leads them
Note that after transporting the abductees from
north to the Ladakh Region and a farm outside the
tonight’s raid to the farm using his ability to control
town of Leh. If the Storm Knights decide to explore
and manipulate spirits, Abdul al-Sural heads
the town before checking out the farm, they find
into the nearby mountains to rest and recover his
an old settlement expanded by newer construction
strength. For this reason, he’s not around when
and surrounded by mountains. When they arrive,
the Storm Knights begin their assault on the farm.
they encounter a town gripped by fear. Something
Instead, he returns to deal with them later in the
strange and terrible is going on at the farm in a
adventure.
valley to the west and north of the town. Most of
the locals don’t want to discuss the topic and are
wary of strangers. Good persuasion checks can get The Ranch House
a few locals to open up and share the following This old ranch house serves as Abdul al-Sural’s
rumors: base of operations and the living quarters for his
guards and laborers. He has six laborers to tend to
the gospog fields. These men and women are ords
Persuasion DN 12
without any combat experience. They flee and hide
“Someone bought the old, abandoned farm in the
at the first sign of trouble. The eight guards, on the
valley north and west of the town.”
other hand, are outfitted with serious weapons and
“They brought their own workers and rarely come to engage hostiles without hesitation.
Leh for supplies.”
Four guards perform constant patrols around the
“We do not talk about the place or what goes on there. property in pairs, while the remaining four are off
You should avoid it at all costs.” duty. One guard is the guard captain, who carries
the key that opens the concealed door in the floor
Persuasion DN 14 of the barn. He is reality-rated, and happens to be
“When the wind blows in from the west, you can hear on duty when the Storm Knights strike. All guards
the moans and cries of pain. Whatever happens at that rush to defend the site if an alarm sounds.
farm, it is not a good place.”
• Ranch House Guards (8): See below.
“They say whoever owns that farm, they torture their • Ranch House Guard Captain: See page 52.
workers. Beat them, whip them.”
“The town sent someone to investigate the farm.
They never returned.” RANCH HOUSE GUARDS
Attributes: Charisma 6, Dexterity 8, Mind 7, Spirit
Persuasion DN 16 8, Strength 8
“They have prisoners at that farm. Some say they Skills: Dodge 10, find 8, fire combat 10, heavy
force them to work. I think the truth is even more weapons 9, intimidation 9, land vehicles 9,
terrible than we can imagine.” maneuver 9, melee weapons 9, stealth 9, unarmed
“The man who owns the farm, Abdul al-Sural, he is combat 9
a bad man. They say he can summon the spirits of the Move: 8; Tough: 12 (4); Shock: 8; Wounds: —
dead!” Equipment: Boilerplate hauberk (Armor +4), Sabre
(Damage Str+3), Lee-Enfield MK1 rifle (Damage
14, Range 50/100/200).
APPROACHING THE FARM Perks: Double Tap
Abdul al-Sural’s farm sits in a secluded valley Possibilities: Rare (2)
nestled between the mountains to the west and Special Abilities: —
north of the town of Leh. It consists of a ranch
51
RANCH HOUSE GUARD CAPTAIN The Barn
Attributes: Charisma 6, Dexterity 8, Mind 7, Spirit The barn appears even older than the ranch house,
8, Strength 8 dilapidated and in need of maintenance and repair.
Skills: Dodge 12, find 10, fire combat 12, first aid 8, The doors hang loosely on rusted hinges, and great
heavy weapons 11, intimidation 11, maneuver 11, holes can be seen in the walls and roof. Currently,
melee weapons 11, stealth 11, unarmed combat the barn houses the alchemically-altered gospog
11 seeds in large sacks, where they await planting
Move: 8; Tough: 12 (4); Shock: 8; Wounds: — in the fallow fields once enough hosts have been
Equipment: Boilerplate hauberk (Armor +4), Sabre acquired.
(Damage Str+3), Lee-Enfield MK1 rifle (Damage If the Storm Knights spend some time to investigate
14, Range 50/100/200). the barn, have them make find tests (DN12) to spot
Perks: Double Tap, Rally a shiny metal door in the floor, concealed beneath
Possibilities: 2 sacks of gospog seeds. The locked door appears
Special Abilities: — new and well cared for. It takes a lockpicking test
(DN16) to open, otherwise explosives can do
52
the job, or the characters can acquire a key from the tendrils holding them die and they can be
the guard captain at the ranch house. Once the freed. Note that destroying the root cluster beneath
concealed door is opened, it leads to the gospog the field that is ready to be harvested destroys any
root chambers beneath the four planting plots. gospog not yet disconnected from the roots.
If the Storm Knights linger around the plots of
The Silo land for any amount of time, they eventually draw
The silo contains the latest group of prisoners: the attention of the two ultra-gospog roaming the
those abducted this same evening off the streets perimeter. When the ultra-gospog appear, read:
of the Vaishali Nagar neighborhood. If any of the
Storm Knights allowed themselves to be captured, The creatures rushing toward you appear to be an
they wind up here, locked in with the rest of amalgamation of human flesh and intertwined, thorny
the latest crop of prisoners, about 24 people in vines. Unlike gospog you’ve dealt with in the past,
all. Frightened, confused, and disoriented, the these seem more vital, more alive. They move with
prisoners are packed into the silo without food speed and purpose, possessed of an intensity that
or water to await the planting ceremony that will indicates they are more aware and cunning than the
occur at dawn’s first light. mindless creatures you’ve battled before.
53
an ultra-gospog, they must make a willpower or growing up from the corpse-littered floor and into
Spirit test or become Very Stymied. the dirt-packed ceiling, where they snake their way
• Indomitable: While not as mindless as regular up to merge with the prisoners staked out to serve
gospog, Ultra-Gospog of the First Planting are as hosts for the ultra-gospogs.
nevertheless immune to intimidation and taunt Eight ultra-gospog have been let loose in the
interactions. underground complex to protect the four root
• Relentless: Gospog ignore Shock. clusters. The Storm Knights must deal with the
• Living Dead: Ultra-gospog are created using pair defending each root cluster before they can
a special procedure that gives them attributes attempt to destroy the roots. Once the gospog no
common to both living creatures and undead longer pose a threat, fire can be used to burn a root
monsters. As such, they are immune to poison cluster to ash. When set aflame, the root cluster
and illness, but do need to breathe and eat. They seems to cry out in a thousand, tiny voices.
draw sustenance by consuming their victims—
preferably while those victims are still alive. If the Storm Knights have too easy a time with the
ultra-gospog, increase the number by one or two
THE ROOT CHAMBERS per root cluster.
A concealed door in the floor of the barn leads to
the gospog root chambers. The complex consists
of four chambers, each situated beneath one of the
SCENE THREE: ATTACK
plots of land where the ultra-gospogs are grown. OF THE SPIRIT CALLER
The chamber walls are made of worked stone, Dramatic Scene. At some point during their
while the floor and ceiling are hard-packed soil. assault on the farm and the root clusters, Abdul al-
Twists of thick, thorny roots fill each chamber, Sural returns from his time of rest in the nearby
mountains and turns his anger on the Storm
Knights for daring to disturb his operation. When
you decide to introduce the Spirit Caller, a new
scene begins. It is recommended this occur after
the Storm Knights have dealt with the ultra-gospog
and the root clusters in the chambers beneath the
farm. Read:
A mist begins to rise from the cold ground, quickly
billowing into a thick, concealing fog. Shapes begin
to form in the fog, reaching, threatening, deformed
shapes that don’t appear at all to be friendly. Then a
voice calls out. “You dare interfere with my creations?
You will pay dearly for destroying my gospog. Now
you will learn why Abdul al-Sural is known as … the
Spirit Caller!”
The Storm Knights must survive an attack by
the spirits under the command of Abdul al-Sural.
Then they need to get clear of the cloying fog and
confront the Spirit Caller directly before he can
escape to start his ultra-gospog project anew in a
different location. If Abdul al-Sural feels that he
cannot handle the Storm Knights, he will attempt
to escape, using the fog and his summoned spirits
to hinder the Storm Knights as he does so.
