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Torg RPG- Central Valley

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Page 1: Central Valley Gate.pdf
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ceNTRAL VALLe)' GATeBy Gregory W. Detwiler and Bill Smith

A Small Town with a Terrible Secret

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Roleplaying the Possibility Wars Thl

Central Valley Gate

Gregory W. Detwiler, Bill SmithDesign

Greg Farshtey, Bill SmithDevelopment and Editing

Stephen Crane, Richard HawranGraphics

David Mann-Cover Illustration

Aaron McClellanInterior Illustration

Stephen Crane, Cath~eenHunterMaps and Diagrams

Published by

l:"WWEST"1£NO~GAMES®

RD3 Box 2345Honesdale, PA 18431

20573

First Printing: April, 1992

Publisher: Daniel Scott Palter. Associate Publisher: Richard HawranEditors: Greg farshtey, Bill Smith, Ed Stark· Art Director: Stephen Crane· Graphic Artists: Cathleen Hunter, John Paul Lana

Sales Manager: Fitzroy Bonterre • Sales Assistant: Maria Kammeier-Kean • Administrative Assistant: Jeff DennisSpecial Projects Manager: Ron Seiden· Warehouse Manager: Ed Hill· Treasurer: Janet Riccio

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

®, TM and © 1992 West End Games. AU Rights Reserved.

...."'1-2-----------------------9

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Torg: Central Valley Gate

Prologue1111 hood., m,hod .odlightning lit the jungle

clearing in its entirety, asthe last wordsof the spellwere spoken. As the

Orrorshan wizards flung their handsskyward in mad triumph, the pack ofwerewolves squatting around themhowled in equally dark ecstasy. A gateto a new part of this world, a part notyet tom by the ravages of war, and itwas all theirs ...

The staccato crackle of rifle fire andthe whine of machine guns interruptedthe cries of triumph. Wizards andwerewolves alike all went down inrows before the hail of lead and silverbullets that swept through their ranks.One wounded werewolf tried to crawlthrough the gate, then stopped, nailedto the ground by the silvered bayonetthat pierced him between the shoul­ders. He gave a hoarse cry of agony,and then the only sounds were thoseof the storm.

Brigadier Percival Cunningham ofthe 63rd Regiment, Royal Surreys ofBirmingham reclined in his campchairand listened as his adjutant gave thefinal tally. "Five wizards and a scoreofwerewolves, Sir. No casualties on ourside. Bloody good thing we attackedwhen we did. However, the chaplainbelieves that the gate will be up aboutthree weeks."

"I knew that storm would providesuperiorcover." Cunninghamsaid. Hestood up, his lean, trim figure seemingto tower over the diminutive adjutant."Well, we've stopped them from go­ing through their bloody gate, but wedon't know where it leads, or whatmight come through the other side.And there's only one way to find out.Find Major Reynolds and tell him his23rd Lancers can go in first, scoutingout the area as they go. With luck, wecan stop an invasion of either ourrealm, orsomeoneelse's, in its tracks."

•• 4

The Victoriansoldiers, in their neatlypressed unilorms, in neat rows, bravelymarched through the gate into someunknown world. They knew not whatto expect, but they knew that their helpwould most certainly be needed. Withall thoughts given to God, Queen andCountry, none thought to perchancelook over their shoulder.

Slowly, silently, a shifting blackmass, thick and viscous, trailed at adistance. Just as the last soldier disap­peared through the opening, a tenta­tive tendril reached out and throughthe gate. Soon, all that was left in theforest was the chill of the night air.

•••It was another warm, sunny morn­

ing in central California. The CentralValley had seen many such mornings,and the small number of remainingresidents had grown accustomed tothe eternal sunshine. While the areahad been through much since the in­vasion - first, the primitive reality ofthe Living Land, and now the troublesin Los Angeles with the horrifyingtechno-demons - the people knewthey could count on some constants,and beautiful mornings were part ofthe deal. .

Lurking in a distant cave, far fromany peering human eyes, the blackmist, now in its form as the creatureDagarathov, pondered its situation. Apermanenthome ... someplacefrom whichto rule and gain power. Someplace nearthese simple-minded cattle, from which tocontrol their shallow minds. I /lll/st Sllm­

mon a serva1lt.

• • •Donnie Shears was pretty content as

ten-year-olds went. He had a bike, alittle sister he could abuse to his heart'scontent, and tonight - tonight wouldbesomethingspecial. Heand his friendswere to meet at the graveyard for "!ruthor dare" night. To see who was thebravest of the gang and could slay all

night in the graveyard. He was deter­mined to stick it out no matter what.

But, first he had to make sure thathe didn't have to worry about hisfriends trying something. "Yep, fif­teen minutes ahead of time." As heclosed in on the old graveyard, henoticed the gate had been left open­pretty unusual. Slowly working hisway through the rows of gravestones,he already felt the hair on the back ofhis neck start to rise. "Calm down ...there's nothing here. Be brave." Shad­ows seemed to grow to monstrousproportions, he heard twigs snap offin the darkness, movement off to theside, and then nothing. A ten-year­old's imagination can be worse thananything that can really happen.

As he neared the back fences, hesaw another shadow dart and move.He almost gave in, ready to run homeand crawl under the covers. Maybethis wasn't such a good idea. Standingstill, just watching, listening, hearinghis own heart beat uncontrollably.

That's when hisirnagination went onovertime. At first it looked like a coupleof friends had crawled behind a pair ofnearby tombstones, and were slowlyrising up to try toscare him. "Billy, that'snot funny. Stop it." Then, he saw theshadowsstretch ... a strange"click,click"sound ... the shadows became wings ...rising up out of the mists, nearly eightfeetlall, the beast froze the small boy inhis tracks. A tuft of brown hair slippedout from under the Rams cap,gum longforgotten and swallowed, mind desper­atelyscrearning, "RUN! RUN!," but legsrefusing to aet.

No one heard the stifled screamcoming from the back of the grave­yard. Silently, a darkened shadowleaped into the night sky, headed for amulti-story building. Minutes later, agaggle of kids gathered in front of thegraveyard. "Where's Donnie?""Dunno ... musta backed out. What ababy."

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IntroductionIntroduction

'III ,,"m/ V.II" Go,,;, =adventure for Torg: Role-playing the Possibility

. Wars. You must have theroleplaying game to play

this adventure. Adventures for Torgtake place on Earth in the NearNow­an Earth that has been invaded byseven powerful beings from other re­alities. Theseinvaders,called High wrds,have the power to conquer realities dif­ferent from their own and impose theirreality upon their victims.

Our world has been invaded be­cause it is rich in possibility energl}, aspiritual force that courses throughevery being. It is the goal of each HighLord to gather enough possibility en­ergy to become the Torg, a being ofnear infinite power who seeks onlydestruction and chaos.

It is this same possibility energythat is responsible for the existence ofStorm Knights, a select group of he­roes who are the only true obstacle tothe plans of the High Lords.

In this adventure, the players' groupof Storm Knights venture to the Cen­tral Valley area of California, deep inthe Tehachapi Mountains. The area issandwiched between a Living LandiNippon Tech mixed zone to the northand the recently arrived Tharkoldrealm, which has taken control of theLos Angeles area to the south.

Thecontentsofthis adventureare forthe gamemaster only. Any player read­ing this adventure will ruin the adven­ture for herself and everyone else.

Adventure FormatGamemasters must read through

the entire book before attempting torun the adventure. By doing this, thegamemaster can familiarize himselfwith the various characters and situa­tions involved in the adventure andthe motives and circumstances thatdrive them. This way, if the players dosomething unexpected during thecourse of the adventure, the game­master will be able to handle it in a

manner that will not conflictwith laterdetails of the story.

Because of the conflicting factionsinvolved in this adventure, it is neces­sary for the gamemaster to be thor­oughly familiar with the timetable ofactions for each group of individuals.It is assumed that the players will havetheir characters do things that neitherthe authors of the adventure nor thegamemaster could possibly have an­ticipated. Becauseofthis, the format isset up to allow characters to leave theestablished path for a while but even­tually, out of necessity, return to thebasic storyline of the adventure.

Acts and ScenesTorg adventures are divided into

large sections called "acts." CentralVallet} Gate has four acts. Each actstartswith its own synopsis, called "TheMajor Beat," which outlines what theplayer characters (also caIled StormKnights) are likely to encounter.

Each act is broken down into sev­eral major encounters, called "scenes."Scenes are defined as either standardordramatic, and this determines whichconflict line of the drama deck is usedfor conflict resolution (see page 59 ofthe Torg Rulebook). Each scene beginswith "The Situation" and is followedby "The Action." Ifapplicable, a scenemay also contain certain sections en­titled "Events/' "Flags," "Variables,"and "Cut to ..."

"The Situation" section gives thegamemaster basic information for thescene from the point of view of theStorm Knights. Parts of this sectioncan be read out loud to the players orparaphrased by the gamemaster to setthe scene.

"TheAction" sectiondescribes whatis going to happen in the scene andgives details to be revealed to the play­ers as the scene unfolds. This is thepart that covers what happens in ascene in a linear sequence. Sometimes,however, it is convenient to haveevents occur in a more fluid manner.

In these cases, the "Event" sectionsprovide new bits that can occur atalmost any time within a scene. "TheAction" usually gives guidelines as towhen within a scene events shouldoccur. Events are always optional, andit is up to the gamemaster to decidewhether or not to use them.

"Flags" are like events, but they aretriggered by something specific. Thetriggers can be in the samescene orcanbe carried over from another scene.For example, if the Storm Knights killan edeinos tribe's optant in one scene,and then are captured in the nextscene,theedeinos will treat theStorm Knightsvery differently than if they had al­lowed the optant to live.

"Variables" give tips on how to keepa scene running smoothly. As men­tioned above, players often come upwith ideas that are not covered di­rectly in this adventure. The role ofthegamemaster is not to discourage theimaginations of his players, but to cre­atively deal with how they play theircharacters. "Variables" help the game­master keep the adventure on trackwithout frustrating the players.

At the end of some scenes theremay beseveral options for the Knightsto take. "Cut To ..." list the differentactions the Storm Knights can takeand the name of the scene that lets thecharacters follow through on thatchoice. It is possible that some sceneswill be completely passed over by theStorm Knights. If there is only onescene to go to, only one scene will belisted.

Between acts there are sometimes"Interludes." These are usually pointsin the adventure where the playershave some information to sort out orthe characters have a lot of traveling todo. When a long passage of time takesplace in a movie, a quick montage ofpictures is used to suggest that a lot oftime and distance has gone by. An"Interlude" is like that. You can as­sume that the time between acts goesby or, if you wish, you can play it out."Interludes" are also used to conveyinformation to the gamemaster (and,

I.5

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Torg: Central Valley Gate

at her discretion, the piayers) regard­ing the behavior of characters not in­teracting with the Storm Knights atthe present time.

On the last page of the adventure isa section entitled "Stacks." Stacks arescenes that are not covered in the ad­venture text, but may occur at anytime, probably triggered by subplotcards in the Drama Deck (see page 66of the Torg Rlilebook). The "Stacks"section outlines some guidelines onhow to use these subplots within thecontext of the current adventure,shouid the cards come into play.

AdventureBackground

Central California has become ahighly contested area of Earth in thepast few months, and Central Vallet)Gate piunges Storm Knights into thethick of the battle. Most of northernCalifornia has been under the controlof Baruk Kaah since the early monthsof the invasion. However, as told inOperation: Hard Sell, 3327, High Lordof Nippon Tech, secretly took over theSacramento region ofCalifornia, steal­ing a huge chunk of territory from theedeinos High Lord. The public per­ceives the change to be a "victory" forthe government of the United States,but not even the Delphi Council knowsthat 3327 has landed a maelstrombridge in California. The Council hasknown about and encouraged mas­sive investment by the Kanawa Cor­poration in California simply becauseit would provide monetary resourcesthat the United States' economyneeded so desperately.

Kanawa has invested a fortune incentral and southern California, withtrillions of yen put into the Los Ange­les area, which was evacuated soonafter the initial invasion. The NipponTech High Lord thought that he stoodto make a windfall until the arrival ofthe Tharkold realm on Earth.

Tharkold, the realm of the techno­demons, and home to Thratchen, wasrepelled from Earth in the initial inva­sion (made possible bySoviet psychicsand Nippon Tech agents). Tharkoldhas come to Earth seeking revenge

•• 6

upon 3327 for his treachery, and madeits presence known very quickly bydropping a maelstrom bridge into theheart of Los Angeles.

The Tehachapi Mountains of Cali­fornia, including Central Valley, lieright in the middle of the disputedterritories. To the north is the LivingLand/Nippon Tech mixed zone, andto the south is the Tharkold realm. Themost important investment in the areais the Kanawa-owned Seisaku, Inc.weapons factory. Central Valley is in amost uncomfortable situation ...

Half a world away, in the horrorrealm of Orrorsh, a group of renegadeoccultists have built a gate into theCentral Valley region. Their motiva­tion was simply to go someplace newto amass power and glory.

However, they were surprised andannihilated with their werewolf fol­lowers by a Victorian regiment just asthe gate was created. Mindful of whatstarted their involvement in the war inthe first place, Brigadier PercivalCunningham, commander of the 63rdRegiment, Royal Surreys of Birming­ham infantry and the attached 23rdRegiment, has decided to lead an ex­pedition into this new region, either toprovide support for a new area beingattacked, or to forestall a new invasionof his own realm. However, a horrificOrrorshan entity named Dagarathovhas also slipped through the gate, hop­ing to be able to amass more powerbefore returning to the realm.

Adventure SynopsisWhen this adventure begins, the

Storm Knights will be on their way toCentral Valley after replying to a callfor "experienced security agents" fora weapons factory in the area. The areahas been visited by rampaging bikergangs, and the citizens must also fendoff various creatures from the LivingLand.

In Act One, the Knights will rescuea young woman who has been kid­napped by a biker. They will learnfrom the woman that one of the bikergangs will attack her home town soon.The particular biker in the scene is thelast survivor of a rival group that wasWiped out by the 23rd Regiment.

The Storm Knights will go to inves­tigate, and run into the "relief" expe­dition of Victorians. With luck, a tem­porary alliance may be formed be­tween the two sides, aimed against thebikers and any Living Land raidersthat also show up.

In Act Two, the Knights and Victo­rians escort the young woman back toher home town of Redside, only tofind it under attack by edeinos raidersand various other creatures. The at­tack is fought off, but the edeinos havecaptured a number of factory employ­ees,and the Knights must venture intothe Living Land to get them back. Be­fore they set out, they will meet thetown's mayor, the factory's manager,a mysterious monster hunter, a teamof Spartans sent to the area by thegovernment, and a group of Nipponagents posing as survivalists and realestate brokers.

The Kanawa group's primary goalis to foil BarukKaah's plans forexpan­sian, and then make land purchases insouthern California and Mexico toprepare for the planting of stelae, butpart of the group has its own contra­dictory agenda.

Act Two ends with an arduous trekto the spiritually-fortified edeinos vil­lage, and a vicious battle against theedeinos and gospogguarding the pris­oners, after which the freed captivescan be escorted back home.

Act Threesees the variousanti-Nip­ponelementsmake their move. Asmallgroup of edeinos trying to penetratethe plant's defenses sets off alarms,which draws the Storm Knights backto the facility. After uncovering anOccultech device (obviously indicat­ingTharkoldu involvement), theStormKnights learn that the rogue elementsof the Nippon group are attempting todestroy the weapons factory. If theStorm Knights decide to investigatethe factory, they will learn that theNippon company is manufacturingmore than weapons, and that 3327 hasan elaborate scheme in place. Theywill also learn that 3327 is slowly los­ing control of the plant, which hasbecome the new residence of anOrrorshan horror that followed theVictorians through the gate.

In Act Four, the Knights are con­tacted by a defector from the biker

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Introduction

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Torg: Central Valley Gate

gang, whose boyfriend was spiritu­ally enchanted into joining the gang.In exchange for valuable inside infor­mation the Knights must rescue Tony(the boyfriend) and pullauthis friends.Tony then explains the battle plan tothe Knights, who must lead the de­fense of Redside. The act concludeswith the attack on Redside by bikersedeinos and Tharkoldu. '

New Living LandMiracles

Several new miracles have beengranted to optants loyal to Baruk Kaahin the Western Land. At this timethese miracles are only available to ~few of these optants, although, in time,It IS certain that most optants through­out the realm, even those opposed toBaruk Kaah, will gain access to thesemiracles.

Decreased Touch

Spiritual Rating: 11Community Rating: 9Difficulty: 12Range: touchDuration: 16 (30 minutes)Effect: numbs the recipient's sense

of touch

Decreased tOllch is the reverse vari­ant of the common miracle heightelled101lch. The recipientof this miracle loseshis sense of touch for the miracle'sduration. Normally, this ritual cer­emony is used as a form of punish­ment for recalcitrantJakatts, as it causesthe victim to lose some contact withlife and Lanala. However, since thePossibility Wars began, Baruk Kaahhas been !,ersuading his optants (withgreat dIfficulty) to cast this miracle onwarriors about to go into battle.

The warriors are never allowed toknow the true duration of the miracle·they believe it will be permanent un~less they do theirSaar's bidding. Whenthe survivors (if any) return frombattle, the optants will make falsemystical gestures and pretend to re­move the "curse." As resistance to theSaar's constant wars and use of IIdead"things such as gospog and stelae in-

8.8

P erseverance Checks

Several times during thecourse of this adventure theStorm Knights are required tomake Perserverallce checks. If thegamemaster wishes to have theOrrorshan element of this ad-venture remain a mystery, telltheStorm Knights to simply gen-erate a bonus number, while thegamemaster keeps track of thePerserverallce total.

creases, this new version of an oldmiracle helps force recalcitrant war­riors into battle. It is especially usefulwhen the Jakatts are human "new­comers" who do not have the staminaof edeinos warriors.