54
ABDUL AL-SURAL, THE SPIRIT • Spirit Army: Abdul al-Sural can summon the
spirits of the dead and wield them as weapons
CALLER against his foes. He can direct up to three
Abdul al-Sural is a tall, thin, dark-skinned male spirits per turn to rush a target and explode
with piercing eyes and a stern expression. He has with spectral energy, using his Spirit score (15)
served the Gaunt Man faithfully in numerous to attack and dealing Damage 17 if he hits the
campaigns, winning countless victories for the target.
master of fear and the purveyor of nightmares. • Spirit Energy Boost: Abdul al-Sural can
sacrifice up to three spirits per turn to increase
The appellation of the Spirit Caller attests to Abdul
any of the following by +3 until the end of his
al-Sural’s ability to summon the spirits of the dead
next round: Toughness, dodge, fire combat, melee
and command them to do his bidding. Not only
weapons, persuasion, reality, willpower, or Spirit.
can he control spirits, but he has the capability to
• Spirit Healing: Once per round, Abdul al-
absorb their ethereal essences to enhance his own
Sural can absorb a spirit to restore 3 Shock and
power, perform miraculous acts, and even heal his
1 Wound.
own wounds.
Attributes: Charisma 15, Dexterity 10, Mind 11,
Spirit 15, Strength 11
THE AFTERMATH
Skills: Dodge 12, faith 17, find 12, fire combat 12, The Storm Knights’ primary goal in this adventure
intimidation 17, maneuver 11, medicine 13, melee is to save the surviving prisoners (those in the silo
weapons 13, persuasion 17, reality 16, scholar 13, as well as those in the field yet to be harvested,
science 15, willpower 17 including Sir Reginald Cleese) and destroy the
Move: 10; Tough: 11; Shock: 15; Wounds: 4 ultra-gospog root clusters. If they can also take
Equipment: Webley revolver (Damage 14, ammo down Abdul al-Sural, they will inflict a powerful
6, Range 10/25/40), saber (Damage Strength +3 setback on the Gaunt Man and his plans for India.
(14) Regardless of what happens to Abdul al-Sural,
Perks: Alchemy, Occultist, Spirit Bane the Storm Knights must get the prisoners back to
Possibilities: 3 Jaipur and make sure this gospog farm is utterly
Special Abilities: destroyed.
55
COSM: ORRORSH
S
omething dark is afoot just across the border
inside Pakistan.A transformed town—now
home to a small colony of Victorians—is at
A PASSING
the center of a web of Orrorsh horror.
56
The surroundings of Cain’s Hollow.
mutilated by an unknown creature, but one clearly “Proceed to the village of Charsadda, due west down
with talons. Her face is frozen in a look of horror. the Khyber Pass, and rendezvous with our local
If anyone checks her body, they find a Webley Delphi contact, Bilal Kalmati. He runs a business
pistol with 24 extra bullets, a machete, full canteen, selling flowers, plants, and herbs, and has been
silver dagger, compass, and a backpack. The latter keeping tabs on comings and goings, and any unusual
contains a significant amount of Victorian money, supernatural activity. He can give you a better idea
and an envelope with the Delphi Council seal. where the manifestations are occurring.
The sealed message reads: “Ascertain local conditions, and, if possible, deal
with any threat you discover. If the opposition is too
“This is an official DC Central Asia Division great, report your findings to Bilal, and leave the area,
authorized mission. Unusual paranormal activity and returning to our safe house in Pashwar.
disappearances have been reported along the Pakistan-
Afghanistan border, presaging a possible Orrorshan “This mission is classified as Moderate Priority,
incursion into Afghanistan proper, possibly even an Beta Clearance Level. Maya will give each of you
upcoming stela planting. $500 worth of Victorian money for any incidentals.
Regrettably, we have no other gear to assign you at
“Your team is being sent to get a first-hand report this time. Good luck, stay safe.”
of what’s going on. If we get accurate information,
we can not only devise a response but also help dispel As the Storm Knights finish reading the written
rumors and hearsay, things which often sow the seeds briefing, have everyone make a Challenging (DN
of doubt and fear, and that’s the last thing we need. 12) find test to notice two things: first, Maya’s spirit
57
has vanished into the mists forever, and second, • Bite/Claws: Damage Strength +2 (13).
the sounds of rustling near their feet. Maya’s • Fear: On first encountering this creature test
corpse, her face still frozen in a silent death scream, willpower or Spirit or become Very Stymied.
rises and moves towards the Storm Knights, with • Undead: Hugry corpses are immune to poison
murder on her mind. and other effects that require breathing, eating,
This is not Maya, just her mortal remains, or other “living“ processes.
reanimated by the dark power of Orrorsh.
• Maya: Use the statistics for a Ghost on page SCENE ONE: THE TOWN
78. She doesn’t attack, but flees towards her
body out of instinct if attacked. OF CAIN’S HOLLOW
• Hungry Corpse: Maya’s body is now a Standard Scene. When the axiom wash initially
separate—and hungry—entity. See below. hit this area, it hit hard. Charsadda, population
2,000, has gone from a typical village on the
HUNGRY CORPSE Afghan-Pakistani border to a picturesque Victorian
community.
Attributes: Charisma 6, Dexterity 11, Mind 5,
Spirit 8, Strength 11 A newly altered sign on the outskirts of town
Skills: Dodge 13, intimidation (13), maneuver 13, reads “Welcome to Cain’s Hollow”. Someone has
stealth 10, taunt (11), unarmed combat 13 scrawled the word “Charsadda” over the new
Move: 5; Tough: 11; Shock: —; Wounds: 1 name.
Equipment: — By the time the Storm Knights arrive at the village,
Perks: — it should be late evening, approximately 9 p.m. The
Possibilities: None streets are lit by Victorian-style gaslights. Though
Special Abilities: Bilal is home, he refuses to get into any prolonged
discussion with the group until morning and
advises them to get some rest at the Ha’Penny,
WHAT’S GOING ON? because “there’s a lot of work to be done, and you’ll
need to be at your best.”
However bad the Storm Knights think things
are, they’re far worse. A Yaksha, a malevolent The residents of Cain’s Hollow, or Charsadda,
spirit from folklore empowered by Orrorsh’s are naturally suspicious of strangers, especially at
axioms, has murdered Bilal Kalmati and taken night. These suspicions can be somewhat alleviated
his form. if the Storm Knights make successful friendly
overtures. Most of the villagers are resentful of the
The Yaksha planted a nightmare tree nearby
axiom changes, although many are finding they
and is trying to prepare the area for an eventual
are forgetting their past lives. Also, the Victorians
Orrorsh zone expansion into nearby Core Earth
do a reasonable job of keeping dark things away,
Afghanistan. Although the village lies near the
and that counts for a lot.
border of Core Earth and Orrorsh realities,
the nightmare tree has extended the latter There is a curfew of 11 p.m.
reality about two kilometers further, as well
as broadcasting nightmares to everyone in the TOWN LOCATIONS
immediate area, including the village.
• 1: Garrison Quarters. A half-dozen Victorian
Meanwhile, the Yaksha delights in spreading soldiers live in this barracks. They are
fear and nightmares, and looks forward to commanded by Sergeant-Major Bernard
playing with the Storm Knights. It could try to Tomlinson, a stocky, red-faced walrus-
kill them outright, but it would rather milk as mustached blowhard who enjoys shouting his
much fear from them as possible first and savor orders, even when he doesn’t have to. It used to
their despair. be a government office.
58
• 2: Sacellum Church. The axiom wash turned get most standard goods and gear, except for
the village’s small mosque into a Sacellum firearms or other weapons of destruction.
church, something that has antagonized the • 5: Bill the Greengrocer. Bilal Kalmati’s shop.
populace. The church has a small parsonage, Before the War, the store offered flowers,
home to the Right Reverend Carroll Robinson, plants, exotic spices, and some vegetables.
the Sacellum minister in charge. The church Now it appears more like a Victorian fruit and
steeple has a clock which chimes the hour, and vegetable store. Even Bilal’s name got changed!
a small Victorian cemetery around the side. He lives in a small apartment above the store.