In combat, decreased tOllch reducesthe recipient's ability to feel pain, sothe Jakatt may ignore all shock dam­age, although wounds and KO resultsstill have full effect. After the miracle'sduration is up, all shock damage thathas been accumulated will take effect.If four or more individual shock caus­ing injuries have been inflicted on thewarrior, she must make a successfulTOllghlless roll against a difficultyequalto their Toughness +10, or fall uncon­scious for ten minutes.

Earth Swallow

Spiritual Rating: 14Community Rating: 10Difficulty: 16Range: touchDuration: until eliminated by re­

moving soil from areaEffect: lets the land itself seize any

trespassing enemies

Earth swallow is another defensivemir~cle invoked by Jakatts, this onedeSIgned to take an enemy alive. Apatch of the land is consecrated, gen­erally along a path or some other areaan enemy might cross. When a non­Jakatt steps onto the consecratedground, the earth opens up and swal­lows hIm (up to his hips in the case ofa humanoid being). The earth imme­diately closes in again around the pris-

oner, not harming him, but holdinghim helpless with a Sirellgih of25 untila party ofJakatts comes to check on thetrap. The person will notbe pulled anyfurther under the surface, but merelyheld immobile.

When this miracle is called upon,theJakatt touches a specific spot; a twometer radius is affected. The landwithin the effect radius is "alive" andwill actually seem to ooze back'to theperson being held unless the soil isdeposited outside the effect radius.The miracle will affect anyone whoenters within the effect radius so en­tire groups of Storm Knight; mightbecome entrapped by trying to rescuetheir friends.. If shovels and spades are available,It will take a single person half an hourto dig a companion out. For each addi­tional person who coordinates on thisreduce the time value by one. DiggingWIth hands will be useless: the soilwillflow back into place as soon as it ismoved aside unless removed from theeffect radius.

Grass Blossom Spear

Spiritual Rating: 14Community Rating: 10Difficulty: 13Range: within three meter radius of

consecrated spot .Duration: until triggeredEffect: turns the grass in a conse­

crated area into a javelin version of theblossom spear

Grass blossom spear is a more power­ful version of grass spear. It works inthesamemanner,doingthesamedam­age, but has the added powers of theblossom spear: if the javelin causes anydamage, thorns blossom along the tipof the shaft and cause one additionalwound. Non-Jakatts cause an addi­tional wound to the victim when re­moving the javelin unless they beatthe mIracle's Spiritual rating with amedicille total. A Jakatt, on the otherhand, can remove the javelin easily bysunply pUIlingltout, as the thorns willfall away once itis touched by "holy"hands. The Javelm returns to its origi­nal form of a blade of grass once re­moved or if it misses its initial attack.

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Introduction

Grass Spear

Spiritual Rating: 14Community Rating: 9Difficulty: 12Range: three meter radius from con­

secrated spotDuration: until triggeredEffect: turns the grass in a conse­

crated area into a javelin

Grass spear is another defensivemiracle the Jakatts use to defend theirholy places from unbelievers. A smallpatchofground is consecrated, with thespiritual power centered on a singlebladeofgrass. Whenanon-Jakattcomeswithin three meters of the consecratedspot, Lanala will transform the grassblade into a javelin, which will impalethe trespasser. To determine whetherornotthe javelin hits, the Jakatt summon­ing the miracle must make a faith totalwhen the spot is consecrated; the targetmust make a higher faith total to avoiddamage. The javelin'sdamage total is 18plus the bonus number rolled when themiracle is called upon. The javelin re-

turns to its original form of a blade ofgrass once removed or if it misses itsinitial attack.

Great Club

Spiritual Rating: 9Community Rating: 9Difficulty: 11Range: touchDuration: until re-plantedEffect: turns a hrockt shoot into a

two-handed club

Great club enables a Jakatt to pray toLanala to turn a hrockt shoot into atwo-handed club. This club is coveredwith vines and leaves, and, when usedwith two hands, causesa damage valueof STR+4. If used one-handed, it onlycauses STR+3.

Intensify Emotions

Spiritual Rating: 12Community Rating: 11Difficulty: 11Range: voice

Duration: result points +5Effect: intensifies the emotions of a

character

IntensiftJemotions is a miracle whichincreases the character's love of life bywhipping his normal, everyday emo­tions into almost a hurricane frenzy offeeling. A true Jakatt will cherish thismiracle, just as he would any otherwhich increased his appreciation oflife, but BarukKaahhas had hisoptantsconcentrate on using it in militarily­useful applications, such as to increasedislike of an enemy to sheer hatred, orturn mild trust of a priest intounshakable loyalty.

Pleasure Plant

Spiritual Rating: 11Community Rating: 11Difficulty: 12Range: 2 meter radius of plantDuration: permanent until plant is

destroyedEffect: creates a device for stopping

enemies by invoking their own de­sires

.1

9

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Torg: Central Valley Gate

Pleasure plant is used by optants todefend edeinos tribes or sacred sitesfrom attack. It only affects intelligentnon-Jakatts, and unlike pain sacks,easily allows capture of the victim forconversion to Keta Kalles or ceremo­nial slaying.

The plant must be planted in anhour longceremony (which calls uponthe miracle). At the completion of theceremony, a plant of incredible beauty,fragrance, andsoftness, with red, greenand yellow flowers, standing abouttwo meters tall, will grow up to markthe burial place and give off themiracle's effects.

Any intelligent non-Jakatt whocomes within two meters of the plantwill be suddenly overwhelmed withdesire for it. Thebeauty, fragrance andsoft feel of the plant will overwhelmthe victim,and they will becometrans­fixed to the plant, unwilling to leaveits side. The plant's captive will haveno real awareness of his surround­ings, and will violently resist any at­tempts to drag him away from hisbeloved plant - a victim draggedaway will constantly fightto rejoin theplant unless restrained somehow.

The plant has a TOl/glmess of9; if it isdestroyed, the victim will lapse into astupor lastinganywhere from ten min­utes to a full day (gamemaster's dis­cretion, depending on the situation).

•• 10

Sharpen Animal's Senses

Spiritual Rating: 13Community Rating: 10Difficulty: 10Range: sightDuration: 16 (25 minutes)Effect: sharpens the senses of an

animal

This prayer allows a worshipper ofLanala to increase all five senses of asummoned animal, almost invariablya predatory one, making it a moreeffective hunter in tracking down theJakatt's enemies. Usually the sameJakatt that has prayed for control ofthe beast also performs this miracle,but this is not necessary.

Only one animal at a time may beaffected by a single miracle. Theanimal's Perception and related skillsskills are increased by the amount ofsuccess achieved by the miracle. Mini­mal success increases the animal's Per­ception by +1, average +2, good +5, sl/pe­rior +10, and spectacular by +15.

Simple Club

Spiritual Rating: 9Community Rating: 8Difficulty: 10Range: touchDuration: until re-plantedEffect: turns a hrockt shoot into a

club

Simple club allows a Jakatt to take ahrockt shoot and pray to Lanala toturn it into a club. It looks like a one­handed club, covered with vines andleaves. The damage value is STR+3.

Spiked Club

Spiritual Rating: 14Community Rating: 10Difficulty: 12Range: touchDuration: until re-planted'Effect: turns a hrockt shoot into a

spiked club

Spiked club allows a Jakatt to turn ahrockt shoot intoa spiked club. ltlookslike the Simple Club, but is heavilystudded with thoms, causing a dam­age value of STR+4:

Spiked Great Club

Spiritual Rating: 14Community Rating: 11Difficulty: 13Range: touchDuration: until re-plantedEffect: turns a hrockt shoot into a

spiked two-handed club

Spikedgreat club turnsa hrocktshootinto a spiked, two-handed club, cov­ered with vines and thorns. The dam­age value is STR +5 (only STR +4 isused one-handed).

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Act One

Act One

Enter the VictoriansThe Major Beat

In this act, the heroes, while travel­ing to the town of Redside, California,rescue a young woman from a roguebiker who has kidnapped her. Uponquestioning, both will have news ofintruders, in the form ofa huge motor­cyclegang and what will turnouttobea Victorian force from Orrorsh, whIcharrived courtesyofa newly-madegate.

The Storm Knights will stumbleupon theVictorianarmyencampment,and attempt to negotiate with the Vic­torians for help against the bikers andany additional raiders who may comefrom the Living Land.

SCENE ONE:A Plea for Help

The SituationStandard. The adventure begins

with the Storm Knights having de­cided to come to Redside, CA, becausethey have been hired to work as asecurity force for a weapons factoryowned by Seisaku, Inc. They acceptedthe job after strong urging from. theDelphi Council, under the proVIsIOnsof the Storm Knight Registration Act.The Storm Knights may approach thISas a straightforward job, or be SUSpI­cious and cautious.

This first scene will be run early inthe morning, just as they have de­scended from the mountains into Cen­tral Valley. The early morning sun hasburnt off some of the haze, and tem­peraturesare rapidly starting t~ climb.The terrain around the mountainS andin the valley is dry forest and sparsegrassy plains.

The Storm Knights will already befamiliarwithsomeoftheproblerns facedby residents of this region. The motor-

cycle gangs of the western states havebeen pouringintoCalifonua atan ala.rrn­ing rate. The Central Valley regIOn IS In

the Tehachapi Mountains, stuck be­tween the chaos of the Tharkoldu realmto the south in Los Angeles and theongoing struggle between the LivingLand and Nippon, justa few mIles to thenorth. Theeventsofthepast few monthshaveleft thearea disorganized and mostof the troops and police have been sentto one of the war fronts.

The ActionWhile the heroes are travelling

down the deserted and poorly main­tained highway or resting by the sideof the road, they hear the sound of alone motorcycle in the distance. It israpidly closing in on their location.

Soon, thebikeappears, carrying twopeople: a scruffy, unkempt young malewith a leather jacket, sunglasses andboots, and a youn·g woman whosehands are tied, with an additional ropebinding her to the bike. The man isbattered, bruised and bloody.

As soon as the biker sees theKnights, he will stop and try to tumhis bike around. The young womanwill scream, "Please! Help me!"

The biker will then try to escape bygoing cross country if necessary. If heappears cornered, he will stop the bike,grab the woman and hold a switch­blade to her throat, trying to force theStorm Knights away.

The biker is named Snake; his cap­tive is a local geologist named JanetGilman. Snake isan undisciplined anddangerous man. He was with his gangfor several years, but just a few hoursago all of his friends were wiped outby a Victorian force that came througha gate a few days earlier. He is nowlooking for a place to take refuge. Hefigured that by taking Janet Gilmancaptive he would be able to ransomher to the town. While dangerous, he

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Variables

If the heroes decide to investigateJanet and Snake's stories, or follow themotorcycle trails leading from thehighway, cut to "Scene Two: The Vic­torian Encampment."

If the Storm Knights allow Snake tokill Janet, you may have them find outabout the "weirdos" on horseback byquestioning Snake (if he's still alive),or by continuing on toward Redside.As they near the town, have themmake a find or Perception total of 7 tosee what appear to be hundreds ofmotorcycle trails going off the roadand leading toward the mountains. Ifthey follow these trails, they will findthe battle scene (about one mile infrom the main road).

biker named "Hog" for a big raid theyhave in mind for her home town ofRedside sometime in the next coupleof days.

Janet will explain that Snake's gangwas all but wiped out in a battle withsome strangers on horseback, dressedin 19th-century waruniforms, and thatSnake was fleeing them when he blun­dered into the Storm Knights.

IfSnake is still alive, he will refuse tocooperate unless threatened. However,once his resolve starts to go, he will tellthe Storm Knights whatever they wantto know: 'We got jumped by a bunch ofweirdos, man. They were men insteadofscales, but they werestillweirdos. Allof them on horseback, with old-fash­ioned rifles. A lot of us got taken aut bytheir rifles before we even had a chanceto fight back."

About the upcoming attack, Snakewill only tell the following: "I don'tknow, man! We're just gonna workwith Hog's Boys on this one raid, andwe were gonna split the booty. Money,weapons, the whole deal. 1don't knowanything else."

Janet will be willing to lead theStorm Knights to the battle site. Snakecan be intimidated intodoing thesamewith a stymied result or better, or apersuasion result of negotiated agree­I11mt or better.

Standard. The Storm Knights dis­cover the site of the recent battle, withdead bikers strewn around with a fewother corpses; the uniforms are thoseof Gaean Victorian cavalrymen. De­scribe the scene:

After about a mile of travellingthrough the scrub of the valley, youtop a small hill and see a ghastlysight. Several dozen corpses liestrewn about the immediate area ­most of the bodies are those of bikersdressed much like Snake, but thereare a few others in crisp, red militaryuniforms of the nineteenth century.(If the Storm Knights are familiarwith the Victorians, you can openlydescribe them as such.)

Nearly thirty motorcycles are ly­ing on the ground, along with count­less melee weapons: knives, chains,sabers and bayonets. There are a fewsmall pistols and some primitiverifles as well.

SCENE TWO:The VictorianEncampment

The Situation

If they decide to continue on toRedside, cut to Act Two.

The ActionThis is the battle scene where the

23rd Lancers Victorian troops wipedout Snake's gang. After the StormKnights have had a few seconds forobservation, read aloud:

Off in the distance, you see a glim­mer of sunlight on metal. There areabout a dozen figures, about man­sized, some 200 meters away.

Any character making a Perceptiontotal of 12 (or with binoculars, no totalneeded) will be able to see that the menare Victorians, dressed in their familiarred coats, with white helmets and bluepants. They are digging a huge massgrave for the dead bikers, as well as

...Cut To

isn't very bright. When confronted bythe Storm Knights, his only concern isescape, and he doesn't care ifJanet hasto die for him to get away.

SnakeDEXTERITY 8Fire combat 9, lock picking 9, meleeweapons 10, unarmed combat 10STRENGTH 9Lifting 10TOUGHNESS 10PERCEPTION 7Land vehicles 11, trick SMIND 6CHARISMA 6TauntSSPIRIT 8Intimidation 11Possibilities: noneEquipment: Chain (damage value

STR +5/19), knife (damage valueSTR+3/17), leather jacket (armor value+2/20), motorcycle (speed value 14/120 mph/195 kmh, passengers 2, TaU15, Tech 22).

JanetGilman is an attractive womanin her late '20s, with shoulder-lengthlight brown hair. She is very capableand intelligent, and a shrewd negotIa­tor. She is a native of Redside, andreturned home from college after theinvasion began. She has taken a jobwith Seisaku, Inc., and was studyingsoil and mineral types in the moun­tains before she was taken captive bySnake.

Janet Gilman, GeologistDEXTERITY 8Running 9, swimming 9STRENGTH 6TOUGHNESS 6PERCEPTION 9Evidence analysis 11, find 10, landvehicles 9, scholar (geology) 13MIND 10Science 11CHARISMA 10Charm 11, persuasion 11SPIRIT 8Possibilities: noneEquipment: none

Once the rescue has taken place,Janet will thank the Storm Knights forrescuing her. She will explain that shewas collecting soil samples whenSnake and his buddies grabbed her.She overheard talk among her captorsabout meeting up with a gang led by a

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Act One

inclividual graves for their fallen com­rades (there are only a few individualgraves). A priest is performing last ritesfor each of the bodies.

Three rounds after the Victoriansare spotted, the Victorians will spotthe Storm Knight group. The StormKnights will see a flurry of activity, asthe men rush to their horses and grabtheir rifles. Two men mount theirhorses, and head away from the group,while the other ten close toward theStorm Knights. These soldiers are partof the 23rd Regiment.

The soldiers will approach cau­tiously, with their weapons leveled atthe Storm Knights, and the leader, aCorporal Douglas, will ask, "Who areyou, and what is your intent. Speaknow, or face our weaponry!"

The Victorians have no idea wherethey are, and are looking for Orrorshmonsters that may have come throughthe gate. They are also present to pre­vent yet another invasion of theOrrorsh realm from wherever the gate

landed. They have only been in Cali­fornia for two days, and haven't yetrealized they are still on Earth.

The troops have made camp aboutone mile from the battle site. CorporalDouglas really no desire to go intobattle without reinforcements (espe­cially if the Storm Knights are obvi­ously well-armed). Douglas has thesame stats as a typical soldier (givenbelow). If the Storm Knights are coop­erative, he will order them to accom­pany him to the encampment and con­fiscate their weapons.

Another two dozen cavalry menwill arrive on horseback six minutesafter the Victorians first spot theStormKnights (provided the Storm Knightsdidn't stop the two messengers sent tothe camp).

23rd Lancers/RegimentCavalrymen

DEXTERITY 9Dodge 11, beast riding 12, fire com­bat 10, maneuver 10, melee weap­ons 12, unarmed combat 10STRENGTH 10

TOUGHNESS 9PERCEPTION 9MIND 8Willpower 10CHARISMA 7SPIRIT 8Faith (Sacellum) 9Possibility Potential: noneEquipment: Lee-Hollings rifle

(damage value 18, 3-40/300/1800,ammo 8, Tech 19), bayonet (damagevalueSTR+5/19),lance(damagevalueis speed value +6 or STR +4/14)

HorseDEXTERITY 9Dodge 10, running 11, unarmedcombat 10STRENGTH 13TOUGHNESS 10PERCEPTION 6MIND 3Willpower 8CHARISMA 3SPIRIT 3Possibility Potential: noneNatural Tools: Hooves (damage

value STR +2/15)

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FlagIf the Storm Knights haven't found

out about the impending attack onRedside by the biker gang (eitherthrough Janet or Snake), have one ofthe Storm Knights discover a handscrawled set of instructions, coveredin blood, that was dropped in the soilduring thebattle. The instructions read:

"Join lip with Hog's Boys ill MOIlIl­taills. 150 mell.

Redside; arms factory."

The EncampmentThe Victorian encampment is un­

der the command of Brigadier-Gen­eral Percival Cunningham. His sec­ond in command is Captain MichaelTompkins, and the Chaplain is Cap­tain William Ambrose. There are 36mounted cavalrymen with the 23rdRegiment. The 63rd Regiment, RoyalSurreys of Birmingham, has 150 in­fantry troops, as well as five artillery

men (for the five Armstrong heavyguns). There are 15 support person­nel. Additionally, 40 infantry havebeen stationed on this side of the gateto make sure that no further creaturesemerge from Orrorsh. The rest of thetwo regiments have remained on theother side of the gate, in Orrorsh.

Once the Knights havebeen broughtto the encampment, they will be intro­duced to Cunningham.

A tall, slender middle-aged man,Brigadier Cunningham is in excellentphysical condition, as much from hislove of hunting as from his militaryexperience. He has black hair and athin mustache.

Brigadier-General PercivalCunningham

DEXTERITY 10Beast riding 12, dodge 12, fire com­bat 12, maneuver 11, melee weap­ons 12, swimming II, unarmedcombat 11STRENGTH 11Climbing 12, lifting 12TOUGHNESS 11

PERCEPTION 9Find 10, first aid 10, scholar (mili­tary tactics) 13, tracking 11, trick 13MINDSSurvival 10, test of will 10, will­power 12CHARISMA 11Charm 14SPIRIT 10Faith (Sacellum) 11, intimidation12, reality 11Possibilities: 12Equipment: Harford revolver

(damage value 15, 3-5/15/40, ammo5,Tech19),sabre(damagevaleSTR+5/19), Lee-Hollings rifle (damage value18)

Captain Michael Tompkins isCunningham's trustworthy advisorand assistant. A relatively short manwith brown hair and the inevitablethin mustache,Tompkins is somewhatmore intellectual than his superior(hence his position as adjutant). Hedoes try to fit in with more the com­mon Victorian troops.

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Act One

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Torg: Central Valley Gate

Captain Michael Tompkins(Adjutant)

DEXTERITY 9Beast riding 12, dodge 11, fire com­bat 11, maneuver 10, melee weap­ons 10STRENGTH 9TOUGHNESS 11PERCEPTION 11Find 12, first aid 13, scholar (mili­tary tactics) 13, tracking 13, trick 14MIND 10CHARISMA 9Persuasion 10, taunt 10SPIRITSPossibilities: noneEquipment: Harford revolver

(damage value 15), sabre (damage valeSTR+5/19), Lee-Hollings rifle (dam­age value 18)

Chaplain Ambrose is the most open­minded of the officers, and while he toobelieves that the Victorians are morallysuperior, he is more willing to take ad­vice and knowledge from non-Victori­ans. A middle-aged, balding man withgray hair, the chaplain is less forcefulthan the average Victorian priest, being

more eager to negotiate with those whoare not obviously enemies. He will bethe Knights' only real ally in their nego­tiations with the Victorians.

Captain William Ambrose(Chaplain)

DEXTERITYSBeast riding 9, dodge 9, fire combat9STRENGTH 9TOUGHNESS 10PERCEPTION 10MIND 9Test 11CHARISMA 12Charm 13, persuasion 14SPIRIT 12Faith (Sacellum) 14, focus 15, in- .~

timidation 14Possibilities: noneEquipment: Harford revolver

(damage value 15), sabre (damagevaleSTR+5/19), Lee-HoIlings rifle (dam­age value 18), Sacellum bible, silvercrucifix

Miracles: bless, bless missile, hell'sfire, staff of righteousness, ward danger,ward enemy

The average troops are illiterate,stubborn, and are convinced of theirnatural superiority, especially in lightof their easy victory over the "ruffianson motorized bicycles." The Victoriantroops know little outside the sphereof soldiering, but are tenacious fight­ers who will not admit defeat.

63rd Regiment SoldiersDEXTERITY 9Dodge 11, fire combat 11, maneu­verlO, melee weapons 10, unarmedcombat 10STRENGTH 10TOUGHNESS 9PERCEPTION 9MIND 8Willpower 10

.CHARISMA 7SPIRIT 8Faith (Sacellum) 9Possibility Potential: noneEquipment: Lee-Hollings rifle

(damage value 18), bayonet (damagevalue STR +5/19)

There are five artillery men, withthe same stats as the general soldiers,plus heavy weapons at 12. They are

• I

16

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equipped with a Harford revolver(damage value 15). Their heavy gunsare 12-pounder Armstrongs (damagevalue 25, range 3-300/1200/3km,ammo 1, shell blast radius of 0-4/10/25; has a +1 add at all ranges). A gun­ner and assistant is required to loadand then fire in the same round; if thegunner is operating the weapon byhimself, reloading takes an entireround, and he can fire on the nextround.

Forming a TenuousAlliance

The opening moments of the meet­ing should convince both sides thatthey are dealing with characters fromtwo completely different worlds.Brigadier Cunningham will immedi­ately attempt to usher Janet and anyfemale Storm Knights into a separatetent to relax while the men discussimportant matters. This may make foramusing culture shock situations.

As the Knights approach the tent,they will each be touched with Chap­lain Ambrose's silver crucifix, for fearthat the strange visitors may bewerewolves or other hideous crea­tures.

Brigadier Cunningham will showobvious distaste for any non-humans(such as dwarves, elves or edeinos) orany cybernetically enhanced or obvi­ous magic-using humans.

Janet is recognized by several of theVictorian soldiers, who, unforh..mately,were unable to rescue her during thebattle.

During negotiations, the Victoriansstart out as nelltral. A Knight such as awerewolf, who is obviously an

Orrorshan monster, will make thingstwo steps more difficult by his verypresence. Non-human Knights willmake things one step more difficult, aswill any Knights, especially femaleones, who make harsh and tactlesscomplaints about Cunningham's at­tempt to separate the sexes before themeeting. Janet's testimony, ifallowed,will make things one step easier.

The Storm Knights should try tohammer out an alliance with the Vic­torians. Since they already know aboutthe size of the biker gang, the Knightsknow that Redside will be all but de­fenseless unless they can recruit theVictorians. Assuming things end on ahappy note, the alliance will be sealedwith whiskey and cigars (only for themales) and handshakes, and the Vic­torian force will take up the marchtoward Redside.

A negotiated agreenlellt result meansthe Victorians will help, but only iftheStorm Knights promise to help themhunt down any evil creatures in thearea. Ayes or vow agreement will con­vince the Victorians to help defend thetown, but they will still retain theirprime objective of finding any crea­tures that have come through the gate.If the negotiations fail,Janetwill pleadwith Cunningham and his staff to de­fend her almost helpless town, andher pleading will have its affect ­treat the result as a negotiated agree­ment.

The Victorians andTheir Horrors

During the course of the negotia­tions, the gamemaster should portrayCunningham as cautious and suspi-

Act One

cious, not at all ready to make a dealwithout assurance that he is doing theright thing. If the Storm Knights canconvince him that he is indeed onEarth, he will seem to open up, andwill detail the battle in Orrorsh andthe deaths ofthe werewolves and wiz­ards prior to the Victorians comingthrough. As soon as he completes thistale, have the Storm Knights make a!,erseverance check against themonster's fear rating of 15 (see ActFour for more information), bearing inmind that the beginning value for thegroup is 8. If successful, their Persever­ance goes up by 1. For more informa­tion on Perseverance and Orrorshanhorrors, see the Orrors" sourcebook.

A Just Ending

If Snake is still alive and with theStorm Knights, Cunningham will in­sist on hanging him as an "uncivilizedbarbarian totally lacking in morals." Ifthe Storm Knights press the issue,Cunningham will refuse to backdown,explaining that Snake's friends killedseveral of the Victorian scouts "with­out provocation."

AwardsThe Knights each get one Possibil­

ity if they convince the Victorians todefend Redside. If Janet had to strikethe alliance, or no alliance was forged,the Storm Knights receive no Possi-·bilities.

Cut To ...Cut to Act Two, "Danger in

Redside."

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Act Two

Danger in Redside

Torg: Central Valley Gate

• I

18

The Major BeatThe Storm Knights and Victorians

arrive in Redside during the middle ofan attack by a sizable force of edeinos,gospog, stalengers, and a pair ofbenthe-controlled baragons. After theStorm Knights and Victorians driveoff the attackers, they encounter manyof the. townsfolk, including the mayor;Reggte Blake, manager of the Seisakuplant and the employer of the StormKnights; a mysteriousOrrorshan mon­sterhunter;Spartanssent by theDelphiCouncil; and, "survivalists" who haverescued residents captured in earlierraids.

With the assistance of thesurvivalists and the Spartans, theStorm Knights must enter the LivingLand/NipponTech mixed zone to res­cue villagers captured in the most re­cent raid. The climax of this act is theattack on the spiritually-protectededeinos tribe encampment, where thecaptives are being held.

SCENE ONE:The Relief of

Redside

The SituationStandard. In the forefront of the

combined force, the Storm Knightsamve at the outskirts of Redside, tohear the continuous crackle of riflefire. Hurrying forward, they discoverthat the town is under siege, and ap­parently losing the fight. Edeinos andstalengers are routing the town, whilegospog provide covering fire in thedistance. Describe the scene:

The edeinos and stalengers are tak­ing their toll on the town. Their lackof tactics has clearly thrown the

to~'s meager defenses into chaos,and It appears that the town only hasa few people capable of fighting.Nearly a dozen stalengers waft abovethe buildings on the air currentswhile at least two score of edeinos ar~rampaging mindlessly, destroyingcars, setting fires and attacking atrandom. Up on the hill, you can see?-earlya hundred moreedeinos ready­mg a charge with a pair of baragonswhile it appears that there are severalgospog sharpshooters to providecover. Several edeinos are carryingcaptives away to the north.

The ActionRedside is clearly a town in trouble.

One hundred edeinos warriors aremassing for a rush with their spears,and two huge baragons are in the cen­terofthe line. Heroes who lookcloselyat the beasts with binoculars or the likewill discover that each baragon has abenthe attached to it.

T he Arms Factory

The Seisaku arms factory intown has been subcontracted tomake M16s for the Delphi Coun­cil and U.s. government. Unfor­tunately, the biker gangs havestopped shipments of metals forthe manufactureofthe guns, vir­tuallyshutting down the factory,and ammunition is also in ex­tremely short supply (the fac­tory hasn't been tooled to manu­facture ammo, so it must beshipped into town). The DelphiCouncil, with the goings-on inLos Angeles, has been unable todeploy more forces to Redsidefor its defense - all that can bespared are the Storm Knights.

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Backing up the force are a score ofgospog of the First Planting, armedwith M16s, and a half dozen gospog ofthe Second Planting, armed with M1Garand rifles.

The Knights can see many humancorpses in the streets, while the resi­dents of Redside are fighting fromwhatever provides cover.

Forces of the Living Land

This attack has been startedby the Teraks Kest tribe, locatedjust over the border of the LivingLand/Nippon mixed zone. Thewarriors were told to destroy theweapons factory on the south­ern side of town (location 3 onMap 2), and if that was impos­sible, they were to capture asmany townspeople as possible,either for conversion to KetaKalles or ritual sacrifice.

Edeinos Warriors (140)DEXTERITY 11Dodge 12,missile weapons 12,stealth 12STRENGTH 9TOUGHNESS 10PERCEPTION 9Language 10, tracking 10, trick10MIND 9Test 11, willpower 10CHARISMABTaunt 9SPIRIT 10Faith (Keta Kalles) 11, focus11, intimidation 10Possibility Potential: some(55)Natural Tools: Claws (dam­

age value STR +3/12), teeth(damage value STR +2/11), tail(damage value STR)

Equipment: Hrockt spear(damage value STR + 3/19)

Miracles: Simple spearNote: The edeinos warriors

are currently affected by the fol­lowing miracles: Heightened Dex­terity (adds +2 to all Dexteritlj­based actions)

The edeinos have assaulted thetown from the north, and their battleline is about 100 meters north of thetown's shopping center (building 12on Map 2, "The Town of Redside").Lacking the ability for true strategy,their deployment is very simple: theSecond-Planting gospog are stationedat the top of a small hill, acting as

Stalengers (12)DEXTERITYBDodge 11,flight 12, stealth 11,unarmed combat 12STRENGTHBTOUGHNESSBPERCEPTION 9Find 11, tracking 11MINDBArtist 10, survival 10CHARISMA 7SPIRITBFaith (Keta Kalles) 11, focus12Possibility Potential: some(65)Natural-Tools: Tentacles

(damage value STR +4/12), fly­ing pump (speed value 11)

Baragon (2)DEXTERITY 11Running 12, stealth 12,unarmed combat 14STRENGTHIBTOUGHNESS 19PERCEPTION 6Trick (10)MINDSTest (10)CHARISMA 4Taunt (10)SPIRIT 2Intimidation 10Possibility Potential: noneNatural Tools: Teeth (dam-

age value STR), claws (damagevalue STR)

Gospog of the FirstPlanting (20)

DEXTERITYBEnergy weapons 9, fire combat9, melee weapons 9, missileweapons 9, unarmed combat 9

Act Two

snipers. The edeinos and baragons arestill forming their battle line, with thegospog deployed to either side to actas supporting fire. Within the town,there are at least two score edeinosand a dozen stalengers wanderingabout, attacking the town's defenders,destroying buildings and the like.

The town's defenders are scattered

STRENGTHBClimbing 9TOUGHNESSBPERCEPTION 7Find 10, tracking 8MIND 7Willpower 10CHARISMA 7SPIRIT 7Possibility Potential: noneNatural Tools: Flexible inter-

nal structure (armor value TOU+2/10)

Equipment: M-16 (damagevalue 20, 3-40/250/400, ammo10)

Gospog of the SecondPlanting (6)

DEXTERITY 12Dodge 14, energy weapons 13,fire combat 14, melee weap­ons 13, missile weapons 13,unarmed combat 13STRENGTH 11Climbing 12TOUGHNESS 12PERCEPTION 9Find 11, tracking 10MINDBTest (11), willpower 10CHARISMA 7Taunt (10)SPIRIT 7Intimidation 11Possibility Potential: noneNatural Tools: Armored hide

(armor value TOU +2/14), claws(damagevalueSTR +2/13), teeth(damage value STR +3/14), tail(damage value STR)

Equipment: M1 Garand(damage value 20,3-40/400/600,ammo 8)

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~ Central Valley Gate: Map 2The Town of Redside~80

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apartment2. Blake's home3. Seisaku, Inc.4. Valley Hotel5. Hardware

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• I20

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Running the Battle

It would be time-consumingand frustrating to run the entireBattle of Redside during thisscene. An alternate way to runthis type of scene is to concen­trateon theactivitiesoftheStormKnights, while using the otherevents as background detail.

The Storm Knights will prob­ably want to force the invadersback - after the initial attack bythe baragons, edeinos andstalengers, the Storm Knightsmay attempt to take out thegospog or remaining edeinos.After the first encounter, oncethe Storm Knights have takenout five Living Land foes or morethan ten rounds have passed, theenemy will start a haphazardretreat. The Storm Knightsshould be encouraged to lendaid to the town, by tending to thewounded, putting out fires, and

about: four riflemen are taking coveron the roof of the shopping center,another pair are in the parking lot(pulling cover from the cars), and ahalf dozen men are holed up in theschool. The rest of the men are scat­tered randomly amongst the otherbuildings of the town. The towns­people who are unable to fight areholed up in their basements and other"secure" areas.

Once the Victorians see the battle,they will insist upon engaging the Liv­ing Land creatures. Cunningham willinsist that the Storm Knights attemptto rally the forces of the town by lead­ing a charge, while the cavalrymenand infantry will be sent on a separatecharge to confuse the enemy. TheArmstrong guns will be set up imme­diately.

The first shells are remarkably suc­cessful - one bursts squarely on abaragon, killing it outright, while thesecond one seems confused. Charac­ters making a Perception total of 16, orwith the aid ofbinoculars, a total of 10,will show that shrapnel from the shellbursts has shredded the benthe con-

so forth, rather than pursue theenemy back into the Living Land- that will corne soon enough.

In terms of Storm Knight ac­tivities,and to simulate the chaosof battle, roll a die for each StormKnight for each turn (roll as ifgenerating a skill total, rerollingon lOs and 20s). If a 15 or less isrolled, there is no encounter; if a16-19 is rolled, the Storm Knightin question will corne into meleerange with an edeinos orstalenger; if a 20-22 is rolled, acreature comes into melee range,but as soon as the Storm Knightcloses, a Victorian infantrymanshoots the opponent before theycan actually engage in battle. If a23 or higher is rolled, one of thegospog sharpshooters will de­cide to shootat the StormKnight.

The way the encounter occurscan be done any number of ways

trolling the beast, leaving it confusedby the noise and the smoke. Settingout at random, it charges directly atthe Storm Knights. Behind it, twodozen edeinos, thinking this is the sig­nal to attack, charge in behind, with allof the first-planting gospog on theirheels to provide fire support. Becausethe cavalry and infantry are preoccu­pied with the other edeinos andgospog, the Storm Knights will haveto deal with these foes by themselves.

After five rounds of combat, tenstalengers will corne to the aid of theirallies, attempting to surprise theStormKnights from above (makestmllh rolls).

Barely two dozen men are healthyenough to defend Redside, but theyare trying their best to hold off theinvaders. The town used to have far

.more men to defend it, but previousraids have taken a heavy toll- thereare about 50 men in the hospital, tooinjured to fight. This is one reason thesupport of the Victorians and StormKnights is important - without out­side aid, either the edeinos or bikerscould quickly crush Redside's de­fenses.

Ad Two

- the Storm Knight sees the op­ponent out in the open andcharges, a stalenger attacks fromthe air, an edeinos leaps off arooftop to attack from behind, amiracle is used to stop the StormKnight, and so forth.

For "background action", thegamemaster is at liberty to de­scribe typical scenes: towns­people shooting from their win­dows at the edeinos, an edeinosand a Redside resident rollingaround on the ground in mortalcombat, a building goes up inflames, a pole falls, killing some­body with the still charged elec­tricallines. From the backgroundaction, the course of the battleshould bedescribed-if the resi­dents of Redside are winning,describe more encounters wherethe citizens defeat the invaders.