• 3: The Bent Ha’Penny. This is the village pub, • 6: Constabulary. The headquarters for a dozen
which offers food, drinks, and rooms for weary “bobbies” who keep the peace in town. Half are
travelers. It used to be three different buildings: Victorians, half are locals slowly adopting the
a boarding house, a Pakistani restaurant, and mannerisms and attitudes of Victorians. The
coffeehouse. The fare is overwhelmingly building used to be the local law enforcement
Victorian (e.g., bangers and mash, steak and headquarters, so most of the changes are merely
kidney pie, etc.) though the locals keep trying cosmetic.
to bring back their native meals. It costs five
shillings for an overnight stay, and this is where • 7: Smithy and Ironmonger. The village gas
the Storm Knights should bunk while waiting station and auto repair garage has transformed
for their meeting with Bilal. Game Masters into a blacksmith’s shop, complete with tools, a
should feel free to use the Ha’Penny as a place forge, and raw materials.
to release rumors and news at their discretion. • 8: Charnel House. Recent attacks and other
• 4: The Emporium. What was once a large disasters in the surrounding countryside have
open-air market with stalls has turned into resulted in many dead bodies, which made the
a large Victorian mercantile, where you can villagers devote a building to corpse storage.
59
It’s kept cool with ice, and currently has 53 up their still-sleeping allies. Regardless of how they
dead people awaiting proper burial. wake up, the Storm Knights hear noises outside in
• Victorian Soldiers (7): See page 80. the village below.
• Victorian Constables (12): See below. If they go to the windows and check out the
disturbance, things move to the next scene.
VICTORIAN CONSTABLES • Ravagons (1 per hero): See page 79.
Attributes: Charisma 7, Dexterity 8, Mind 7, Spirit
8, Strength 8
Skills: Dodge 9, evidence analysis 8, find 8, SCENE TWO:
intimidation 9, melee weapons 9, unarmed
combat 9
GARDENING AT NIGHT
Move: 8; Tough: 12 (4); Shock: 8; Wounds: — Dramatic Scene. Read the following aloud:
Equipment: Club (Damage Strength+2/10)
Perks: — As you stare out of the windows of your rooms, you
Possibilities: None. see a crowd of villagers, expressions blank, moving
Special Abilities: — stiffly through the gas-lit streets. They move in a
procession, first to the charnel house to fetch dead
NIGHT TERRORS bodies, then carrying the corpses going north, out of
the village.
During the overnight stay at the Ha’Penny, the
sleeping Storm Knights are attacked in their Like the Storm Knights, the Ords are experiencing
beds by a half-dozen shrieking ravagons. To be nightmarish activity, but in their case, it’s
accurate, the sleeping Storm Knights dream of manifested as sleepwalking, and a compulsion
being attacked by shrieking ravagons, but they to plant a gospog field a half-mile north of
don’t know that. The creatures smash through the Cain’s Hollow. If the Storm Knights follow the
bedroom windows and immediately tear into the procession, they will find the field and the grisly
Storm Knights, initiating combat. task in full swing, and a large sack of the gospog
Any attempt to spend Possibilities fails without seeds needed for the planting. There is a total of
the Possibility being spent, and the Ravagons may 72 Ords involved, all attributes at 6, but they won’t
always successfully Soak any damage. It’s a fight attack or resist. The Storm Knights’ presence won’t
they’re meant to lose as they’re killed horribly, one even be noticed if they do nothing to inhibit the
by one. sleepwalkers. However, the yaksha will be aware
of any interference with the planting rites.
When the last Storm Knight dies, everyone wakes
up, bolt upright, screaming in their beds. Although Speaking of the yaksha, it is skulking around the
no one is actually hurt, each dreamer is Fatigued village, staying hidden, discreetly overseeing each
for the rest of the adventure, unless the group has stage of the planting. It will not engage in combat
a means of removing the condition. The time is 2 even if the planting is disrupted.
a.m. The best way to free the villagers is to either
During the dream-fight, there is a chance the Storm awaken them with a severe shock (like dousing
Knights can figure out they’re only dreaming. If them with cold water) or knocking them out. When
anyone makes a reference to dreams or nightmares, they awake, the villagers have no recollection of
let them make a Heroic (DN 18) scholar test. Any what they’ve done. However, everyone has one
success reveals the truth. Also, if anyone outright common element in their nightmares: each saw
asks if this is a dream, allow the test. However, a grove of trees located a kilometer further down
each Storm Knight only gets one chance. If the the Khyber Pass, somewhere across the Afghan
Storm Knights realize that they’re dreaming they border. The grove lies about half a kilometer to the
can wake themselves up with an Easy (DN 8) mind south of an odd stone monument set up at the side
test, and they incur no Fatigue. They can then wake of the road.
60
THE PASS the Gaunt Man. Cruel, calculating, and sadistic, it
enjoys tormenting innocents and corrupting Storm
The Afghan border is about 100 meters west of the
Knights.
outskirts of Cain’s Hollow. At this point, the group
should be in Core Earth reality, but somehow, it’s Good yaksha can probably be convinced to help
still an Orrorsh Dominant Zone! the heroes and their allies, while evil yaksha are
dedicated to the Gaunt Man and his dark forces.
When the Storm Knights reach the “odd stone
monument,” they discover it’s actually a monument Attributes: Charisma 11, Dexterity 8, Mind 10,
to the Indian British Army, 4th Division, built in Spirit 11, Strength 7
1946. Note the monument is a Core Earth hardpoint, Skills: Dodge 11, find 12, intimidation 14,
radiating that reality in a 100-meter radius. persuasion 13, reality 13, stealth 13, survival 12,
taunt 13, trick 12, unarmed combat 12, willpower
The yaksha will attempt to follow the Storm
12
Knights to the grove, tailing them discreetly,
Move: 8; Tough: 7; Shock: 13; Wounds: 4
curious as to what they’re up to.
Equipment: —
Note: If there is a need for an extra encounter, Claws: Damage Strength +2 (9)
such as additional forces entering a fight or some Perks: Endurance, Hard to Kill
other kind of setback, feel free to throw in a dozen Possibilities: 5
Afghani Taliban raiders. Use a dozen Core Earth Special Abilities:
Soldiers found in Torg Eternity, armed with AK- • Immunity: Immune to normal weapons,
47 rifles. If circumstances permit and the Storm except blessed or silver
Knights play their cards right, the raiders could • Cloak of Darkness: The yaksha gains
even become allies! Toughness equal to the darkness penalty for
any attacks against it.
THE GROVE • Sensory Link: The yaksha links with a
designated tree or other large plant. It can use
Once the Storm Knights reach the grove read the
the plant as an extension of its own senses,
following aloud:
seeing and hearing everything in a 60-meter
Finally, you come to a grove of Morinda spruce and radius of the plant.
blue pine trees. Although the area looks like a peaceful • Shapechange: The yaksha can assume the
wood, there’s something not quite right. That’s when form, and voice, of anyone it has met, at will.
you realize there are no insects, no birds, no woodland
creatures. Just a sick feeling of cloying, oily darkness
and wickedness in this otherwise peaceful grove. AFTERMATH
The nightmare tree is easily found with the Sense If everything goes well, the Storm Knights have
Stelae Perk. Optionally, allow any Storm Knight destroyed a nightmare tree, freed the village from
who is searching for the tree to make a Near its nightmares, and put a halt to the Gaunt Man’s
Impossible (DN 20) survival test. attempt to expand Orrorsh into Afghanistan. Cain’s
Hollow could be used in the future as a launching
If the Storm Knights attack the tree, the yaksha
point for further operations in the region. If the
finally reveals itself and directly attacks.
Storm Knights succeed, they will have certainly
• The Yaksha: see below. made some good contacts and allies among both
the Victorians and the Pakistanis!
THE YAKSHA
The yaksha is a nature spirit from Hindu legend.
These spirits are either good or evil, and have a
connection with plants, especially trees. This yaksha
killed the Pakistan villager Bilal Kalmati, assumed
his shape, and now protects the nightmare tree for
61
COSM: ORRORSH
GOOD STORY W
hile most Delphi Missions begin with an
explicit briefing from the Delphi Council,
All for a Good Story is designed to begin
BY RACHEL SAVICKI
ALL FOR A
in media res with an encounter in a dark, empty
street somewhere in Orrorsh. This means that in
addition to being able to be played as a stand-alone
adventure, All for a Good Story can be played as a
follow-up to most other Orrorsh adventures, or as
a self-contained interlude in another story.
The only unique requirement of this adventure
is that one of the characters have a radio in their
possession.