Men of Redside (25)DEXTERITY 7Fire combat 8, unarmed combat 8STRENGTHSLifting 9TOUGHNESSSPERCEPTION 7First aid 8, land vehicles 9MIND 7Survival 8CHARISMA 6SPIRIT 7Possibility Potential: some (60)Equipment: M16 (damage value 20,

range 3-40/250/400, ammo 10), base­ball bat (damage value STR +3/18)

SCENE TWO:Foes, Friends and a

Mystery

The SituationStandard. Once the edeinos attack

on Redside has been repulsed, Janetwill guide the Storm Knights and

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Torg: Central Valley Gate

Brigadier Cunningh~m's staff to CityHall, where they will receive the grati­tude ofMayor Albert Marlin and meettheir employer, Reggie Blake, man­ager of the arms factory. During thisscene, they will also meet McCreedy, amysterious Victorian who claims to beon the trail of an Orrorshan horror, aswell as a group of "survivalists" whohave become a symbol of resistance tothe predations of the edeinos.

The ActionThe battle is over, but the clean-up

has just begun. Dead bodies, both hu­man and edeinos, litter the streets,with the pavementstained by the poolsof blood. Several of the town's build­ings have been set on fire. Some of thetownspeople, both those who werefighting and those in hiding, come outto begin the grim prospect of cleaningup, butalso to thank theStormKnightsand Victorians for their efforts. Forsome sample encounters, the StormKnightsmaycomeuponsomeonewho

•• 22

is still alive (barely) and have to ad­minister first aid or use the medicineskill to save him. Brigadier-GeneralCUnningham will order his troops tohelp with the clean up. Janet (if she iswith the group) will see her motheremerge from one of the buildings, butduring the course of the encounter,will learn that her brother Patrick wasjust killed in the raid. All of thesesights are meant to help the StormKnights realize what a tragic series ofevents has plagued Redside, and thatthe people are barely holding on totheir sanity.

RescueThere is still a major piece ofunfin­

ished businessconcerning the edeinos.Half a dozen of the townspeople havebeenkidnapped by the edeinos.Fright­ened relatives plead to the StormKnights to rescue these people. If de­sired, the gamemastercould haveCap­tain Tompkins and several of the regu­lar Victorian troops volunteer to ac-

company the Storm Knights into theLiving Land where the edeinos tribe islocated.

The BossWhile the Storm Knights are in the

midst of cleaning up, they will be ap­proached by two men. The leader ofthe pair is Albert Marlin, Mayor ofRedside, and now de facto police chief.Second in line is Reggie Blake, theAustralian manager of the Seisakuarms factory in town, and the manwho recruited the Storm Knights todefend the town.

Upon seeing the two men, Janetwill run toward Marlin, screaming,"Mayor Marlin, we're in serioustrouble. There is a biker gang some­where near here, and they are plan­ning to attack the town in two days!These people here saved me from oneof the bikers."

The Mayor will visibly pale whenshe mentions the upcomingattack, andwhen she is finished, he will quickly

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turn his attention to theStorm Knights."Well, thank you for your efforts.

As you can see, aUf situation is gettingworse, and there are only a few peopleleft who are capable of fighting. I be­lievethatyou were hired by this gentle­man, Reggie Blake, manager of thearms factory."

At that point, Blake an Australian,will step forward, heartily shakingeach Storm Knight's hand, with acheer(ul, "G'day mate!" After thepleasantries, Blake will quickly get tobusiness:

"Well, as you can see, the town'sdefenses have been battered by theblimey scales! My rate is $1000 perweek, per individual; while in myemploy, you are on 24-hour call. I'dlike you to be available for a coup!'aweeks, at least until we can get a con­voy of ammo trucks into town andsome of the folks here have healed upa bit."

"I'd like you to lead a rescue partyfor those people who got kidnappedin that last raid. Some of 'em are myworkers, and we need your 'elp. It'sworth a $500 bonus to ya."

Blake is cheery, but underneath hischarismatic veil, he is deadly serious,and fully expects the Storm Knights toaccept his deal with no complaintsand no negotiating. After the deal issettled, he explains to the StormKnights that he'll meet them at thefactory tomorrow morning, and he'llgivethema tour. Whilethey'rein town,they havea room for each Knight aboveThe Valley Hotel, the only bar/hotelin town (building 4 on Map 2).

Albert Marlin (Mayor ofRedside)

DEXTERITY 6Fire combat 7, melee weapons 7,unarmed combat 7STRENGTH 8TOUGHNESS 7PERCEPTION 9Evidence analysis 10, trick 11MIND 9CHARISMA 8Charm 10, persuasion 12, taunt 11SPIRIT 6Intimidation 9Possibilities: noneEquipment: .38 revolver (damage

value 14), pocketknife (damage valueSTR +1/16)

Description: A somewhat portly,middle-aged man with half-red, half­gray hair, Albert Marlin is a shrewdpolitician and an open-eyed realist.Painfully aware of his lack of experi­ence in military matters, he will will­ingly turn Redside's defense over tothe Victorians, Storm Knights, or any­one else who is apparently capable ofprotecting his town.

Reggie Blake, BusinessmanDEXTERITY 7Lock picking 10, prestidigitation 9,stealth 10STRENGTH 7TOUGHNESS 6PERCEPTION 11Disguise 13,find 12,languageUapa­nese) 13, scholar (economics) 14,trick 13MIND 12Business 16, test 14, willpower 14CHARISMA 8Charm 10, persuasion 10, taunt 10SPIRIT 9Reality 11Possibilities: 6Equipment: 13mm Chunyokai

(damage value 18, range 3-10/40/50,ammo 9), Zamftech Monolith

Description: A sandy-haired manof medium height, Blake is not verydangerous physically, but more thanmakes up for it with his cunning.

Blake, as the Storm Knights mightalready suspect, is a Nippon Techagent, although if asked, he'll say thatthe company is "merely a Japanesecorporation"; ofcourse, he'll deny anyknowledge of a "Nippon Tech" cosmoHe needs the Storm Knights to defendthe plant, because with the increasingnumber of raids by both edeinos andbikers, he feels that a major assault onthe town is imminent. Despite his loy­alty to Nippon, he genuinely caresabout his workers and the town as awhole, and he hopes that the StormKnights will be able to do some good.

The mayor and Blake will insist ongoing to the mayor's office to discussthe currentsituation. Once inside, theywill merely provide more detail ­Blake will explain that he wants theStorm Knights to place prime empha­sis on the plant, but they also musthelp the town out. Blake will explainthat the manufacture of weapons has

Act Two

been halted because of the assaults ofthe bikers, who have effectivelystopped the delivery of metals.

Marlin will ask the Victorians tomake camp just outside the town andto also assist in its defense, andCunningham will quickly agree to theidea.

Event:Survivalists

After the Knights, Marlin and Blakehave had a few moments to discussthe current situation, the Mayor's at­tention will be drawn to a stir outsidetheoffice.Happears theStorm Knightsand Victorians aren't the only heroesshowing up in town today. They willsee a tearful reunion between fourchildren and their parents. The mayorwill inform the Knights thatthesechil­dren had been missing since late yes­terday, and his pitiful manpower re­sources had prevented him frommounting much of a search before theedeinos attack trapped everyone intown.

The rescuers are standing off in aknot to one side of the families: ninehusky men in ou tdoor clothing, armedwith shotguns, pistols, and knives.Without any explanation, Blake andthe Mayor usher the Knights outside.Once the Knights and Victorian offic­ers come over to the new visitors, theirleader, a strikingly handsome, clean­shaven blond fellow, steps forward tointroduce himself. With a modestswagger, he introduces himself as"John Birch Harris:' the leader of asmall band of survivalists who havebeen trying to help the town.

Harris and his fellow survivalistsare apparently living refutations ofthe survivalist stereotype, being quitepolite and showing considerable in­telligence. Harris will actively attemptto strike up a relationship with anyfemale Storm Knights. When ques­tioned about his normal occupation,he proudly flashes the ornate card ofareal estate company, of which he is thepresident. He casually mentions thathis company was responsible for theplacementof the arms plant in Redside.He also mentions that he wishes toexpand his holdings into Los Angeles

,....----------------------_1...~. 23

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and San Diego, and hopefully the eco­nomic and war situations will stabi­lize soon. He notes that he was basedin Bakersfield up until a few monthsago, and then relocated to Redside.

After the invasion; he and his friends"got patriotism" and formed asurvivalist band to justify runningaround armed, and their leaderchanged his first and middle namesspecifically to make him seem alJ themore like your typical superpatriot.The "survivalists" area major, ifcapri­dous factor, in this adventure.

After speaking a sentence or two ofSpanish (to show offhis proficiency inthat language), he will also mentionthat he would even be interested inexpanding into Mexico, particularlyMexico City ("With that free tradeagreement, the market is gonna boomdown there.").

His band was lion maneuvers"when they came across a biker gang,getting some kicks out of terrorizingthe lost children they had captured.Naturally, they did the "red-bloodedAmerican thing" and rescued the chil­dren, wiping out the biker gang in theprocess. lf the Knights question any ofthe children about their rescue (andrescuers), they will learn nothing ex­cept that it was over in seconds. Onemoment the bikerswere bullying themand the next, the bikers were alJ deadand the survivalists were bringingthem home. Harris will promptly vol­unteer his group's services when helearns of the coming attack, and willinsist that he and his men stay in townto help teach the people survival skillsand fortify the village.

John Birch Harris and his "boys"are not what they seem. They are Nip­pon Tech agents, having originallybeen US businessmen visiting Japanwhen Kanawa took over. Seeing theeconomic opportunities in the realm,Harris and his companions promptlyallied with the High Lord's agents,and returned home to begin their in­vestmentschemes. They have recentlybeen directed to keep a careful eye onthe activities here in Redside becauseit is so close to the Living Land and theTharkold realms. Reggie Blake doesn'tknow that Harris was the one whoscouted the area, and doesn't realize

••24

his true affiliation - as far as Blake isconcerned, the survivalists are exactlywhat they appear to be.

As long as the Storm Knights arefighting Baruk Kaah and the bikers,Harris will be a loyal ally, but he willkill them if they happen to learn histrue identity or unwittingly threatenhis own agenda (which is to furtherKanawa profits, so he can make him­self wealthy).

Although he lies to suit his pur­poses, Harris wilJ be totally sincerewhen he says he wilJ do anything tostop "those lousy scales."

Harris' plans will not run assmoothly as he wishes. Within hisgroup of survivalists, there are fourmen, including his second-in-com­mand, Jack Redburn, who have soldout to the Tharkoldu, in exchange forthe wealth and power promised tothem. They expect to be the foremostdominators of the region once it hasbeen fully tamed, and it is within theirbest interests to undermine the actionsof Harris and the Kanawa Corpora­tion.

Depending on how things turn out,Harris and the Storm Knights mightbecome temporary allies even after hiscover is blown, as he seeks to save hisown hide from his treacherous follow­ers and prevent expanded Tharkolduinfluence (to mostStorm Knights, Nip­pon Tech will certainly be seen as thelesser of the two evils).

John Birch Harris, SurvivalistDEXTERITY 13Acrobatics 14, dodge 16, fire com­bat 15, lock picking 14, maneuver15, melee weapons 14, missileweap­ons 14, running 14, stealth 15, un­armed combat 15STRENGTH 11Climbing 13TOUGHNESS 13PERCEPTION 11Evidence analysis 12, find 12, firstaid 14, land vehicles 12, language(Japanese) 15, language (Spanish)14, tracking 14, trick 15MIND 10Medicine 11, survival 13, test 12,willpower 12CHARISMA 10Charm 13, persuasion 14, taunt 12SPIRIT 13

Intimidation 14, reality 15Possibilities: 15Equipment: M249 SAW automatic

rifle (damage value 23, range 3-150/550/1.3k, ammo 24), 2 .45 Colts (dam­age value 16, range 3-10/15/40,ammo7), extra ammo clips, knife (damagevalue STR +3/18), first aid kit, two­way radio, flares, tent, sleeping bag,rations, climbing gear

Jack Redburn, Survivalist!Tharkoldu agent posing asNippon Agent

DEXTERITY 12Dodge 14, fire combat 15, maneu­ver 13, melee weapons 13, stealth 13STRENGTH 12TOUGHNESS 13PERCEPTION 11Evidence analysis 12, find 12, firstaid 12, land vehicles 13, language12, trick 13MIND 11Survival 13CHARISMA 9SPIRIT 10Intimidation 11, reality 13Possibilities: 7Equipment: M249 SAW automatic

rifle (damage value 23), 2 .45 Colts(damage value 16), extra ammo clips,knife (damage value STR +3/18), firstaid kit, two-way radio, flares, tent,sleeping bag, rations, climbing gear

Description: Ashort, brown-hairedman with a thin mustache.

Survivalist (7)DEXTERITY 11Dodge 13, fire combat 13, meleecombat 12, unarmed combat 12STRENGTH 10TOUGHNESS 10PERCEPTION 9Find 10, first aid ]],land vehicles]]MINDSWillpower 9CHARISMA 6SPIRIT 11Intimidation 13Possibility Potential: noneEquipment: M249 SAW automatic

rifle (damage value 23), 2 .45 Colts(damage value 16), extra ammo clips,knife (damage value STR +3/18), firstaid kit, two-way radio, flares, tent,sleeping bag, rations, climbing gear

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Event: Help FromHeadquarters

This event can occur anytime afterthe Storm Knights have met thesurvivalists, and the mayor and Blakeare still in the town square area.

A car pulls up along the curb, in thespace normally reserved for officialvehicles. Al Marlin, mindful of his newduties as police chief, promptlystormsover to chew the fellow out. In reply,the driver will hold out a small card.Marlin slowly turns to Blake and mo­tions for him to come over to the car.

Before Blake can reach the area, aKevlar-jacketed man of obvious Ori­ental extraction will step out of the carand look around, followed by foursimilarly-garbed men.

The newcomer is Sam Mogami, aNisei (American-born of Japanese an­cestry) and head of the team of Spar­tans which has just arrived. Sam'smission to Redside is multi-purpose;first, he looks at Blake, and sneers,''I'vegotto talk to you!" Then, withouteven waiting for a reply from Blake, heheads over to the Storm Knights andintroduces himself:

lII'm Sam Mogami, and as a dulyappointed representative of theDelphi Council, and as per the StormKnightRegistrationAct, while you'rein town you are to take orders fromme. We thought this situation couldbe handled by your group, but cer­tain recent developments have re­quired me and my agents to comehere."

Sam isn't in Redside to makefriends, and with his gruff manner, hecertainly won't be making any. Hewill get an explanation of the situa­tion, either from the Storm Knights orMayor Marlin, and then decide thatthe Victorians should setup campnearthe town for defense, while the"survivalists" should help the townrefortify itself; he will insist on goingon to rescue the captured townspeoplebecause it will help him and the otherSpartans "assert the strength of theenemy forces."

During the course of these few min­utes, theStorm Knights should certainlyget the idea that nobody really likesbeing ordered around by Sam, but they

don't really seem to have much choice.The townspeople are far from enthusi­astic as they are already dependent on"foreigners" for defense, and are indig­nant that theirgovernment would leavethem to the mercy of the bikers.

Cunningham will absolutely refuseto take orders from a "bloody native."This will go over poorly with Sam, andby the time he has finished threaten­ing to make Cunningham eat his ownmustache, the atmosphere will havechilled considerably.

Sam Mogami is a bit of a wild cardin this adventure. Although he willmake a nuisance of himself by tryingto getat least the Storm Knights to "toethe line," he is an ordinary patrioticagent trying to do his job, and will bea trustworthy ally during the adven­ture.

Since the Victorians will have theirhands full with defending the townfrom external assaults, he will be theonly reliable ally the Knights have oncethe survivalists make their move. Ofcourse, his appearance is meant to fanthe flames of suspicion in the Knights'minds because of his ancestry.

Sam Mogami, Spartan LeaderDEXTERITY 10Dodge 12, fire combat 14, missileweapons 13, unarmed combat 12STRENGTH 10TOUGHNESS 11PERCEPTION 9Air vehicles 11, evidence analysis11, find 11, land vehicles 12, lan­guage (Japanese) 13, tracking 11,trick 10, water vehicles 10MIND 9Survival 12, test 10, willpower 10CHARISMA 10Persuasion 13, taunt 12SPIRIT 9Intimidation 12, reality 10Possibilities: 9Equipment: Uzi (damage value 17,

range 3-15/40/100, ammo 11), 9mmberetta (damage value 15, range 3-10/25/40, ammo 9), short bow (damagevalue STR +5/19, range 3-10/40/100),30 arrows, combat knife (damage valueSTR +4/18), kevlar body armor (ar­morvalueTOU +5/22), polarized sun­glasses, two-way radio, compass

Description: A short, wiry man,quite strong for his size.

Act Two

Spartans (4)DEXTERITY 10Dodge 12, fire combat 12, meleeweapons 12, missile weapons 12,stealth 12STRENGTH 10TOUGHNESS 11PERCEPTION 8Find 10, tracking 10MIND 7Survival 9CHARISMA 8Taunt 10SPIRIT 8Possibilities: NoneEquipment: Uzi (damage value 17),

short bow (damage valueSTR +5/19),30 arrows, combatknife (damage valueSTR +4/18), kevlar body armor (ar­mor value TOU +5/22), two-way ra­dio, compass, survival kit

Event:A Victorian MysteryWhile the Storm Knights are still

being introduced to Redside and itspeople, a strange looking man insimple blackclothes approaches them.He Simply says, "We've got to talk.I'm McCreedy, and I know of some­thing ... evil ... in this place. Things inthis town are not as they seem. Don'ttalk to anyone about this now - hereis my address. Meet me there tonight.There is a terrible horror that you mustput a stop to."

He hands them a crumpled note ofpaper, scrawled on it is an address:

8 Schoolhollse St., Apt. 2.

If the Storm Knights can suggest aplace where they can talk immedi­ately in peace, McCreedy will refuse,only saying, "I can't ... not yet. Myresearch isn't complete." If the StormKnights insist, the adventure can jumpto Act Two, Scene Two, "The MonsterHunter," but it is strongly suggestedthat the Storm Knights be hurriedalong by the Spartans to go on therescue in the Living Land.

After the encounter, have the StormKnights make a Perseveral1ce total; ifsuccessful, increase the group's totalby+l.

If the Storm Knights ask around,they'll learn that the man moved intoRedside only about three days ago,

.e25

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and he has kept to himself mostly.Most people regard him as "peculiarbut harmless."

Cut To ..•

Scene Three, "The Jungle Trek," asthe Storm Knights and Spartans headinto the Living Land/Mixed zone torescue the townspeople captured inthe last raid.

SCENE THREE:The Jungle Trek

The SituationStandard. The party plunges into

the Living Land/Nippon mixed zone,whose border is only a few miles to thenorth ofRedside. Becauseof thernixedzone's nature, all weapons below tech24 can be used without creating a con­tradiction.

The ActionAs they proceed grimly on their

way, the Knights will find scatteredtraces of others who have gone beforethem: abandoned motorcycles,trampled and smashed to bits bysomehuge animal, torn leather jackets andscattered (and clean-picked) bones.Obviously, some gang members gotlost in the Deep Mist, only to meet ahorrible fate.

After a mile has been covered, thesesigns will cease. The rain forest is eerilystill, with no animal cries to disturbthe silence. Abruptly, the Knights heara puffing, whooshing sound similar,but not identical to, the sounds madeby stalengers as they fly through theair. The sounds seem to be all aroundthem, as if some creatures are circlingthem, several meters above.

The Attack

The sounds are coming from crea­turescalled tromblen, whichare mantaray-like creatures from the stalengerhomeworld. There area dozen of thesecreatures, but they only attack one

target at a time, each of them makinga swooping bite in a single-file forma­tion. Randomly determine which in­dividual (either Spartan or StormKnight) will be their first target.

Have each character make a Percep­tion total against a difficulty of 12. Ifsuccessful, thecharacterwillknowthatan attack is imminent from a specificdirection, and will be allowed to makean unarmed combat or melee weaponsactive defense roll or shoot in the gen­eral direction. If a character fails theroll, it is surprised by the attack andcan do nothing.

Describe the scene:

Suddenly the· whooshing soundsseem to change tone, and then fromout of the mist, about three metersabove ground level, emerges a greenand black creature, vaguely reminis­cent of a manta ray. 11 swoops downon (the target), making a piercingsqueal. Then, before the first can

T he Mixed Zone

Because of the peculiar mix­ture of Nippon Tech and LivingLand realities, visitors to the areagain many benefits. With a mixedzone, todeterminecontradictions,use the higher axiom of the tworealities. In effect, the zone has aTechof24 (from Nippon),Spiritof24 (from Living Land), Magic 2(from Nippon), and Social of 22(from Nippon). If a character dis­connects from reality, they mustreconnect depending upon whichtype of tool tlley were using: ifusing a Tech, Magic orSocial tool,use theNipponTech reconnectionnumber; if using a Spiritual tool,use the Living Land reconnectionnumber.

The area is also constantlybombarded with reality storms,as the two realms battle for domi­nation of the area. The stormscan appear in an instant, and lastfor hours or maybe only seconds.A storm will be attuned to one ofthe two realities - Living Landor Nippon-and concentrate onattacking objects and beings ofthe other reality, although ob-

swoop away, another appears, mak­ing an identical pass, and then an­other, and then another ...

Within a few seconds, you countone dozen of the creatures that haveattacked (the target).

Tromblen normally attack solitarycreatures or small groups, trusting totheir fast flight speed and maneuver­ability to kill a target. They will attackonly one target at a time, attacking ituntil it is dead, and then moving on toanother target. These creatures havekilled almost all other game in thearea, and thus have been forced toattack the Storm Knights in a desper­ate attempt to get food. If more thanhalf of them are killed or seriouslywounded, they will flee the area.

TromblenDEXTERITY 9Dodge 10, flight 13, stealth 11STRENGTH 12TOUGHNESS 9

jects and beings of other reali­ties, such as Aysle, Core Earth,the Nile and so forth, will also betargets of the attacks.

Themajorityofstormsshouldhave an effect value of 18 or less(although more powerful stormscan occur), and can affect beingsand people in many ways ­winds and lightning may makephysical attacks, spiritual conesof energy may make spiritualattacks. Items may be trans­formed in the storm. Duringstorms, depth perception iswarped, causing a -3 penalty forany Perception-or Dexterihj-basedskill.

Some very powerful stormscause vivid hallucinations andfe~r-inspiringalterations of real­ity. Thesestormscan temporarilybring into being wildly unusualrealities.

Reality storms are best usedas a means of increasing dramaand tension in a scene. Ofcourse,reality storms don't discriminate,and may attack anyone, StormKnight or enemy.

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

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PERCEPTION 9Tracking 12, trick (13)MIND 6Test (7)CHARISMA 4Taunt (8)SPIRIT 4Intimidation 8Possibility Potential: noneNatural Tools: teeth (damage value

sTR +1/13), wings (speed value 12)

Event:Quicksand!

The Storm Knights and their com­panions encounter a pool of quick­sand. It is a deep brown, much likevery moist mud, and thus blends intothe surrounding terrain very well. Theedge of the pool is only a couple of feetdeep, much like wading through amoist swamp. Have each party mem­ber roll a survival, evidence analysis orPerception check against a difficulty of15; anyone who succeeds will realizethat something is amiss.

Anyone who enters the quicksandwill realize their precarious positionsoon enough - about two meters infrom the edge of the area, it abruptlydrops to a depth of seven meters. Anycharacter who enters the deep portionof the quicksand must make a will­power or Mind total against a difficultyof 12 to not panic and start thrashingabout wildly, which will only causethe unfortunate character to sink faster.Anyone who fails the check will sinkfrom sight in one minute's time; thosewho succeed in their check have aboutten minutes before they go under.

Anyone who enters the shallow por­tion ofthe quicksand to assist their com­panions who have fallen in must makean acrobatics or Dexterittj check against adifficulty of 10 each round to avoidfalling in . When pulling a victim out ofthe quicksand, the puller will have tomake a successful lifting or Strength rollof 12 (other characters coordinating onthe action make rescue much easier).

The quicksand area is rougWy cir­cular, about 10 meters in diameter,and will require the Storm Knights tomaneuver around trees and throughswampy areas to get back on the trailon the other side.

Event:The Rogue Bull

As the Knights proceed on their way,they will hear the occasional great crashofsome huge body moving through theforest in the general direction they aregoing. Characters making an evidenceanalysis or Perception total oflO or higherwill be able to determine that the soundis coming from directly behind them. IftheStorrnKnightsrushalong,havethemmake additional evidenceanalysis or Per­ception checks against the same diffi-

Act Two

culty every few minutes; if successful,they know that the creature is followingthem, and it seems to be closing in onthem (if the party has separated, thecreaturehas followed thelargestgroup).

Within a few rounds, the characterswill hear several large trees comecrash­ing down, and from the mist willemerge a carnal, one of the nastierdenizens of the Living Land. Describethe scene:

The first thing you notice is itsspeed. Running on long hind legs, itbursts from the mist with a roar anda charge. Nearly twice as long as a car,

I.

27

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Torg: Central Valley Gale

it stands nearly double your height,and moves faster than anything thatbig has a right to. As it swings itshead around on a short, stubby andwell-muscled neck, you can see thehuge spikes, nearly two feet long,that run in a crest from head to tail.Two forelimbs, laughablyshort, hanguselessly at the midpoint of its torso.Its deep red skin glistens with mois­ture, and as it runs, almost leaping,the ground shakes with the bulk. Themouth opens to reveal two rows ofcanines, perfect for rendering flesh,and even meters away, you can smellits last meal of flesh or carrion, theblood stains still ringing its outergums and making its saliva a sicken­ing pink color. It is too much to takein, as it swoops low and prepares itsattack ...

The carnolattackswith both its teethand its immensely strong spiked tail.It is an intelligent fighter, making useof the terrain for cover and tacticaladvantage, and its quickness allows itto get out of the way of many attacks.Its purpose in this attack is to gain aquick meal - if it can grab someoneand run away it will be satisfied.

CarnolDEXTERITY 13Dodge 16, maneuver 15, unarmedcombat 17STRENGTH 26TOUGHNESS 30PERCEPTION 6Tracking 8, trick (15)MINDSTest (12)CHARISMA 4Taunt (10)SPIRIT 3Intimidation 22Possibilities: noneNatural Tools: Thick hide (armor

value TOU +2/32), teeth (damagevalueSTR +6/32), spiked tail (damagevalue STR +2/28)

An edeinos or other Living Landexpert can tell that the bull is an oldone (from the jowls that descend downto its neck), and will inform the partythat carnol that are too old to breedbecomesolitary and vicious beasts thatwill attack anything they meet (ascholar(Living Land), general scholar foranyone who has spent any amount oftime in the Living Land or Sll /"Vival

total of 10 will be enough to revealthis}. It was the only animal in the areathe tromblen could not bring down.

Sam, if asked about how to handleit, will answer "You don't live to be­come a veteran by locking horns witha damned beast like that -let's try toclear the area. If you have some freshmeat packed with you, leave it out,and it will be enough to distract it."

If no one has any meat, Sam willshout and yell to attract the dinosaur'sattention, then lead itoffintotheforest(a Storm Knights with a better stealthscorecan also attempt this). If the partywaits ten minutes, Samwill have givenit the slip and rejoin them, wonderingaloud how they could ever get alongwithout the presence of an expert.

On the Right TrackTlle party comes across a small clear­

ing where the edeinos stopped to rest.The tracks of human captives, gospog,and the lizard men themselves will beeverywhere, and the putrid stench ofthe gospog will still be noticeable. If thearea is searched, several scraps ofcloth­ing will be found. Have each maractersearc1ling the "far" side of the clearingmake a find or Perception total of 10 orhigher. If successful, a real prize will befound: a crude arrow drawn by one ofthe captives. (The other captives stoodaround to hide the sketcher from viewwhile he did this, so this is a genuineclue and not a trap.)

SCENE FOUR:The Rescue

The SituationDramatic. In this scene, the Storm

Knights must penetrate the spiritualouter defenses of the edeinos village,which is littered with pleasure planttraps, as well as grass spear traps.Once through, they must fight theirway through a throng of edeinos war­riors to rescue the captives, then usethe confusion to escape the village.

.After that, they must retrace their stepsback to Core Earth territory, conduct­ing a running fight much of the way.

The ActionThe Storm Knights and Spartans

come upon the edge of the village,which is in an artificially cleared outgrove. Through the mist, they'll see agradual decrease in the amount ofveg­etation. Up ahead, they see a series oftall, flowing plantsofunearthlybeauty,with simple patches of grass in be­tween. The first structures of the vil­lage can be seen at the edge of the mist,the primitive leaf covered hrocktshoothuts common to edeinos tribes (if de­sired, the gamemaster may have theStorm Knights enter the village nearthe Tharkoldu quarters instead). Thechanting and rhythmic drum beatingof a Keta Kalles conversion ceremonycan be heard rising up from the centerof the village, as hundreds of edeinosvoices are raised in a chaotic and dis­harmonious melody. The ceremony isnearly complete, and the captives willbe faced with the choice - join thetribe or die.

The Village's OuterDefenses

Once the party actually gets to theedeinos village, it will discover thehard way that itis guarded onall sidesby a variety of Living Land miraclesthat they have never encountered be­fore. The zone of defenses appears tobe no more than a grassy glade, withslender, supple, man-sized flowersstanding up here and there. There areonly a few plants, standing at wideintervals, ofsuch unearthly beauty thatthe Knights might well decide to steerclear of them. This is a good idea, sincethey are pleasure plants (see the Intro­duction for a full description), and the"gaps" between them are covered bypatches of ground blessed with themiracles grass spear,grass blossom spear,and earth swallow.

Once the village is sighted, Samwill motion to his team and the StormKnights. Not daring to speak above awhisper, he'll explain, "I've done thismany times. I'll send the men aroundthe perimeter, and we'll slowly sneakthrough their outer defenses - readyyour weapons and prepare for the as­sault. Funny, none of the typical de-

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

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fenses; no pain sacks. Johnson, go tothe other side of the village and pre­pare those explosives - if you heargunfire, set them offand takeout a fewtrees. That should throw them off longenough for us to escape."

Within seconds, the Spartans, ex­cept for Sam, who stays with theKnights, have dispersed into the mist.The Knights can see a Spartan to theleft and to the right. Sam suggests thatthey proceed slowly, cautiously, andpoints out that the Spartans are onlygoing to open up if things obviouslygo poorly.

Just as the Knights and Sam ap­proach the edge of the glade, bothSpartans within viewexperience a bru­tal and quick death - while walkingon the grassy areas, it seems that spearssprout from the ground, impalingthem in less than a second. A shortscream of pain, a stream of blood, andthen they are limp on the ground, thespearseemingly shrinking back downto the size of a blade of grass.

In horror, Sam will realize that the"damned scales" musthavesome newmiraclesat their disposal. Againstthesespecific miracles, countermeasureswill be of dubious effect. Probing theearth ahead of the party or tossingobjects on it will not uncover thesedefenses because the miracles onlyreacting to sentient non-Jakatts. Thepleasure plants may be burned, butthere should be a fear that the flamemight be seen through the Deep Mistor, more likely, the wind will blow thesmoke into the village. Explosives ormagic may well create enough noiseto draw the attention of every warriorin the tribe. The best plan is to find asafe path through the area (perhaps bydestroying a specific pleasure plant),and then progress single file throughthe defenses and into the village (ofcourse, they should probably markthe path to make sure that they canleave thearea without triggering moretraps).

If the battle is so overwhelming orconfusing that it is possible that thecharacters get confused, it is perfectlyappropriate to have them make filld orPerceptioll checks to find the markersindicating the safe path out (the diffi­culty should be determined by hownoticeable the markers are).

Going overthedefensezoneis prob-

ably the best option - the trees areclose enough that vines and ropescould be used to swing over the de­fenses (an acrobatics total of 10 wouldbe enough).

The DistractionDespite the sounds of the conver­

sion ceremony, which are so loud thatthey can even be heard outside thevillage, a loud noise like that of anexploding grenade will bring a squadof a dozen edeinos warriors, astalenger, and one of the optants toinvestigate (if the Storm Knights orSam fire their guns, Johnson, on theother side of the village, will set offsuch a distraction - while it will dis­tract the edeinos, it will also place all ofthe villagers on alert, so Sam will sug­gest waiting until the thick of battlebefore firing).

The "Quicksand"Trap

Earth swallow should be the mostnerve-wrackingoftraps for the Knightsto deal with. This is a case where vividreferee descriptions can mean every­thing - the first time someone liter­ally falls for this trap, the Knights willnot know that this is merely a holdingtrap. Mindful of their unfortunate ex­perience with the quicksand, they maywell believe that this is some "artifi­cial" quicksand trap. Describe theslight shifting of the soil as the charac­ter tries to free himself, stating that thesoil appears more fluid than usual (itis; the soil around the trap is alive),and generally giving the impressionthat it might be a form of quicksand.Require the trapped character to makea willpower roll against a difficult of 10to see whether or not the victim givesin to panic (if the roll is failed, thevictim will scream so loud that a squadof half a dozen edeinos warriors andone of the optants will come to inves­tigate).

Once the true nature of the trap isapparent, the process of rescue willstill be a creepy one. Describe how thesoil scraped away from the victim'slegs flows like water back around theprisoner, almost as soon as it is re-

Act Two

moved. This living soil should givethe incident an aspect of terror seem­ingly more suited to Orrorsh than theLiving Land. Let the players find outon their own that the only way tosuccessfully dig a trapped characterout is to hurl or lug the dug-up soil atleast six feet away from the victim. Ifthe players are taking too long to dis­cover this, wasting too much time on asimple holding trap, then give themsome hints, especially if an idea card isplayed.

State that the victim's frantic scrap­ing at the soil has thrown dirt all overthe place, and that the soil flung far­thest away is not flowing back into thetrap. If the players aren't too bright,they may believe that it is the spotitself that nullifies the soil's spirituallife, not the distance. This could slowdown the digging-out process consid­erably, as the free characters get ineach others' way while carrying thedirt to just that one spot.

Remember that, whatever theStormKnights do, the process of digging outa trapped character will be a slow andtedious one. Take advantage of everymeans to hurry them along throughanxiety, with every sound from thesurrounding jungle seeming to be anapproaching beast of prey, and everychange in the ceremonial chanting theapproach of an edeinos patrol. No onewill imagine they could have so manythrills merely being stuck in one spot.

FlagIf the trapped character blows his

willpower roll, and a hero setback card isin play, then his screams will attractthe attention of the an edeinos huntingparty returning to the village (J 0 morewarriors) or the carnal (if it didn'tsuffer any wounds in the previousencounter).

A Wild CelebrationAs has already been hinted earlier,

the ceremony at the village has begun.Branches are beaten against trees toproduce a drumming sound, whilethe bulk of the warriors are dancingwildly around the captives. There areat least 100 warriors here, and as many

••29

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.....~I----------------------- ....~30 ."..,

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females and young. Flying overheadare ten stalengers. There will be twodozen gospog of the Second Planting,plus whatever gospog survived fromthe first battle (both groups are stillarmed). Also present are two benthe,two optants, and two gotaks.