AVA HARRINGTON
Ava Harrington is a Victorian newspaper reporter
who took up residence in the city several months
ago in hopes of revitalizing her career in a place
where there is still news worth reporting. As far as
she is concerned, the situation in Gaea has gotten
so bleak the news there simply isn’t worth her
time. She recently accepted a staff position with
62
The area around Desu. The boundaries represent the rising water level at each stage of the adventure.
The Modern Review, a prominent daily publication Equipment: Notebook, two-way radio, Webley
covering local news and politics. Her articles, revolver
which generally highlight the horrific changes in Perks: Indomitable, Rally
the city, have drawn both admiration and scorn Possibilities: 2
from the public, depending on whether the reader Special Abilities: —
in question believes them to be truth or merely
spectacular fiction. GOSPOG ENCOUNTER
Recently Ava teamed up with Marjorie Thornberg, A moment after Ava stumbles into them, a tall,
a photography student from Core Earth. The lumbering figure rounds the corner—an Orrorsh
two have been covering a series of bizarre local Gospog of the Second Planting (see page 79).
occurrences. Ava had the misfortune of being bit by one of the
Quote: “Where the news goes, I go.” mosquitoes nesting in the gospog’s chest cavity
during a recent investigation. While Ava is its main
Attributes: Charisma 11, Dexterity 6, Mind 12, target, it gladly attempts to kill anyone else in its
Spirit 10, Strength 5 path as well, including the heroes. Ava, who has
Skills: Dodge 8, evidence analysis 14, find 14, been hunted by this creature for several days, is
persuasion 14, profession (reporter) 16, reality focused on her own survival above all else and
12, streetwise 14 flees to a safe distance while the heroes fight the
Move: 6; Tough: 5; Shock: 10; Wounds: 2 monster.
63
DELPHI BRIEFING presumably Marjorie—has begged for help,
Once the gospog is defeated, Ava returns, asking why Ava abandoned her.
introduces herself, and fervently thanks the heroes • Marjorie is supposed to meet Ava the following
for the rescue. As she concludes her thanks, the day at the offices of The Modern Review to
heroes’ radio crackles to life. finalize their story, but Ava is convinced that
something horrible has happened and, upon
“This is DC Outpost Theta to all agents within hearing the heroes are going to Desu, begs
the broadcast area. Recent reports of mass civilian them to take her along, or at least to look for
disappearances near Desu confirmed. Repeat: Marjorie while they’re there.
Mass disappearances confirmed. We suspect the
disappearances are merely phase one of a larger If the heroes wish to investigate Marjorie’s
operation. Local contact has gone silent. Immediate whereabouts, she keeps a cheap flat near the
investigation required to locate and recover the local university. However, the flat is dark. A
missing civilians. All available agents to report to Challenging (DN 12) find test reveals it has not
Desu immediately.” been used in several days. Marjorie also does not
appear at The Modern Review the following day,
As the transmission concludes, Ava’s eyes go wide should the heroes decide to try to meet her there.
for a moment. She begins speaking excitedly about A Hard (DN 14) science test allows a character with
the disappearances in Desu, which she had been a radio to triangulate the location of “Marjorie’s”
writing an exposé about before the gospog began next transmission and confirm that it is coming
stalking her. Ava reveals the following pieces of from Desu.
information while speaking with the heroes:
While the heroes find it easy enough to hire a
• Desu is a small rice farming town about an
horseless carriage to take them to Desu. However,
hour’s ride north of town by horseless carriage.
the driver insists he will not stay out past dusk.
It is so remote that it isn’t even marked on most
maps. Ava offers to accompany the heroes back to
• Two weeks ago, an old man disappeared from Desu, since she feels responsible for Marjorie’s
Desu. Despite a brief investigation by the city disappearance. However, her recent run-in with
authorities, the man was never found. the gospog makes it easy to talk her out of coming
• Since then, two or three people have gone if the characters prefer to proceed without her.
missing from Desu every night. Reports seem
to suggest that they each just walked outside
without explanation and were never seen again.
• Two days ago, Ava and Marjorie, her
SCENE TWO: THE
photographer, went to Desu to investigate the HAUNTING OF DESU
disappearances. However, the mosquitoes were
Standard Scene. A soft rain is falling as the
so horrible that, after a few cursory interviews,
characters approach Desu. The village is little more
Ava hired a driver to take her back to the city
than a collection of thatched houses on a raised spit
early. Marjorie insisted on staying to finish her
of land.
work, planning to return with their horseless
carriage later that evening. The driver pulls the car aside where an elevated
• Since her visit to Desu, Ava has felt like she dirt road winds off the main thoroughfare, twisting
was being followed. She’s seen shadows lurking through fields of rice paddies before leading to
around dark corners and heard footsteps the village itself. He turns apologetically to his
following her when she seemed to be alone. passengers. “I beg your pardon, but I can’t risk
• Both Marjorie and Ava carry radios, which going much further in this rain. If we get stuck in
they use to communicate over long distances. the mud out here, we’ll be staying stuck until the
Every few hours since leaving Desu, Ava’s radio rain lets up. Glad to wait for you folks here, but I’m
has crackled to life, and a scratchy whisper— afraid you’ll have to go the rest of the way on foot.”
64
As the heroes make their way toward Desu, the When the fight has concluded and the heroes
rain grows harder, quickly obscuring their waiting once again look toward Desu, they can see a signal
driver in the distance. lantern swinging back and forth at the edge of
town. A distant yell, urging the heroes to hurry,
FEATURES OF DESU can just barely be heard.
Desu is surrounded on all sides by rice paddies. In • Gospog of the First Planting (4): See page
the current rainstorm, the thickening mud makes 78.
it impossible to run through the rice paddies or • Orrorsh Gospog of the Second Planting (1):
any flooded areas. Characters who look out across See page 79.
the rice paddies from Desu see silhouettes of large,
humanoid figures tending their crops in the storm.
A Standard (DN 10) scholar test identifies these Stage 2: Arrival
figures as Orrorsh Gospog of the Second Planting. A young woman waiving a lantern meets the
However, unless they are disturbed, the figures in heroes on the outskirts of Desu.
the distance leave the heroes at the mercy of Desu’s “I’m so glad to see other people!” she exclaims upon
other horrors. seeing them. “I was beginning to think I was going to
Throughout the storm, the waters around Desu be stuck here forever!”
will continue to rise, giving the heroes less and less
space to occupy until they are forced into a final
confrontation with the village’s true horror. The MARJORIE THORNBERG
map below shows the dry land available to the Before she met Ava, Marjorie Thornberg was a
heroes at each stage. talented but under-appreciated photography
student at the local university on Core Earth. People
Stage 1: The Approach often shied away from the gritty subjects of her
The walk to Desu is not a short one, nor is it made work. The Night of Screams, and the subsequent
easier by the rain, which rapidly begins turning the need for images of the horrors of Orrorsh, was an
little dirt road to mud, leaving the heroes only a few unexpected career break for her. When she teamed
inches from the rising waters of the rice paddies. up with Ava—coupling her powerful artistic views
A character who succeeds on a Standard (DN 10) with the reporter’s edgy writing—her work finally
find test notes that, while a few black, rotting sprigs got the recognition it deserved.
of rice are still rooted in the mud, the fields around The two became fast friends, and Marjorie was
Desu are surprisingly empty. An Outstanding eager to accompany Ava to Desu to investigate the
Success reveals corpses half-buried in the mud, just suspicious disappearances. When Ava decided to
below the dark surface of the water. return to the city early, Marjorie was nonetheless
The rice paddies around Desu are teeming with determined to stay and finish her work. After
Gospog of the First Planting ready to prey upon all, some of the most moving shots wouldn’t be
hapless travelers. Once the heroes are out of sight possible until close to dusk.
of their driver, or whenever one of them strays Marjorie’s bravado was her undoing. A horror
too close to the water, a moldering, waterlogged lurked within Desu, and Marjorie’s connection to
hand shoots out of the depths and attempts to grab Ava via radio gave it an opportunity to sow fear on
them. The targeted character must succeed on an a greater scale than it had dared to hope. Over the
Easy (DN 8) maneuver test to avoid becoming Very past few days, it has orchestrated the deaths of the
Vulnerable as they are dragged into the nearest remaining villagers, making certain that Marjorie
rice paddy. Four Gospog of the First Planting, led witnessed each one and telling her that she would
by an Orrorsh Gospog of the Second Planting, then only escape alive if she lured another victim to it in
emerge from the rice paddy to attempt to pull the her place. The horror expected Marjorie to convince
rest of the group in. Ava to return; it was not anticipating the heroes.