Edeinos OptantsDEXTERITY 11Dodge 12, missile weapons 12,stealth 12STRENGTH 9TOUGHNESS 10PERCEPTION 9Language 10, tracking 10, trick 10MIND 9Test 11, willpower 10CHARISMA 8Taunt 9SPIRIT 12Faith (Keta Kalles) 14, focus 14, in­timidation 10, reality 13Possibilities: 5Natural Tools: Claws (damage

valueSTR+3/12), teeth (damage valueSTR +2/11), tail (damage value STR)

Equipment: Hrockt spear (damagevalue STR +3/19), simple club (dam­age value STR +3/19), spiked greatclub (damage value STR +5/21)

Miracles: Animal rage, blind, blos­som spears, cause pain, decreased fouch,earth swallow, earth's ear, grass blossomspear, grass spear, great club, healing,heighteued Dexterity, heightened hearing,increased Strength, increased Toughness,intensiftJ emotions, pleasure plant, seethrough mist, simple club, simple spear,spiked club, spiked great club

Edeinos GotaksDEXTERITY 11Dodge 12, missile weapons 12,stealth 12STRENGTH 9TOUGHNESS 10PERCEPTION 9Language 10, tracking 10, trick 10MIND 9Test 11, willpower 10CHARISMA 8Taunt 9SPIRIT 12Faith (Keta Kalles) 14, focus 14, in­timidation 10, reality 13Possibilities: 5Natural Tools: Claws (damage

valueSTR+3/12), teeth (damage valueSTR +2/11), tail (damage value STR)

Equipment: Hrockt spear (damagevalue STR +3/19), simple club (dam­age value STR +3/19), spiked greatclub (damage value STR +5/21)

Miracles: Animal rage, blind, blos­som spears, cause pain, decreased touch,earth's ear, grass blossom spear, grassspear,great club,healing,heightened Dex­terity, heightened hearing, increasedStrength, increased Toughness, intensiftJemotions, pain sacks, see through mist,simple club, simple spear, spiked club,spiked great club

BentheDEXTERITY 7Beast riding 10, stealth 9STRENGTH 7TOUGHNESS 12PERCEPTION 17Evidence analysis 19, find 18, trick19MIND 14Survival 15, test 16, willpower 17CHARISMA 11SPIRIT 11Faith (Keta Kalles) 13Possibilities: noneNatural Tools: Pheromonemanipu­

lation

The Defenders

The six captives are in the center ofthe dancing horde, numb with terrorand bound with vine ropes, only a fewfeet from the altar. The two optants arecloses to the captives, with a dozenwarriors just a few meters away. Therest of the tribe is dancing in a hugecircle extending almost to the edge ofthe village's defenses. The gotaks andgospog have been segregated fromthe rest of the villagers, and are gath­ered near the Tharkoldu quarters.

The Storm Knights may be able tosneak to the edge of the ceremonialarea by sneaking through the series ofedeinos huts, which are all vacantduring the ceremony. If the StormKnights have gone undetected by thevillage, once they are first noticed, theywill have four rounds before anyonebut the optants and warriors can act(due to the confusion of the moment).After the first four rounds, 20 warriorsper round will join the battle - with100 warriors in the village, speed is ofthe essence. During the chaos of the

Act Two

battle, two warriors will carry thebenthe into the mist and follow theStorm Knights back to Core Earth, inthe hope that the benthes' pheromoneattack can be used on them before theescape is complete.

The way back to Core Earth shouldbe an on-again, off-again running fightuntil they reach the boundary of theLiving Land; if the Knights getthis far,they will not be followed back to CoreEarth.

Tharkoldu QuartersIf the Storm Knights decide to in­

vestigate the strange tents on the sideof the tribe opposite the edeinos huts,they will soon realize that the plot todestroy the arms factory has manydifferent involved parties. The tentsare a combination of metal and wood,with cloth doors. Each of the tents isabandoned.

The interior of each of the tents issimilar- if they investigate more thanone tent, change the exact contentsonly slightly. Describe the scene:

Each tent, although large, has onlyone room. There is a long board witha thin mat and a huge chest. There areseveral bins.

All around are parts of technologi­cal equipment, all of its futuristic innature; any Storm Knight making ascholar total of 15 or higher will knowthat this is very advanced stuff, andany Storm Knight who has encoun­tered techno-demons or their technol­ogy before will instantly recognize thestuff as occultech, the evil mixture oftechnology and occult magic.

The tents look more like dens ofvermin, as the gearand rubbish (cloth,trash, tools and so forth) is nearly afoot deep, requiring a Storm Knight towade carefully through the tent. Thereare no useful devices in the tent, norare there computers, diaries or any­thing of that nature to indicate theplansor involvementof the Tharkoldu.

Storm Knights looking into a binmust make a willpowertotal o£12 to notget physically ill at the sight and smell-blood issplattered everywhere, withbody parts such as fingers, hands,arms, legs and head, scattered liber­ally about.

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TheTharkoldu themselvesare awayfrom the tribe, helping cement theiralliance with Hog. In order to furthertheir plans, they have used the monkeyform spell to disguise themselves ashumans (this is an alteration/entity 13spell). This adventure is written sothat the Tharkoldu and the StormKnights don't get into direct combatuntil the final scene, but if the charac­ters are persistent enough to wait atthe village for a day (dodging huntingparties all the while), the Tharkolduwill return to the tribe later the nextafternoon. See Act Four, Scene Three,"The Second Stage" for complete sta­tistics.

Any Storm Knight who is some­how able to ask the edeinos about thetents or their inhabitants, will learnthat each tent belongs to a human. Allof them are tall, thin with jet black hairand black eyes. They have dealt withthe gotaks, who have in turn convincedthe optants and the rest of the tribe togo along with their plans. They areaway for the now, but said they willreturn la ter.

AftermathOnce the party is back in Core Earth

territory, the freed prisoners will chatwith their rescuers. If asked, a mannamed Dan will volunteer that heworked in the weapons factory in ship­ping, but ofcourse, things havesloweddown since the biker attacks started.He will also say that he saw some

••32

strange packages, and it was rumoredthat a lab on the second floor has beenexperimenting with explosives. He'llexplain that it was some weird chemi­cal explosive he'd never heard of be­fore, but it certainly was effective (thisoperation was supposed to bea secret,but considering the stress and confu­sion of the moment, Dan didn't reallythink before justblurting out the infor­mation).

Sam will comment that he finds theinformation very interesting - hisreason for coming to Redside is to helpstraighten out the arms shipments, butthe Delphi Council hasn't authorizedSeisaku to construct new explosives atthe factory (the Delphi Council's con­tract calls for strict controls over whatactivities occur at the factory).

If asked about the conversion cer­emony, they will explain that the onlyreason they had not been convertedbefore the Knights showed up wasbecause the edeinos were waiting foran "expert" to comeand question themabout the factory: someone referred toonly as "the Swordsman."

There are two other factory work­ers, named Joanie and Mark. If theStorm Knights ask any of them aboutspecific routines atthe plant, they willanswer in an identical dull monotone,"Every day we just finish the weap­ons." If the Storm Knights ask themabout a specific day or specific occur­rence, their faces will simply go blank,and in the same dull monotone theywill say, "I don't remember." Once the

Storm Knights hear the same phrasemore than once, or hear that the work­ers don't remember, have them makea Perseverance check; if successful, thegroup's Perseverance total goes up by+1. Ifany of the Storm Knights elect touse True sight on the workers, they willsee a black aura around each worker- have them make another Persever­ance check, which if successful, in­creases the group's total by +2.

Oncearriving in town, there shouldbe a properly tearful reunion as thefreed captives are brought back toRedside. It should be early evening ofthe first night the Storm Knights havebeen in town. At this point, they maydecide to talk to McCreedy or Blake,while Sam will definitely storm off totalk with Blake. Meanwhile, the Victo­rians have been working on their de­fenses for the upcoming attack, andmost of the streets have been barri­caded, with Victorian soldiers andtownsfolk mounting checkpoints atthe edge of Redside.

Act AwardsThe player characters should re­

ceive three Possibilities for this act. Iftheir play was below average, cut this.to two; if above average, make it four.

Cut to ...Act Three, early evening in Redside.

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Act Three

Act Three

Factions in ActionThe Major Beat

In this act, the Tharkoldu and theirminions make preliminary movesagainst the Nippon Tech arms factoryand the town of Redside, drawing theStorm Knights into the thick of theaction. The edeinos attempt to pen­etrate the factory's security, whileHarris' Tharkoldu-Ioyal agents at­tempt sabotage. In the course of repel­ling these attacks, the Storm Knightsdiscover that the truth behmd theSeisaku plant is much more sinisterthan they ever imagined.

Which Way to GoThis act is structured with the pre­

sumption that the Storm Knights willbe returning to Redslde dunng theevening. If, instead, they return themorning after the rescue, Blake WIllcall them to the factory and give thema tour of the facility, as well as intro­duce them to some of the workers. Ifthis happens, cut to "The Tour" inScene Four; during the course of theday, they may talk to McCreedy (seeSceneTwo). Then, piay out Scene Fouras occurring later that evening..

If the Knights return to Redslde atnight, they have several options. If theStorm Knights decide that they wantto talk to Blake about what is going onat the factory, go to Scene One,"Something's Rotten in Redside." Ifthe Storm Knights want to talk toMcCreedy, go to Scene Two, "TheMonster Hunter." If they decide toinvestigate Harris, cut to Scene Three,"Kicking Back." If the Storm Knightsdecide to go to the factory, go to SceneFour, "Failed Espionage." If Samlearned of the explosives experimentsin Act Two, Sam will insist on going to

Blake's house immediately, and aloneif necessary.

If the Storm Knights decide thatthey must discuss matters with MayorMarlin, cut to "The Mayor's Office" inScene One. If they decide to get somerest before pursuing the matter more,cut to Scene Four (or, you can havethem spot Harris in the bar onthe wayto their rooms, as descrIbed In SceneThree).

The BarricadesIn the scant hours that the Storm

Knights have beenaway from Redside,the Victorians and townspeople havebuilt barricades at each of the roadsrunning into town. The barricade issimple, but effective: two or threeheavy trucks or pickups, with severalarmed guards. There is also a watch­tower so that the hills off in the dis­tance may beobserved,giving the townmore warning in case of an assault.

At the checkpoint, the StormKnights will be able to get directionsto Blake's or McCreedy's house, aswell as information on the location ofthe mayor, Blake, McCreedy, Harrisor the Victorian officers.

When the Victorians spot theStormKnights, they will quickly be usheredthrough the checkpoint, and the towns­people will react with joy at the Sightof their rescued neighbors. Of course,there will be a tearful reunion, state­ments of gratitude, invit~tions t<: din­ner, etc. This is a good tIme to mtro­duce or develop already used game­mastercharacters- potential rivals inthe town, love interests, curious chil­dren engaging in hero-worship andsimilar bits of flavor.

.e33

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SCENE ONE:Something's

Rotten in Redside

The SituationStandard. The Storm Knights have

several clues to indicate that some­thing unusual is underway at the fac­tory. Sam had come to straighten outthe delayed weaponsshipments,whilethe factory's workers claim to be mak­ing strange explosives, yet curiously,cannot remember their day-to-day ac­tivitieswhileatwork. They have cometo Blake's house seeking answers.

The ActionThe Storm Knights have no trouble

finding Blake's small but very com­fortable house (he is, after all, one ofthe better known individuals inRedside). If the Storm Knights decideto check out the house before proceed­ing, they will see nothing of an un­usual nature - Blake is merely read­ing in his study (room 4). When theStorm Knights knock on the door, hewill quickly open it up, smile, and ask,"So you're back. I guess the rescuewent well then, eh?"

If the Storm Knights don't immedi­ately confront Blake with their accusa­tions, he will simply try to rush themaway from the scene, asking them tostop by the factory in the morning tobegin their duty. If asked about theexplosives, or aboutthe missed weap­ons shipments (this will certainly oc­cur if they accompany Sam to Blake'shouse), he will show obvious surpnsethat the Storm Knights have learnedthis, and then refuse to discuss thematter. He will tell the Storm Knightsthat it is none oftheir concern, and thatthey aren't being paid to pry into hisaffairs.

If the Storm Knights attempt a Truesight, or some other spiritual or magi­cal means of divining his true nature,they will merely divine a black auraaround him (exactly like the workers

•• 34

in Act Two, Scene Four). Have theStorm Knights make a Perseverancecheck against the difficulty of 15; Ifsuccessful, they get +1 to their total. Ifthey attempt this kind of magical orspiritual divination, or ask him aboutthe memory lapses of the workers, hewill seem to stumble a second, andpause. He will slowly turn towardthem, saying, "I don't know ... I don'tfeel well." He will then seem to blankout, and won't respond to any ques­tions, but will simply head to thekitchen with a mindless detennina­tion, and grab a huge knife (damagevalue STR +3/19) and lunge after thenearest Storm Knight.

After the Storm Knights subdueBlake and summon a doctor or MayorMarlin, a quick examination will re­veal that there is nothing "unusual"about him and that his behavior is"inexplicable." The doctor reassuresthem that Blake will be kept underobservation for the rest of the night.

BrainwashedDagarathov, the Orrorsh horror that

has come to Redside, has only limitedinfluence, being only able to take overa person while they are within theconfines of the factory. The beast hasonly manipulated a few of the work­ers in order to gain power while notstraining itself by taking over the en­tire town. However, the creature hascontinually probed Blake's mind tolearn what it can, and has been able toplant a subliminal suggestion inBlake's mind, since Blake has beenpreoccupied with the arrival of theStorm Knights for several days. Thesuggestion, of course, is to kill anyonewho mentions the mysterious behav­ior of any workers.

FlagIf Sam went to Blake's house prior

to the Storm Knights arriving, Blakehas already killed Sam and placed hisbody in the top left bedroom on thesecond floor.

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Central Valley Gate: Map 4Blake's House

\\

\\

\ ,\

\\

Second Floor +- '

Key

1. Entrance2. Kitchen3. Stairs4. Study5. Dining room6. Living room7. Bathroom8. Bedroom9. Closet

10. Music room

\\

\\

\ ,\

\\ ,

\\ ,

\\

\

8 -l- ,., 8

.f!I1"7

-I11

'<'" 8

81 II I 11.11111~II I I I I

\\

Act Three

\\

.e35

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If Sam is with the Storm Knightsand survives theallackof the aarkcino,he will insist on going to the factoryimmediately.

The Mayor's OfficeMayor Marlin's office is a hive of

activity, as people are scurrying aboutwith preparations for any upcomingassault. When the Storm Knights ar­rive, there are two office workers, aVictorian strategist and the mayor inthe office, busy planning the manningof the barricades.

The mayor will greet the StormKnights and take a few minutes tolisten to their concerns. He wIll bequite disturbed if the Storm Knightsbring up the explOSIves, the mexplI­cable memory loss of the workers, thepossibility of an edeinos/biker alli­ance, or Seisaku's ties to this "strangeNippon Tech place" (remember thatmost people are still unaware of Nip-

• I

36

pon Tech's true nature). He may evensend two armed townspeople withthe Knights to Blake's house to arresthim.

Cut To ...If the Storm Knights wish to go see

McCreedy, cut to Scene Two. If theywant to talk to Harris, cut to SceneThree. If they wish to investigate thefactory, cut to Scene Four.

SCENE TWO: TheMonster Hunter

The SituationStandard. The Storm Knights corne

to McCreedy's apartment looking forinformation on this mysterious "mon­ster" he claims has corne to the area.

The ActionMcCreedy's apartmentis located in

a three story house, with a white picketfence and a large yard. He has Apart­ment 2, which can be entered from thefront porch.

When McCreedy comes to the frontdoor, he opens it with a smile, beckon­ing, "Corne in, corne in." His apart­ment has a very strong scent of cinna­mon (due to some recent cooking, butthe Storm Knights areat liberty to takethis as something more sinister). Assoon as they cross the threshold to hishouse, he holds up a silvered cross,obviously trying to ward any mon­sters disguised as humans (this couldbe very interesting if there is ashapeshifter in the party). After thepreliminary check, he takes their coatsand ushers them into the living room,offering them a warm cinnamon tea.

After some quick pleasantries,McCreedy will sit down in his Victo­rian style chair, and explains that hehas corne to Redside from New Lon-

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don, in search of an awful horrornamed Dagarathov. As his relates histale, it steadily becomes clearer thatthis man is obviously obsessed withthe creature - he explains that it wasresponsible for the death of his uncleSamuel, and "since I first glimpsed thepower of that demonic beast, my hearthas thirsted for revenge. For two de­cades I have researched it, tracked it,followed the trail of corpses, yet noone would believe me. Finally, it hascorne here, seeking I know not what,but it has entranced the entire town.You must stop it before more peopledie at its hands."

McCreedy will relay some of thetales of his research and the details ofsome of the more grisly deaths thecreature has caused. He will also ex­plain that he has found its true death- called the "Ritual of Fire," it re­quires a squared area, marked by fourburning torches. The creature must belured into the area, and then struck bya flaming weapon of some kind.

While the creature is in the square,the phrase, "Death unto demonkind,death unto Dagarathov, back to thebeginning of the endings, blackness,cinder, to the void," must be spoken.At the end of the ritual, the creaturewill be killed.

At the completion of the descriptionof the ritual, have the Storm Knightsmake a Perseverance total; if successful,increase the group's total by +1.

After the total has been generated,describe the following scene:

A chill runs through you, yet it isnearly 80 degrees outside. It is a no­ticeable presence, and you all noticeit, except that is, for McCreedy. Hesimply sits in his chair, takes a quicksip of his tea, and place the cup andsaucer on the table by his chair.

Abruptly he stands, suddenlycheerful. "Come, come, my friends.Drink up. Now, no matter what hap­pens,· there is someone to stop thisbeast, and my life's mission is nowcomplete. My soul will rest easier."

As he speaks, it seems that theflesh around his jaw and eyes isslowly rotting away, as globules ofblood drip from the exposed muscleand bone. His body starts shriveling,as his eyes tum to a blackened goo.He smiles as a green and yellow pus,

thick with stains of blood, oozes fromhis eye socket and down his face.

Then as suddenly as it started, itseems you all snap back to reality,and it is merely McCreedy, standing,talking, waiting for you to respond toan unheard question.

Have the Storm Knights make an­other Perseverance check. If successful,increase their total by +1. Thissequenceis actually an occult illusion, and anyStorm Knight who actively chooses todisbelieve, must make a willpower orMind total of 14 or higher to disbelievethe illusion.

Act Three

The Occult Strikes

Have the Storm Knights make aPerception check against a difficulty of12; if successful, they will hear a slightrapping on the window just outside,as if a tree limb was gently swaying inthe breeze and Striking the pane ofglass. Unfortunately, thereisno breeze,and there are no trees near the house.

Suddenly, the pane of glass shat­ters, as an inhuman screech, almostbird-like, wails through the room. In aburst of energy, McCreedy exclaims,'It's found me." and heads for thestairs and up to his study (Room 11).

~...-------------------_._.~ 37

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Crashing through the window areeightsmall demon-like creatures. Eachof the demons stands about half as tallas a human, and they are ignoring theStorm Knights and heading straightfor McCreedy. Any Storm Knightmaking a scholar (OCCIIIt) or occult totalof 14 or higher will know that thecreatures are aarkcinos, a kind of de­mon that is often summoned by occultrituals.

Aarkcino (8)DEXTERlTY 11Dodge 12, maneuver 13, unarmedcombat 13STRENGTH 13TOUGHNESS 14PERCEPTION 8Find 10, tracking 11, trick (14)MINDSTest 9 (12)CHARISMA 4Taunt (14)SPIRlT 6Intimidation 15Possibility Potential: some (75)Natural Tools: Talons (damage

value STR +3/16), acidic blood (dam­age value 14 - anyone within onemeter of a creature that takes a woundis splattered with the blood)

Special Abilities: Illusion (a groupof three of more creatures can gener­ate an illusion up to four cubic metersat a range of50 meters. The base disbe­lief value is 8 plus the Many-on-Onevalue of the numberofadditional crea­tures adding to the illusion)

The creatures' main objective is tokill McCreedy, al though they willbattle the Storm Knights if they areattacked first. Once McCreedy hasbeen killed, they will leave the build­ing. Once either McCreedy has beenkilled or the creatures have beenstopped, have the Storm Knights makea Perseverance total; if successful, theyreceive a +2 to their total.lfMcCreedyhas been killed, drop their Persever­alice by -2 due to the horror of theevent, but add +2 the next morning,after they have had time to rebuildtheir resolve to stop the creature re­sponsible for this attack.

McCreedy's StudyMcCreedy's study (room 11) is a

typical occultist's place of research: ahuge library of occult related books iscrammed into the shelves runningalong the walls. In the center of theroom is a desk, with several rolled up,musty scrolls. Also on the desk isMcCreedy's diary, which details hisattempts to track Dagarathov over thepast ten years.

Storm Knights who take the time toread the diary will learn the followinginformation:

• McCreedy has thoroughly re­searched the creature's True Death­it is as he explained it to the players.

• The creature has a weakness to runesblessed by a priest and wielded by anindividual of the same faith.

• The creature has a severe weaknessto sunlight.

• The creature has resided for manymonths in the Glade of the Queen (thesetting for the prologue). Over that

•• 38

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Act Three

Central Valley Gate: Map 5McCreedy's Apartment

-~

11. Study'Mi'"UP

5 11 9

7 LOOWN== ,

==" 4 10 == 8-=-

Second Floor/'

6 ., /'/'

I/'

/'

I /'UP r-- /'

~;::/'

/'f-- ./

~= 3 /'

1-- /'

~u'p

2

Key

1. Main entrance2. Living room3. Stairs to

~ second floor4. Kitchen5. Dining room6. Back entrance

-1- 7. Stairs to first floor

~ 18. Bathroom

First Floor 9. Bedroom

V C !:EC9 10. Sitting room

••39

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time it had dominated the group ofshapeshifters/werewolves that livedin the area, but one of the beasts wentrogue and summoned a group of oc­cult wizards to help either cast out thecreature or help them escape. The wiz­ards created a gate to someplace elseon Earth, with the intent of bringingthemselves and the werewolvesthrough to dominate a new area.

• McCreedy tracked the gate to justoutside Redside, and has learned thatDagarathov has come through as well.His research indicates that the gatewill be up for only about three weeks.

Cut To ...If it is early evening and the Storm

Knights decide to head to their rooms,cut to Scene Three. If it is late In theevening or the Storm Knights decideto investigate the factory, cut to SceneFour.

SCENE THREE:Kicking Back

The SituationStandard. The Storm Knights have

decided to track down Harris and dis­cuss his involvement with the factoryand the strange events in town. If theyask any of the townspeople, they willhear that Harris was last spottedhead­ing for the Valley Hotel (or if they passby, they will see him in the bar). While

W hat is Going On?

The "survivalists" who havesold aut to theTharkolduaremak-ing their move. They havedecidedto approach the plant at night(when there is no one working)and destroy it so that the techno-demons can send in a few agentsto quickly soften up the place be-fore planting new stelae and tak-ing this area of California.

•• 40

talking with Harris they willleam thathis fellow "survivalists" have betrayedhim.

The Action

The Valley Hotel is quiet, and twoof the townspeople are busy pound­ing a few beers trying to forget thebattle earlier this morning. Alone at atable is Harris, nursing a beer.

If the Storm Knights approach,Harris will offer them a chair and or­der a round of beers for them. If theStorm Knights ask about the othersurvivalists, he will comment that theyare on guard duty at the barricades,and he is taking a well deserved mghtoff.

Within a few minutes, three Victo­rian guards will come rushing into thebar,and head straightfor Harris. Theyare taking an accusing tone, and tellhim that they have seen four of hisagents headed for the arms factory,and they are clearly expecting a fullexplanation. .

Harris has been backed Into a cor­ner, and will be both surprised andangry. "j have no idea what's goingon. As far as j know, they're supposedto be at the barricades."

The Victorians will suggest that theygo to the factory and investigate, andwhile Harris will not be eager to dothis, he will reluctantly go along.

Cut To ...Scene Four, "Failed Espionage."

SCENE FOUR:Failed Espionage

The SituationDramatic. The alarms around the

arms factory go off, waking up theentire town. Someone has obviouslyfailed to infiltrate the factory. Duringthe course of the investigation, theStorm Knights begin to learn moreabout the true nature of the factory.

The ActionThe Storm Knights may be any­

where when this scene begins, includ­ing at Blake's or McCreedy's house, atthe Valley Hotel, in their rooms or atthe barricades on the edge of town.This scene begins late at night, per­haps two or three in the morning.

The scene begins when the alarmsat the arms factory go off, sending apiercing shriek of sirens through theair. The Storm Knights are the first onthe scene, and make a startling discov­ery - at the edge of the factory, threeedeinos have been killed by some kindof energy field. Their bodies are on theground, slowly decaying intoa puddleof blackened goo, and laying besidethem is a small, round technologicaldevice with seven crystals set into anornate black metal frame. Anyonemaking a sciellce total of 14 or higherwill realize that the device is aTharkoldu recording disk used tomake holograms of particular loca­tions or individuals.

The Mystery DeepensWithin minutes of the discovery of

the dead edeinos, some of the towns­people arrive on the scene, led byMayor Marlin (if Blake did!)'t attackthe characters in Scene One, he will bewith this group). The people will liter­ally be abuzz with rumor and specula­tion, and they will all react with revul­sion at the sight of the partIally dlsm-tegrated edeinos. ..

A series of gunshots WIll rmg out,coming from within the factory. Anycharacter making a Perceptioll total of12 will know that it came from theground floor. If Blake is present, hewill order the Knights to InvestIgate; ,fonly Mayor Marlin is present, he willhave them ihvestigate. Both of themwill comment that, " ... no one is sup­posed to be in the factory at night."

As soon as the Knights approach towithin four meters of the factory walls,they will feel a tingling chill - likesomeone grabbed the base of theirspine and injected Freon into. theirbodies. For each non-human In thegroup, have him or her roll a willpoweror Milld total against a·difficulty of 16;

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Central Valley Gate: Map 6Seisaku, Inc. ArmsFactory - Grounds

Key

1. Parking lot2. Employee entrance3. Main entrance4. Loading bays

;<@; Occult barrier

{,1

I,}0,

R edside and the Arms Plant

--..~.--~.~.-_.~.""",-~~,'"',--~, -./1>-- ._-. _1"_"""'-

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4

Act Three

Road

-" j

The construction of theSeisaku arms factory wasa bless­ing for Redside, which had beeneconomically crippled since thestart of the war. Before the war,Redside relied on local farmersand produce brokers for muchof its business, but its continuingproximity to the front lines of theWestern Land have motivatedmost people to leave the area.

Just when things looked theirdarkest, the military situationstabilized, with a garrison forcebeing stationed at Redside. Thepresence of the troops gave theremaining local businesses aslight boost, but the decisive fac­torwastheappearanceofSeisakurepresentatives, led by Austra­lian businessman Reggie Blake.Seisaku decided to construct aweapons factory in Redsidesoon

after Sacramento was reclaimed,and its close location to the Liv­ing Land makes it an ideal facil­ity to supply U.S. troops in com­bat. This factory is secretly­owned by the Kanawa Corpora­tion. Like the rest of the UnitedStates, the townspeople areoblivious to the true nature ofwhat has occurred in Japan andSacramento.

The Seisaku plant's locationwas chose for three main rea­sons: cheap land (values plum­meted with the invasion), prox­imity to major shipping centers(the weapons are trucked to ei­ther San Francisco or Los Ange­les if not used at the war front ordomestically), and a stable mar­ket (with the war, the market forweaponry is VERY stable).Redside was deemed to be far

enough outof the way that Blakeand Harris could convince thetown that the factory was a goodidea simply because of the jobsthat would be made available.

Once the plant was estab­lished, it was expected that thelocal military would provideample protection. However, theseeming Core Earth victory uparound Sacramento (really thereplacement of Living Land ste­lae with those of Nippon Tech)caused the brass in the state tomove some of the forces north tocapitalize on the success, whilethe rest of the troops have beendispatched to Los A1)geles to dealwith the Tharkold crisis. Nowthat the edeinos and bikers arestarting to direct their attentionto Redside, the town is desper­ately short of defenders.

.e41

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Central Valley Gate: Map 7 KeySeisaku, Inc. Arms Factory - Basement

1. Stairs2. Generator3. Crates

~ 000 4. Entrance to" subterranean caves

00000

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o 2

if the. roll is successful, the character isattacked by a kind of "energy surge"which takes the form of whirling greenand yellow patterns of light, and doesdamage value 14; if the roll is failed,the same energy surge attacks them,but does a damage value of 26, and ifthe character is killed, their bodyslowly begins to dissolve into a puddleof black goo. For purposes of fairness,the gamemaster may want to subtlyencourage non-humans to spend pos­sibilities to succeed at the Mind total.The Storm Knights have just crossedan occult ward put up by the creatureDagarathov to keep out non-humans(it is intended primarily for use againstedeinos).

After the barrier has been crossed,have each character make a Mind rollagainst a difficulty of 12 - if success­ful, they will feel a "mental presence"that tries to look into their minds, butit has been repelled; if the roll is failed,they will definitely feel the presence,and in fact, it is combing through theirmind right now, as if going through afiling cabinet. Have the group make anew Persevera1lce check - if success­ful, add +1 to their total. Ofcourse, thismental presence is Dagarathov, who

is trying to determine who the StormKnights are, and what they intend todo at the factory.

The Source of theGunshots

The factory has been infiltrated bythe "survivalists" who are actually inthe employ of the Tharkoldu. Theyintend to destroy the factory by plant­ing explosives. The shots occurred onthe first floor as they were using thestair wells and encountered someworkers from a mysterious night shift.According to their information, thereisn't supposed to be a night shift ...

The AgentsThe "survivalist" agents have pen­

etrated the plant in order to plant ex­plosives throughout the factory. Thefour agents each have five bundles ofdynamite (damage value 24, blast ra­dius 0-5/15/30). Two of the agentswere sent to the second floor to plantdynamite throughout the halls, whilethe other two placed dynamite on the

first floor in areas 3, 6 (one bundleeach), 8 (four bundles) and 9 (fourbundles).

It was believed that the only prob­lem would be the night shift guards­they were quicklyand efficientlykilledby theagents (theirbodies, with throatsslit by knives, were left in the recep­tion area). However, the agents wereforced to shoot one of the workers onthe "night shift," completely throw­ing the plans into chaos, and the trig­gering of the alarms (by the failededeinos expedition) was the finalstraw. Only three bundles wereplanted in area nine and three bundleson the second floor. The bundles areset to explode five minutes after theStorm Knights enter the factory.Bundles of dynamite can be spottedwith a find or Perception total of 8, andthey can bedeactivatedsimply by turn­ing off the timer.

The agents pulled back to area threeto try a quick escape, but then theStormKnightsand townspeopleamved.Theyare armed as described in Act Two.

If the Knights enter via the main en­trance, they will be outlined against thedarkness, making a good target. If theagents are noticed by theStorm Knights,they will open fire; if the Storm Knights

....."'.~---------------------- ....~42 ....,

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Act Three

I.

43

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wanderrightby, the agents will let thempass and then try to sneak out. Onceoutside, some fire in the general direc­tion of the crowd out front will allowthem to escape the grounds and thensneakoutside the town'sborders. StormKnights with a Perception total of 12 orhigher will hear the shots outside if theagents sneak past them.

FlagIf Sam came to the factory by him­

self, he was killed in the reception area(first floor, area 3) by the agents. Theydragged his body into the men'srestroom (first floor, area 5), andgrabbed all of his weaponry. Uponentering the area, have the StormKnights makea find or Perception checkagainst a difficult of 12 to find thebloodstains; if they have a flashlightwith them to illuminate the room, thedifficulty is only 8.

Seisaku PlantFacilities

TI,e factory itself is a two-story struc­ture, also with a huge basement. It isdedicated to the manufacture of M16s.When the Storm Knights first enter thefactory, they will be coming througheither the main entrance (first floor, area1), the employee entrance (first floor,area 2) or the loading bays (first floor,area 11).

Basement

1. Stairs.

2. Generator. The backup genera­tor for the plant in case power is cut tothe town.

3. Crates. This area is for storage ofextra office supplies, and spare heavyequipment (replacement gears for themanufacturing equipment and soforth). The pile of crates and equip­ment is nearly three meters tall, andeach crate weighs at least 400 kilo­grams (the replacement machineryweighs about 1000 kilograms).

4. Cave. Hidden behind the cratesand equipment is the entrance to thesubterranean caves of Dagarathov's

• I44

lair, which is nearly three metersacross. The cave is dark and seems torun straight down into the ground.Turn to Act Four, Scene Three, "TheLair" for more information.

Once the Storm Knights enter thearea, Dagarathov will awaken theaarkcinos and send them after theStorm Knights (unless they have al­ready been killed at McCreedy'S).

FlagIf the Storm Knights decide to in­

vestigate Dagarathov's lair, cut to ActFour, Scene Four, for the creature'sstats. Also, if the characters find thecave entrance, it will attempt to takeover their minds instead of merelyobserving.

First Floor

1. Main entrance. nus is a door ofbullet-proofglass (Toughness 19). IfSampreceded the Knights, the door has beenbusted open; otherwise, they will haveto destroy or open the door themselves-a lockpickillg total of18 is necessary toopen the door. Since the alarms havealready been triggered, there is no real

penalty for failing the roll.

2. Employee entrance.This is asoliddoor with a Tonghness of 19. A lockpicking total of 18 is necessary to openthe door. Since the alarms have al­ready been triggered, there is no realpenalty for failing the roll.

3. Reception. There are two deskson either side of the entrance way,with phones, fax machines, and pho­tocopiers. On the wall opposite theentrance is a poster, showing two US.Army soldiers wielding M16s in theLiving Land, shooting at edeinos. Itreads, "In defense of our country andour lives. Seisaku, Inc."

If Sam has been killed, thebloodstains are near the stairs'(see the"Flag").

4. Stairs.5. Restrooms.6. Offices. Each of the offices is for

a middle-level or low-level executive.The offices are spartan, with a desk,chair, and filing cabinet. There are norecords of any interest in these offices.

7. Warehouse records room. Hereare where the plant's official recordsare kept. It shows a weekly shipmentof 200 M16s to the U.s. army over the

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Central Valley Gate: Map 8Seisaku, Inc. Arms Factory - Ground Floor

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Act Three

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Key1. Main entrance2. Employee entrance3. Reception4. Stairs

5. Restrooms6. Office7. Warehouse

records room

8. Weapons storage9. Factory /warehouse

10. Stairs11. Loading bays

I.45

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Torg: Central Valley Gate

Central Valley Gate: Map 9Seisaku, Inc. Arms Factory - Upper Floor

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Key1. Storage closet2. Office3. Blake's office4. Computer room

5. Conference room6. Stairs7. Explosives lab8. Restrooms

9. Break area10. Stairs11. Barred door

'1 46

Page 48: Central Valley Gate.pdf

course of the past three months, aswell as two small shipments of 100M16s to IIcustomers in Los Angeles."

While not stated in the records, theseshipments were ultimately fated forthe Nile Empire, but one was inter­cepted by Ra's Swordsman (see ActFour for more information).

8. Weapons storage. Finished M16sare stored here prior to shipping. Be­cause of the lack of raw materials,manufacturing has been shut downfor two weeks - this area is currentlyvacant. This area is two stories.

9. Manufacturing. This area iswhere the M16s are tooled and as­sembled. There are several rows ofmolds, drills, and assemblers, as wellas a large open space in the center ofthe floor. The area is spotless becausethe factory has been effectively shutdown. The area is two stories.

For more information on this area,refer to "The Night Shift."