65
Marjorie, driven to madness by what she has seen is beset by three successive waves of Gospog of the
and heard, is not eager to do harm, but is convinced First Planting. Each wave consists of one gospog
that the newcomers must die within Desu if she is per hero, or more at the GM’s discretion.
going to escape alive. The first wave approaches from the direction of
Quote: “Death has its own beauty, but – oh god – the road, attacking the door the house.
I’m not ready to die!” The second wave approaches from behind the
Attributes: Charisma 6, Dexterity 10, Mind 10, house and begins breaking through the thatch
Spirit 6, Strength 8 walls. At this point, Marjorie begs the heroes to
Skills: Dodge 11, find 11, land vehicles 11, maneuver move to a safer location. The only building in town
13, persuasion 9, profession (photographer) 13, with sturdier walls is a small shrine in the center
reality 7, trick 13 of town.
Move: 10; Tough: 8; Shock: 6; Wounds: 1 The third wave of gospog pursues the heroes
Equipment: Camera, notebook, gas lantern, taser through the town, stopping a short distance from
Perks: Endurance, Negation the shrine. They dare not approach the shrine itself,
Possibilities: 1. but linger outside waiting for the heroes to attempt
Special Abilities: — to leave.
Marjorie greets the heroes, hurrying them inside • Gospog of the First Planting (3 waves, each
the nearest building, away from the storm and the wave is 1 per hero): See page 78.
monsters outside. Grisly images of the deaths
around Desu are pinned up along the walls, Stage 4: End Game
each with a date. Careful observation reveals The shrine once held the bones of the
most of the deaths took place within the first ancestors of Desu’s prominent families. Its
day after Marjorie arrived. Marjorie ancient stone walls have been augmented
does her best to appear hospitable and with a corrugated steel door. The dirt
answer the heroes’ questions, but floor inside has been covered with a fresh
remains insistent that attempting layer of rice straw, giving the building a
to leave before the storm abates pleasant, grassy smell. Despite recent
would merely make them prey events in the town, the shrine smells of
for the gospog in the fields. In incense, and a candle remains lit inside.
reality, a Very Hard (DN 16) A Hard (DN 14) find test reveals the
streetwise test reveals her true straw has recently been disturbed.
motive is to distract the heroes In truth, it is merely there to
until the flood waters have them conceal the The Horror Beneath
thoroughly trapped. the Floor, a corrupted version
of the ancestors the shrine once
Stage 3: Unraveling venerated.
As the heroes chat with Marjorie, Once the door to the shrine is closed, The
the storm continues to worsen and Horror Beneath the Floor awakens from
the flood waters continue to rise. its slumber, reaching up through the
The house Marjorie has chosen has straw to surprise the nearest hero with
no windows, but characters who look its first attack.
outside easily see the road become
At its appearance, Marjorie’s
overwhelmed by the waters. After the
unhinged laugh rings out through
characters have had sufficient time
the shrine. She believes she will
to speak with Marjorie and begin to
now finally be free of the horror’s
believe they may be safe, they hear
hold. Marjorie is content to cower
a thumping at the door. The house
in the corner and wait for the
66
battle to play out, certain the horror or the gospog • Fear: All creatures who see The Horror must
outside will finish off the heroes. However, she can test willpower or Spirit or become Very Stymied.
be reasoned with. A successful Very Hard (DN 16) • Poison: When The Horror deals damage
persuasion test convinces her to join the fray on the greater than a creature’s Toughness, the
side of the heroes. creature must make a Challenging (DN 12)
Strength test or become Very Vulnerable for the
THE HORROR BENEATH next minute.
• Undead: The Horror is immune to poison and
THE FLOOR other effects that require breathing, eating, or
Read or paraphrase: other “living” processes.
The Horror is a damp, putrid mass of rotting sludge If the heroes flee, The Horror does not pursue
that was once decomposed flesh. Prior to Marjorie’s them, but they must still fight their way past the
arrival, it was content to whisper nightmares to the gospog outside. Furthermore, unless Marjorie has
local residents, luring them out to their deaths and been reasoned with, she pursues the heroes and
allowing the gospog tending the rice paddies to add attempts to drag at least one victim back to the
them to their fields. The reporters’ arrival forced it to shrine.
change its tactics. If The Horror is defeated, the heroes hear the
A choking stench of decay fills the shrine as soon crackle of a radio. An Easy (DN 8) find test reveals
as it emerges from the straw, and it can reach out Marjorie’s missing radio beneath the straw.
with its rotted tendrils to attack anyone within the
shrine. The Horror can speak in a rasping whisper,
but does so only to increase the terror of its victims. AFTERMATH
Quote: “Bring them to me!” With The Horror defeated, the storm abates and the
heroes glimpse the lights of their horseless carriage
Attributes: Charisma 13, Dexterity 5, Mind 13, in the distance. They are able to carefully make
Spirit 13, Strength 8 their way back along muddy road and avoid any
Skills: Alteration 14, conjuration 14, intimidation further encounters with the gospog. Their driver,
16, maneuver 6, persuasion 16, precognition 14, for his part, has seen little more than the heavy
stealth 7, taunt 15, trick 16 rain, but is nonetheless happy to return them to the
Move: 5; Tough: 10 (2); Shock: 15; Wounds: 3 city.
Equipment: —
Perks: Endurance, Spellcaster (dispel magic, fear, If Marjorie was rescued, she and Ava continue
mage dark) their tag-team reporting for The Modern Review,
Possibilities: Common (3). and may appear as informants or contacts for the
Special Abilities: Storm Knights in future Orrorsh adventures. If
• Armor: Malleable form +2. Marjorie perished, Ava continues without her, but
• Cloak of Darkness: The Horror gains a bonus with less success.
to toughness equal to the current Darkness In any event, the village of Desu and its residents
penalty. are lost. They were killed and planted in their own
• Dread: While The Horror is present, a fields as fertilizer for the next planting of gospog.
Standard Scene becomes a Dramatic Scene The heroes, or others like them, will have to deal
instead. with them another day.
67
COSM: ORRORSH
68
Hunting monsters requires quick wits more than a quick draw —although the latter doesn’t hurt.
69
“What supplies do you think we have here? You got during this part but use this time to convey the
to learn how to deal with things with what you have.” strange atmosphere of Orrorsh gaslighting. You
The Storm Knights might be surprised, but Thomas can use the following to set up something small for
Brownstone himself accompanies them on this each day:
mission. If questioned, he’s there to try to teach and One night they take shelter in a small village at an
guide, but he’s not going to hold their hands and inn. The innkeeper is nice and welcoming of guests;
do everything for them. This is a learning mission. there are very few these days. He is clean shaven
It is serious and involves a possible Nightmare, with a round face. The next morning, he has a full
but the goal is for the Storm Knights to understand beard that reaches halfway down his chest and his
that different tactics are needed in Orrorsh, but it face is sharp and thin. He remembers everything
is survivable if they follow the rules of horror and the Storm Knights did and discussed with him as if
don’t try to be action movie characters. The first nothing was different. If asked, Brownstone shrugs
five hours of the journey is by an old van driven and mutters, “normal.”
by a local. The road winds around the base of the The party is going down the road and a thick fog
mountains that separate the barren west with the rolls in. There is a fork in the road and just when
more fertile Indus Valley. Brownstone finishes the they must decide which way to go, left or right, the
briefing: fog obscures vision, they hear the sounds of flying
“There’s been a report of strange activity in the bats and when the fog lessens enough to see, they
Punjab region. Victims dead without marks, but some are on a right branch that is now merging with a
showing signs of drowning, even when they weren’t left branch. Forward is their destination, behind is
close to one of the rivers or streams in the area. This where they were, and the other branch is going off
has been going on for a few weeks. And looking into to a place not previously connected to this road.
it, the same happened in the previous weeks up along Three times in the same day they pass the same
the Indus and the Chenab. But the reports for those group of refugees, trying to make their way West.
are a trail. Not more than one per incident in the same The second time they are passed, Storm Knights
place. But now it seems whatever is out there has can make a find test to recall them. The third
taken up residence around Mong. It’s a small town, time, everyone remembers them. The refugees
nothing of importance. So there has to be some type of themselves have no recollection of the Storm
tie or bond. That’s your first lesson. Places sometimes Knights and seem afraid the more they are pressed
have importance to creature. Finding out the why is as about the matter, thinking the group is mad.
important as equipping the right cartridges.”
Anyone with scholar can make a test to recall
They stop shortly at a small abandoned village that the Punjab area has a history of important
on the border with Orrorsh, its residents having violent cultural meetings. Alexander the Great
fled – too many terrors close. A “supply” team fought Porus here, and in the mid-1800s, the Battle
meets them there, fear in their eyes and with of Chillianwala was fought between the British
trembling movements they quickly pass horses to East India Company and the Sikhs in the Second
any characters with beast riding and they have also Anglo-Sikh War. If they succeed and mention this,
brought wagons with horses for those without. Brownstone nods. If they fail, he brings it up and
They then cross into Orrorsh. chastises the party for failing to research into an
area in which they are going.
You can draw the travel out as long as you want.
SCENE ONE: TWISTING The group can encounter lesser threats of Orrorsh,
REALITY maybe even some easy ones. This both makes the
Storm Knights more confident as well as frustrating
Standard Scene, Orrorsh Pure Zone. The Storm Brownstone if they mention it being “easy.”
Knights need to travel 4 days by wagon and
horseback to get to the area around Mong. There “You still don’t understand. This is the cheese on the
should not be anything very dangerous happen rattrap.”
70
SCENE TWO: THE
DROWNING “YOUR WORLD ISN’T
Standard Scene, Orrorsh Pure Zone. The Storm DEAD. YET.”
Knights reach Mong and can begin to question -THOMAS BROWNSTONE
locals. A scared village elder, Gurjas, recounts to
the group than as more victims are found, there
does not seem to be any pattern. nearby town, Phalia, is located on the site of ancient
Women, men, boys, and girls, locals and passer- Bucephala, a city Alexander named after his horse
throughs have all be found dead. There are no as a tribute to its death. On an Outstanding success
marks and after it was first noticed, there is they find out that a youth had spotted a beautiful
always water in the lungs. No animals, wild or woman at dusk three nights before talking to
domesticated, have been harmed in this manner. another woman. The second woman shuddered
If the group doesn’t start trying to put clues and spasm, and the boy ran away. The woman was
together, Brownstone shakes his head. found the next morning dead.
“You got to use your head. No pattern is a pattern. At some point within a few days, the Storm Knights
We might not see it now, but it is there. Any human encounter Thetis. They see a beautiful woman
can be a victim, so there’s a connection to people as a talking to a local from the distance. They can’t
whole, not a type, sex, or age.” hear words but see a concerned and questioning
expression on her face twist and become one filled
The Storm Knights can examine a newly deceased with rage and anger:
body, any previous ones have already been buried
and had last rites performed on them. The only You witness the woman lash out and her hand
thing found is that they all have seemed to die by forms into a watery appendage. She shoves it
drowning. down the man’s throat. She grabs the back of his
head with her other hand to pull him forward, as
You can have the Storm Knights spend as little or he tries to push her away in vain. He spasms and
as long as you need them to look around, asking after a short while slumps to the ground.
questions, and possibly encountering minor
threats. Be sure to use gaslighting and reality shifts The Storm Knights probably want to jump into
to make things seem eerie and untrustworthy. battle, and if they do, let them. If they don’t, Thetis
notices them and calmly walks over to them, once
If the group is up for it, have them all make reality again a concerned look upon her face. She asks a
tests. On a failure something changes about them. simple question, “Where is Great Alexander?” If
Hair color, eye color, right-handed to left-handed. the Storm Knights do not answer correctly (and
Nothing mechanical, just different. likely don’t), she grabs the closest one and tries to
If not, Have Brownstone’s scar switch to his drown them with her watery arm.
left cheek. Don’t simply state it, instead add it Whenever the fight gets to a point where a Storm
something already being described such as, “As he Knight or Thetis might die, Brownstone intercedes,
looks at the corpse of the grave ghoul you’ve just otherwise he only watches, interfering only when
slain, Brownstone unconsciously touches the scar the situation is about to become permanent.
on his left cheek.”
“Great Alexander Lives and Reigns!” Brownstone
If they ask around about the history of the area shouts at Thetis. The Nightmare nereid disengages
or try to research it or look around for monuments and calmly begins to walk away, “Don’t continue
in the nearby area, have the Storm Knight make the fight. Did you notice how it refilled itself with
a streetwise, scholar, or evidence analysis test. On a Possibility energy? That’s a Nightmare. If we kill it
success, they find out that the local belief is that now, it’ll only come back stronger. We have to learn
Mong is built on an ancient city of Nicaea founded what binds it and how to undo it first.”
by Alexander. On a Good success they learn the
71
THETIS • Watery Appendage: On a Successful Grapple,
Thetis can shove her arm down someone’s
Attributes: Charisma 5, Dexterity 13, Mind 10,
throat doing Strength+3/17 damage to their
Spirit 11, Strength 14
lowest armor value against anyone who needs
Skills: Dodge 15, Find 12, Intimidation 15,
to breath. The victim can break the grapple and
Maneuver 15, Reality 15, Tracking 12, Unarmed
pull her arm out.
Combat 17, Willpower 14.
• Water Skin: +3 toughness. Additionally, All
Move: 13; Tough: 17 (+3); Shock: 11; Wounds: 3
non-magical damage (including psionics and
Equipment: —
miracles) done to her is reduce by half.
Perks: —
• Dread: While Thetis is present, a Standard
Possibilities: 3 (Refresh 1, see below)
Scene becomes a Dramatic Scene instead.
Special Abilities:
• Water Nymph: Water spells, miracles, and
• Cloak of Darkness: Thetis gains a bonus
other dangers do not affect to Thetis. Damage
to toughness equal to the current Darkness
effects of cold/ice gives her an additional +2
penalty.
toughness (stacks with Water Skin). Cold/Ice
effects, if used when she is using her watery
arm causes the arm to freeze inside the victim!
The victim must make an immediate Defeat
test (Brownstone admonishes them for their
mistake).
• Refresh 1: Thetis begins with at least 1
possibility every round. Refresh reduces
by one for each secret those in his presence
have discovered and confronted her
with. (See below).
• True Death: Thetis’ True Death can only
occur after she accepts that her son, Achilles, is
dead. (See below)
(ß)
THOMAS BROWNSTONE (ß
Attributes: Charisma 5, Dexterity 9, Mind 8, Spirit
10, Strength 8
Skills: Dodge 8, evidence analysis 9 find 9, fire
combat 14, intimidation 13, maneuver 11, melee
weapons 12, reality 12, scholar 10, science 11,
tracking 10, trick 9, willpower 11
Move: 9; Tough: 10 (2); Shock: 10; Wounds: 3
Equipment: Monster Hide Duster (armor +2),
Slayer’s Gun (damage 14, range 50/100/200,
Carbine),
Webley Revolver (Damage 14, Range 10/25/40,
Pistol), Silver Dagger (Damage Strength +1/9),
Caltrops, Torches.
Perks: Bulletsmith (Adamant, Explosive, Giant
Killer, Holy Water Shells), Medals (Campaign:
Orrorsh, Dragon Slayer), Sniper
Possibilities: 3
Special Abilities: —
72
SCENE THREE: THE FATE that Alexander was not her son. This stops her
Possibility from being refreshed.
OF A GOD On an Outstanding Success, they understand
Dramatic Scene, Orrorsh Pure Zone. Thomas that her true death must be after she accepts that
Brownstone takes the Storm Knight back to Mong. Achilles himself died ages before Alexander was
If asked about the phrase that made Thetis turn even born. Relating the story of Paris’s killing of
away, he answers: him by an arrow in the heel confirms the story. If
that did not happen, no one would realize that was
“In the monster hunter business, you need to the place she held him when trying to make him
understand myths and legends. Some have kernels immortal.
of truth while others might be all truth on a different
With this knowledge the Storm Knights with
cosm. On Gaea, there is a legend of a nereid, would
Brownstone are able to track the Nightmare and
ask sailors where Alexander the Great was. To prevent
fight her to a (hopefully) True Death. Again,
them from coming to the surface world, to keep them
Brownstone watches and observes during the
in check, sailors needed to answer, ‘He lives and
fight, unless something threatens the life of a Storm
reigns.’ Even though he had been dead for centuries.
Knight.
Who would have thought that crazy story would
one day have meaning? But that’s a key – you can’t
discard information. It might prove useful later. I have
a suspicion this isn’t just a water nymph. Nightmares
AFTERMATH
aren’t usually a mundane sort. Depending on the result; did any Storm Knight
die? Was Thetis killed? Was it by her True Death?
Now that they have more information, they can How did the Storm Knights behave? Were they
be more precise in looking for information in local looking for clues and information or were they just
book collections, museums, etc. A scholar test spending the whole time itching for battle?
needs to be made.
Thomas Brownstone’s reaction and report are
On a standard success, the group learns that based on what he observed. Quiet disdain with a
Alexander was called the “second” Achilles and shake of his head and muttering about the Delphi
Achilles was the son of the nereid goddess Thetis. Council being doomed if this is all they have to
The Nightmare is probably Thetis from another work with to grudging approval and a reminder
cosm. that when in Orrorsh, remember knowledge is the
On a Good Success, the Storm Knights realize key. You’ll die of course, but it’ll be later rather
that Thetis is not Alexander’s mother and is very than sooner. And maybe the Delphi Council has a
confused. She needs to be confronted with the fact chance to pull this off.
73
COSM: ORRORSH
BURY IT DEEP
BY DARRELL HAYHURST T
his isn’t an official mission the Delphi
Council assigns, but a mysterious encounter
that occurs on the way to another mission.
Meghalaya is the default location, but thanks to the
phenomenon creating previously undiscovered
cave systems across Core Earth this could
technically happen anywhere!
The situation is relatively simple. A local child
has fallen and become lost while playing in a cave.
The Storm Knights can risk exploring the dark
underground hoping to find him, or leave him
to his fate. The latter course is certainly safer, but
Storm Knights are heroes!
74
It’s a dark hole in the ground inside Orrorsh. What could go wrong?
caught sneaking out and is now terrified that he INTO THE DARK
is going to die in these caves. He tries to sound
The entrances into the cave system are small and
brave, but sniffles and cries quietly hoping the
tight. A character must crawl on his belly to fit
Storm Knights don’t hear.
inside, and the passage twists and turns so it’s
• After he fell he thought he heard something
impossible to keep sight of the person ahead of
moving around in the caves with him.
you or behind no matter how close you try to stay.
The Storm Knights have a difficult choice to make One person always slips down pulls up a steep
here. This is Orrorsh, so there’s no guarantee that ledge enough to get out of sight, and from then on
the voice inside the cave is actually a child and not characters can hear one another nearby ahead or
some monster trying to lure them to their doom. behind, but they can’t actually see each other.
Nourin is very real, and a trip to Wahrisain reveals Within a few minutes the first explorer in reaches
his very worried parents—but by the time the a wider chamber where he can stand and look
characters return Nourin has permanently fallen around. He can shout his location back to others
silent. Unless stopped, his distraught father tries to who plan to enter, or give status updates to those
crawl into the cave himself and promptly gets lost waiting at the surface. There are multiple exits
himself as described in “Into the Dark” below. from this chamber, but Nourin is still audible and
sounds much closer.
The other option is for one or more Storm Knights
to wriggle into the caves themselves and try to The true problem is revealed once the next person
reach Nourin before it’s too late. crawling through the tunnels reaches the first
75
chamber. She is in a similar more open space with Whatever the obstacle, a Difficult (DN 12)
multiple tunnels coming in and out, but the first maneuver or Dextierty test overcomes it.
character isn’t there. His voice is echoing through • Step C: This is another Difficult (DN 12) find
one of the other tunnels. She can also hear Nourin, or survival test to finally reach the boy. Nourin
and those on the surface or who are crawling has scrapes, cuts, and a broken leg that he can’t
behind. walk on. He’s very afraid, but cries out in joy
Each person who enters emerges in a different when he sees the light of an approaching Storm
chamber. One of the chambers has Nourin’s Knight. Every Storm Knight who completes
broken flashlight in it. A different one has a small Step C meet back up, and may tackle Step D
pool of blood. If a Storm Knight tries crawling back together or even wait for others to complete
the way they came they end up in a completely Step C and join them.
different chamber instead. • Step D: The final escape from the tunnels is
Paranoid explorers (and it’s Orrorsh, so paranoia a Very Hard reality test, rather than anything
is justified) may go as far as tying themselves related to caving. Completing this step brings
together with rope. The rope seems intact for the everyone who is past Step C out of the caves
twisty journey inside, but once a character reaches together. Anyone who hasn’t resolved Step C
the first chamber the ends go slack. A standard (DN is still lost inside—and the clock is still ticking
10) evidence analysis of the ends of the rope leads towards round five even if Nourin is safe!
to the unsettling discovery that it was chewed off Characters who haven’t entered the cave once it
by something with very small, sharp teeth. becomes clear everyone who enters gets separated
Give any Storm Knights in the tunnel time to talk can remain outside if they wish. They can even
through their situation with the others and check attempt to help those inside (one at a time) by
in on Nourin. Depending on their precautions this shouting to establish the direction of the outside.
could just be a confusing cave system, or it could Treat this as a Combined Action using persuasion
be clear that sinister powers are at play here. or survival.
During the second round the Storm Knights inside
CLOSING IN hear something else moving through the tunnels.
Once everyone who is committed to entering the It’s hard to tell if it’s getting closer to one of them, or
cave has reached the first chamber, the clock starts the position of the child they are moving towards.
ticking on Nourin’s life. The boy screams that he Each character in the tunnels must roll a Fear test
heard something move, and it’s getting closer. as they hear whatever it is stalk closer. Nothing
else occurs until fifth round, when suddenly it
Rescuing Nourin in time is a Dramatic Skill reappears and starts moving very, very quickly
Resolution. Completing Step D before five rounds towards anyone who hasn’t resolved Step D!
brings the boy—and the Storm Knight—safely
outside of the tunnels. Each character inside the Dilemmas
tunnels tests and gains Steps separately, at least at • Critical Problem: A solid stream of screeching,
first. frightened bats pours over the Storm Knights,
• Step A: The character needs to pick the correct threatening to separate them and physically
tunnel to move closer towards Nourin. Treat push them into new and unknown places
this as a Difficult (DN 12) test of find or survival. within the cavern like a fleshy, rabid, wave.
On a failure the delver picks an exit and crawls • Possible Setback: A rock slide or rising water
through tight spaces, only to emerge back in threatens to cut off the passage and force the
the same exact chamber. Storm Knight to backtrack to find another
• Step B: The passage becomes extremely tight, route.
requires a steep climb, a leap over a chasm, or • Complication: All light in the cave dims,
even a short stretch completely underwater. including sources of magical light.
76
TOO LATE? AFTERMATH
After the fifth round the Dramatic Skill Resolution If Nourin was rescued and delivered to his
is over. If Nourin hasn’t been found he shrieks in parents in Wahrisian they are ecstatic to see him—
terror and then falls totally silent. If someone is with mixed with a firm admonishment that he is to be
Nourin when this happens he simply dies of fright grounded until he’s eighteen years old. The family
in their arms—although the sounds of something offers anything they possess to the Storm Knights
approaching them are clearly audible. No further as a token of gratitude. If the group declines any
motion is heard, and the disappointed heroes each payment treat them as having an Outstanding
suddenly find their way to the exit without further Ward Enemy miracle cast on them for the next
issues. Nourin is gone. scene.
If Nourin was successfully rescued but someone On the other hand, if any Storm Knight was lost
is still in the tunnels they hear the sounds of in the caves after the fifth round when everything
movement getting louder and closer. Scraping went dark, the experience sticks with them. In
footsteps echo louder and louder until the sound is the future they sleep restlessly, usually having
overwhelming. Then everything goes dark. nightmares.
Cut to the outside exit where the others are waiting Most of these dreams they can’t remember, but
when any stragglers finally emerge. They look no the ones they do are all the same: they are still
worse for the wear, other than perhaps being a down in those caves, in the dark, looking for a way
little pale and unsettled from the experience. out which no longer exists. They are only dreams.
When quizzed about what they experienced, the
only answer is the noise wasn’t anything at all. The
stragglers finally found a way out on their own.
Magic such as detect curse finds lingering traces of
corruption, but it doesn’t have a tangible effect.
“YOU LEFT ME DOWN
THERE. IN THE DARK.
BAD KARMA BURIED. HOW COULD
If the GM desires, a host of monsters descend on YOU? AM I REALLY HERE,
any Storm Knights who waited outside the caverns. OR AM I ACTUALLY STILL
A roving pack of Gospog of the Second Planting DOWN THERE?”
(page 79) or Werewolves (page 80) work for
this. The attack is completely unrelated to what’s
happening in the cavern below, it’s just bad luck
and bad timing that the creatures happen upon
part of the group while they’re split up.
77
GHOST
Ghosts are the echoing spirits of the dead, ethereal
creatures of pure emotion. Many are lost or
mindless, haunting places that were meaningful to
them when they were alive. The most dangerous
ghosts are pure rage.
Attributes: Charisma 7, Dexterity 7, Mind 5, Spirit
10, Strength 5
Skills: Dodge 8, find 6, intimidation 12, maneuver
9, stealth 12, taunt 8, trick 8, unarmed combat 8
Move: 7; Tough: 5; Shock: 10; Wounds: —
COMMON
Equipment: —
Perks: —
THREATS Possibilities: Never
Special Abilities:
• Cloak of Darkness: Ghosts gain a bonus
to Toughness equal to the current Darkness
penalty.
• Disturbance: An upset ghost can pick up
and hurl objects within a Large Blast, with the
ghost at the center of the disturbance. This is an
unarmed combat attack that deals Strength +1
(6) damage. If unattended weapons are within
the disturbance their properties apply to the
damage as well.
• Ethereal: A ghost may move through walls
and solid objects, and is immune to physical
attacks unless the weapon is magical or has a
property that allows it to affect ethereal beings.
Magic, miracles, and psionic powers affect
ethereal beings normally.
• Fear: Upon first seeing a ghost a hero must
test willpower or Spirit or become Very Stymied.
• Undead: Ghosts are immune to effects that
require breathing, eating, or other “living“
processes.
78
Skills: Dodge 8, find 8, maneuver 8, melee weapons • Fear: Gospog are horrific amalgamations of
8, stealth 8, unarmed combat 10 a corpse and rotten plant matter that emit a
Move: 7; Tough: 8; Shock: —; Wounds: — horrid shriek when encountered. Test willpower
Equipment: — or Spirit or become Very Stymied.
Perks: — • Nest: These gospog bodies teem with
Possibilities: Never mosquitoes. Anyone within 10 meters willpower
Special Abilities: or Spirit each round or become Stymied.
• Claws: Damage Strength +2 (10) • Relentless: Gospog ignore Shock.
• Fear: Gospog are horrific amalgamations of a • Undead: Gospog are immune to poison and
corpse and rotten plant matter. Test willpower other effects that require breathing, eating, or
or Spirit or become Very Stymied. other “living“ processes.
• Mindless: Gospog are immune to intimidation
and taunt interactions. HUNGRY DEAD
• Relentless: Gospog ignore Shock. Some corpses just can’t lay still forever. These
• Undead: Gospog are immune to poison and decomposing bodies animate and attack anything
other effects that require breathing, eating, or that moves and makes sound. Meat does them no
other “living“ processes. good, but they still rend and feast as if it did.
Attributes: Charisma 4, Dexterity 6, Mind 4, Spirit
GOSPOG OF THE SECOND
6, Strength 9
PLANTING Skills: Find 6, trick (6), unarmed combat 8
The second planting gospog from Orrorsh’s soil Move: 6; Tough: 9; Shock: —; Wounds: —
grow strong, swift, and more cunning. The mass Equipment: —
of at least two bodies goes into each, and the result Perks: —
is tall and broad-shouldered. Each dessicated face Possibilities: Never
covered with a bone mask made from fragments Special Abilities:
of buried skulls. A strange feature of this planting • Bite/Claws: Damage Strength +1 (10)
is they draw mosquitoes to nest inside their body, • Horde: Hungry dead usually appear in large
usually in a hump on the creature’s back or its chest numbers. Apply any bonus from a Combined
cavity. These sickly insects spread out for miles. If Action to Damage as well as the attack itself
one bites an intruder and returns, the gospog gains when multiple dead attack a single target.
a sense for his blood and can follow him anywhere. • Mindless: The hungry dead are immune to
Many of these mosquitos carry malaria or other intimidation and taunt interactions and telepathy
diseases, adding an extra element of danger. powers.
Attributes: Charisma 5, Dexterity 10, Mind 8, • Relentless: Hungry dead ignore Shock.
Spirit 8, Strength 11 • Undead: Hungry dead are immune to poison
Skills: Dodge 12, find 11, maneuver 11, stealth and other effects that require breathing, eating,
12, tracking 10, taunt (10), trick 12, unarmed or other “living“ processes.
combat 13
Move: 9; Tough: 12 (1); Shock: —; Wounds: —
RAVAGON
Equipment: — Tall and fearsome, these winged hunters are armed
Perks: — with sharp claws, powerful wings, and a savage
Possibilities: Never lust to shred their foes. They serve the Gaunt Man,
Special Abilities: and act as his eyes and hands in all the realms.
• Armor: Bone and clothing +1. Attributes: Charisma 5, Dexterity 9, Mind 7, Spirit
• Bite/Claws: Damage Strength +2 (13) 11, Strength 12
• Blood Sense: Tracking against a target becomes Skills: Dodge 12, find 12, intimidation 13,
Favored once a gospog deals a Wound or if a maneuver 15, reality 12, stealth 12, taunt 10,
hosted mosquito draws the target’s blood. tracking 12, trick 10, unarmed combat 15
79
Move: 9; Tough: 15 (3); Shock: 11; Wounds: 3 WEREWOLF
Equipment: —
Werewolves are people cursed to become rampaging
Perks: Vengeful
beasts as darkness falls. The transformation
Possibilities: Common (3). Ravagons without
occurs on random nights, and never on demand.
Possibilities don’t survive to adulthood.
During the day a werewolf appears human (use
Special Abilities:
the Victorian soldier’s statistics), but retains the
• Armor: Thick hide +3.
Lycanthrope Special Ability.
• Claws: Damage Strength +2 (14).
• Dread: When a ravagon is present Standard Attributes: Charisma 5, Dexterity 11, Mind 5,
Scenes count as Dramatic Scenes instead. Spirit 8, Strength 14
• Flight: Move 11 in the air. Skills: Dodge 12, find 10, intimidation 12,
maneuver 11, stealth 11, taunt (10), tracking 9,
VICTORIAN SOLDIER trick (10), unarmed combat 14
This entry represents a typical soldier from Move: 11; Tough: 17 (3); Shock: 8; Wounds: 1
Gaea. These hard troops are,used to facing the Equipment: —
nightmares of Orrorsh with grim perseverance and Perks: —
a stiff upper lip. Possibilities: Rare (3)
Special Abilities:
Attributes: Charisma 6, Dexterity 8, Mind 6, Spirit • Armor: Thick furry hide +3.
8, Strength 8 • Bite/Claws: Damage Strength +2 (16).
Skills: Beast riding 9, dodge 10, faith 9, find 8, fire • Cloak of Darkness: Werewolves gain a bonus
combat 10, intimidation 9, maneuver 9, melee to Toughness equal to the current Darkness
weapons 9, stealth 9, survival 8 penalty.
Move: 8; Tough: 8; Shock: 8; Wounds: — • Lycanthrope: Silver weapons deal +4 damage
Equipment: Saber (Strength +2/10), Lee Enfield against this creature. Wounds inflicted by other
(Damage 14, Range 50/100/200) types of weapons automatically heal at the end
Perks: — of each scene.
Possibilities: Rare (2)
Special Abilities: —
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Delphi Missions: Orrorsh is a set of
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