10. Stairs.

11. Loading bay. A sliding dooropens to the dock, to allow tractortrailers and large vehicles to be loadedwith goods. The door can easily beopened from the inside; anyone tryingto break in from the outside, mustmakea lock picking total of 18 ora liftingtotal of 14 to lift the door enough forcharacters to crawl under.

Second Floor

1. Storage closet. Inside this area isa deactivated Nagara Security 44TSRobot; it is activated if someone failsto penetrate Blake's computer, whichis wired to an activation transmitter. Ifthe Storm Knights open the door tothis closet the robot is automaticallyactivated.

Nagara Security 44TS RobotDEXTERITY 8Fire combat 13, heavy weapons 12,jumping 10, running 10, unarmedcombat 12STRENGTH 14TOUGHNESS 15PERCEPTION 7Find 13, trick (12)MIND 7Test (20)CHARISMA 5Taunt (20)

SPIRIT 0Intimidation (22)Possibilities: noneEquipment: Armor (armor value

TOU +7/22), pincers (damage valueSTR +5/19), belt fed machine gun(damage value 25)

2. Offices. Each of the offices is fora middle level or low level executive.The offices are spartan, with a desk,chair, and filing cabinet. There are norecords of any interest in these offices.

3. Blake's office. The only placewhere complete information onSeisaku's plans is available is in Blake'soffice (second floor, area three). Blake'soffice has a very complex lock (to breakthrough requires a lock picking total of16 or higher; the wooden door has aToughness of 12).

The officeis lavishly decorated withpaintings, weapons, and other arti­facts hanging on the walls. In eachcorner is what appears to be a full suitofsamurai armor. Anyone who makesan nrtist total of 8 will know that thepaintings are cheap replicas. The of­fice has a largedesk and chair, a phone,and a cabinet full of computer disks.On top of the desk is a small computerofunfamiliar make. Unless oneor moreStorm Knights have been in NipponTech before, they will not recognize itas a Nippon computer.

If the Storm Knights try to useBlake's computer, cut to "Seisaku'sSecret."

4. Computer room. Seisaku's busi­ness records are stored on magnetictape drives in this room. There arenine computers - three for everydaybusiness,and six thatare used to moni­tor the manufacturing equipment. Theinformation in Blake's computer can­not be accessed through these com­puters.

5. Conference room. This room hasa large table and eight very comfort­able chairs. It is used for importantbusiness meetings.

6. Stairs.

7. Explosives lab.IftheKnightscheckout the secret lab (second floor, areaseven), they will discover that the dooris locked, requiring a lock picking total of16 to open (if brute force is used, thedoor has a Toug/mess of20)- however,blowing open the door isn't advisable

Act Three

because the explosion will trigger theexplosives in the lab, causing a damagevalue of 26 to everyone in the lab anddamage value 25 to everyone in thatcorner of the building.

The lab has three simple workbenches, with boxes of the explosive'scomponents piled high. A shelf runsaround the walls, holdingseveral clearplastic containers with the dry com­pounds that form the explosive. In thenorthern corner are a dozen foilwrapped packets of the explosiveweighing about four ounces (they arenot labeled; they can be triggered byheat or timer.

8. Restrooms.

9. Break area. A table, some chairs,and a couple ofvending machines.

10. Stairs.

11. Barred door. This door can beopened so that goods from the manu­facturing area can be brought up to thesecond floor with a forklift.

The TourIf the Storm Knights haven't come

into conflict with Blake, he will givethem a tour of the factory, all the whileexplaining the hardship that the shut­down has caused to the people of thetown. He explains that he needs theStorm Knights to protect the factoryfrom damage so that once the "crisis"is over, the plant can start back upagain. Because the factory has beenshut down, only Blake, a few secretar­ies and the executives will be present.

He will explain away the explo­sives lab as a simple work area, whereaspects of the guns are examined toinsure quality.

If the Storm Knights use true sight ora similar form of divination on thepeople in the factory, the person willseem to disappear - in their place isan opaque grey form, outlined with ablack aura. Have the Storm Knightsmake a Perseverance check; if success­ful, add +1 to their Perseverance.

The Night ShiftThis scene occurs if the Storm

Knights enter the factory at night. Uponentering the manufacturing area (first

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••

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floor, area nine), they will be stunnedby the bright lights (highly unusualsince the factory is shut down).

Then, they will see two dead towns­people right in front of them, shot todeath (by the Tharkoldu saboteurs).Stranger still is the fact that in the openarea of the factory there are at a dozentownspeople, standing quietly, mo­tionlessly, completely ignoring theirdowned neighbors. If they approach,they will see that the people are en­tranced, much likezombies, with blankstares. The people don't even seem tonotice them.

The people are gathered around asunken portion of the floor. Shimmer­ing inches above the floor is a penta­gram of blue swirling energies. Thepeople are slowly walking toward thepentagram.

If theStormKnights use truesightora similar form of divination on thepeople in the factory, the people willseem to disappear - in their place isan opaque grey form, outlined with ablack aura. Have the Storm Knightsmake a Perseverance check; if success­ful, add +1 to their Perseverance.

The Storm Knights will be able toenter and leave the room without in­terference as long as they don't inter­fere with the workers.

This is part of an elaborate occultritual by Dagarathov. By summoningthese people for five consecutivenights, he can feed off their energy anduse it when he attempts to return toOrrorsh and take control of the Gladeof the Queen.

Seisaku's SecretOperating the computer requires a

scholar (computer) total of 10 or higher.Retrieving information from the com­puter is a four-step process. The op­erator must do these things in order:

A. Beat the computer's security pro­gram.

B. Find the System Deletion Program.

C. Disengage the SystemDeletionPro­gram to keep the needed data frombeing erased during the search. Thiswill also place a lock of sorts over allthe data - nothing else can be ac-

Act Three

cessed until the program is stopped.

D.Find and retrieve the necessaryda tao

Step A requires a scholar (computer)total of 12; if the roll is unsuccessful, aloud whirring sound will be heardacross the hall (in room one), followedbyacrashofsplinteringwood. Emerg­ing through the now wrecked doors ofthe storage closet is a Nagara Security44TSRobot, with programming tostopthose who are tinkering with Blake'scomputer. Step B requires a scholar(computer) total of 10. StepC requires a .total of 14. Step D requires a total of 8.

Operation FalseCrusade

Within Blake's computer files is in­formation that the Storm Knights willcertainly find useful. Under the direc­tion of "his superiors," Blake has beenordered to construct the explosive,which will be shipped to severalloca­tions around the world. Used as partof a campaign of terrorism secretlycalled "Operation False Crusade," the

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explosives will be detonated in manychurches and temples in the beliefthatinvestigators will conclude that theCyberpapacy was responsible for theattacks (after all, the explosive is na­tive to the Cyberpapacyl. This planwill effectively rallyanti-eyberpapacysentiment, helping to concentrate ef­forts on Jean Malraux and ignoring3327, while also insuring a steadymarket for weapons and other tools ofwar. The first attacks will be made intwo months' time.

The list of targets is shown below:

US: Miami, New Orleans, Hous-ton, Phoenix, San Diego

Germany: Berlin, Bonn, Munich

USSR: Moscow, Kiev, Leningrad

Israel: Jerusalem

Nile Empire: Cairo, Alexandria,Thebes

Saudi Arabia: Mecca

India: New Delhi, Bombay,Calcutta.

•• 50

China: Beijing

Nippon Tech: Tokyo, Yokohama,Osaka

How the Storm Knights handle thenews is entirely up to them. Simplytaking it to the authorities is the forth­right thing to do, but it runs into sev­eral problems, chiefof which is the factthat they might not be believed. Then,too, the intrigue pervasive in every­thing that Kanawa touches virtuallyguarantees that some of the authori­ties will be traitors in his pay, and theStorm Knights have no way of know­ing whom to trust. Going over theauthorities' heads to the public andmedia is an alternative, but many ra­dio and TV stations are now Kanawa­owned.

The slower, but more exciting tac­tic, is to keep the information as thegroup's own secret, sharing it onlywith other bands of Storm Knights. Awhole campaign could be spent sim­ply in sabotaging Kanawa's attacks.

AftermathIf he is allowed to participate in the

fight, and survives, Harris' status willonce again become the subject of con­troversy. Many of the townspeoplewill wonder about whether or not hecan be trusted, although they will Iis­ten to the Storm Knights if they haveany suggestions.

Ifanyone tries to arrest him and hismen after this fight, they will do theirbest to escape into the wilderness.

Act AwardsThe heroes should receive three

Possibilities for the act if they stoppedthe destruction of the factory. If theylearned thenatureoftheOrrorsh threatfrom McCreedy, increase the awardby one Possibility.

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Act Four

Act Four

Redside, Revengeand Resolution

The Major BeatIn the concluding act of this adven­

ture, the Storm Knights will be con­tacted bySally Rogers, a young womanin love with one of the lesser gangleaders. If the Storm Knights can or­chestrate a rescue of her lover, theywill gain valuable information regard­ing the upcoming assault on Redside.In the climactic final scene, the com­bined forces oHhe edeinosTeraks Kesttribe, the bikers and the Tharkoldtechno-demons themselves attackRedside, with only the Storm Knightsand the Victorians to save the smalltown from total destruction.

SCENE ONE:The Deserter

The SituationStandard. The next day, after the

Storm Knights have snatched somewell-earned sleep, several Victoriansentries will come in, bringing withthem a young woman in biker garbwho staggered up to them out of theearly morning darkness, asking forhelp. Brigadier Cunningham ques­tioned her briefly, then sent her underescort to the Storm Knights, who herealizes are better suited than he is tohandle this sort of thing.

The ActionThe Victorian soldiers must rouse

the Storm Knights, despite the fatiguefrom the battles of the day before.They introduce the Knights to SallyRogers, the girlfriend of one of the

young men in the biker gang, who is arecent convert and one of Hog's new­est recruits. She will bring with herinformation that Hog has made somesort of a deal with the edeinos, and isvery well received in their midst. Inexchange for this information, shewants the Knights to help her rescueher boyfriend, Tony Burke, and willcry, beg, plead, and threaten to getthem to do it.

Sally explains that once she andTony were very close, but when Hoglooked him up to try recruiting him forthe gang, he left her for a plant, of allthings. According to Sally, Hog in­vited Tony along with him on a trip toshow him "incentive" for joining up.Long suspicious of Hog, Sally snuckalong behind them, luckily managingto stick with them even through thestorm front. A "scale" and a thin, blackhaired man met them shortly afterthey entered the Living Land, andseemed to act as a guide.

From here on the story gets weird.Thegotak, theman and Hog took Tonyto a small grove of man-sized plants,with vinelikestemsand one large blos­som on top. Tony's three companionsinvi ted him to take a closer look atone,then backed off. When Tony ap­proached one of the plants, he seemedto go wild with pleasure.

"Hog, the man and the scale walkedoff, talking about a 'plan for Fresno:When they were gone, I walked up toTony and asked him what he thoughthe was doing. He didn't even noticeme. I tugged on his arm to get him tonotice me, and he turned just longenough to shove me back. There musthave been adozen orso othersaroundbut after seeing what that one haddone to Tony, I didn't go anywherenear them."

Eventually, Hogand the gotakcame

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back, and Sally hid in the jungle againwhen she heard them coming. Thegotak performed some kind of cer­emony, and Tony collapsed into a stu­por as he was dragged away. Afterabout ten minutes, Tony seemed tocome to, but was real weak. He startedto go back to the plant, but his com­panions restrained him. Then Hog toldhim that if he would join the gang forawhile, when the campaign was over,he could be with the plant for all time.After that, Tonysaid he'd do anythingfor them, as long as he could go back tothe plant.

Then they went back to Core Earth.Sally lost their trail this time, but madeit out of the storm front. The first thingshe'd heard upon gettingback to heraldhaunts, Tony had summoned all hisfriends to join with Hog and his gang.

Sally's story will provide valuableinformation for the Storm Knights­not only are the plants around thevillage used for defense, but a nearbygrove of pleasure plants is used toenslave non-Jakatts. She can lead theparty to this grove, so they can destroyit and keep Hog and the edeinos from

enslaving more Core Earthers with it.She thinks killing the plant is the onlyway to keep Tony away from it (she'sright). As an added bonus, Sally willpoint out that the reason Hog con­tacted Tony in the first place is becausehe has his own gang of bikers.

As a gang leader in his own right.he is one of Hog's confidants, and iffreed of the plant's seductive influ­ence, he will surely join the heroes andprovide them with inside informationon Hog's plans and the gang in gen­eral. This should be enough to get theKnights to go along with her, and evenSam will raise no objections.

Sally RogersDEXTERITY 8Swimming 9STRENGTH 7TOUGHNESS 8PERCEPTION 8Land vehicles 10, tracking 9MIND 9CHARISMA 9SPIRIT 6Possibilities: noneEquipment: Knife (damage value

STR+2/18), leatherjacket(armorvalueTOU +3/22)

Description: A tall, slender blondein herearly 20s, Sally has no real faults,except for a wild streak in her natureand a slight bit of ego concerning herlooks. No girl ever took a man fromher; to lose her boyfriend to a plantinfuriates her. She hates Hog's gangfordoing this to her, and will be a loyalally if the Knights help her get Tonyback.

If the Storm Knights decide to res­cue Tony, cut to Scene Two, "BustingOut the Biker Boyfriend"; otherwisecontinue on to "The Pleasure PlantGrove./I

The Pleasure PlantGrove

If the Knights decide to destroy thepleasure plant grove, Sally will leadthem there, but only if they promise tohelp rescue Tony. Because of the hunt­ing of the tromblen pack, there will beno random jungle encounters (see Act

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Two, S~eneThree). Sam and possiblysome VictorIans may come along if theparty IS too weak to do the job. Sallywill come along as guide, of course,and is more than capable of takingcare of herself in a fight.

When the Knights get to the grove,they will not have time to do muchmore than get a brieflook at the plantsbefore trouble starts. After Hog andTony returned to Core Earth, the gotakbecame worried about the grove's se­curity and promptly prayed to Lanalato summon a group of ten voskats tostand by and guard it; they have bur­ied themselves in the soil and willattackanynon-Jakattwhoapproachesthe grove. Voskats are one meter talla~d a meter and a half long insects,WIth a red shell. They have three legson each side of their body. Voskatsfight with such a berserker frenzy thatthey will not retreat from a battle nomatter what the odds.

VoskatsDEXTERITY 11Stealth 13STRENGTH 10TOUGHNESS 10PERCEPTION 7Tracking 8, trick 9MINDSTest (7), willpower 6CHARISMA 4Taunt (9)SPIRIT 4Possibilities: noneNatural Tools: Mandibles (damage

value STR +2/12), shell (armor valueTOU +3/13)

FlagIf a hero setback card appears now,

the sounds of combat will be heard bya roving band of hunters from theedeinos tribe. The hunters number twofor each Storm Knight, plus an optant.

When the battle with the edeinosstarts, the optant will first try to hinderany Knights still fighting the voskats(the edeinos will arrive 12 turns aftercombat begins), using senson) explosionor zntensify emotions. As his warriorsdive in to the attack with what appearsto be suicidal frenzy, he will stand off ashort distance from the melee, creatingand hurling simple and blossom spears

from nearby hrockt shoots. If cornered,he will fight to the death with his club,also using a miracle to increase hisstrength and/or toughness.

If he can, he will flee into the jungleand the Deep Mist as soon as he real­izes that defeat is certain. Letting theoptantescape would be a serious erroron the Storm Knights' part. Not onlywill he be able to eventually create anew grove of Pleasure Plants, thusrepairing the damage this expeditionwas meant to create, but he will try toredeem himself immediately by tak­ing drastic revenge on the party.

SCENE TWO:Busting Out theBiker Boyfriend

The SituationStandard. The bikers' camp is a few

minutes drive away from Redside, hid­den in the barren wilderness. Hog isaway at the moment, leading anothersmallgang to the encampmentinprepa­ration for the upcoming attack. Sally, ofcourse, knows just where the camp is,and will show the Knights where theycan pull over right before anyone incamp can hear their car(s). It seems un­likely that anyone would hear them,anyway; the sounds of many motor­cycles can be heard in the distance.

The setting is the same, whether therescue comes by night or day. Thereare 150bikers here, all raucously shout­ing and partying. The leaders of thishordeare in the center of the camp,and It IS there the Storm Knights mustfollow Sally inorder to find and rescueTony Burke.

Although no actual sentries are out,there are various couples wanderingoff into the darkness (have each StormKnight make a find or Perception totalof 9 every three rounds not to stumbleupon a couple, and a stealth or Dexter­ity total of 7 for the bikers not to noticethe Storm Knights).

With stealth and surprise on theirside, the Knights ought to be able toconduct a successful enough "bikerhunt" to gain full motorcycle gangregalia for every member of the party.

Act Four

If the characters are sneaking intothe encampment, have them make astealth or Dexterity total of 12 every fiverounds not to run into randomdrunken bikers.

FlagIf the Knights don't think of jump­

ing stray bikers and stealing their out­fits, there is only one option that seems~vailable to them: a sudden chargeInto camp, all guns blazing, ina snatch­and-grab raid to pick up the captives(only Tony will be easily found).

The RescueThis scenario assumes the Knights

are sneaking into the camp disguisedas bikers. Nonhuman characters, suchas dwarves, elves and edeinos mayeven be disguised (this is not as silly asit sounds, considering the "alteredstateof mind" that most of the bikers are in)- each biker's Perceptioll, Charismaand Mind is effectively reduced to 4.'Eachbiker must make an evidellceal1aly­sis or Perception total of 6 (higher if thedisgllise skill is used) to notice that"something's wrong with that guy." Ifthe biker challenges the disguisedStorm Knight, a Storm Knight with apersuasion or Charm success level ofnelltral or better will be able to con­vince the biker that the fellow thatlooks like a lizard is just a biker with abig nose. Sally, of course, is known asTony's girlfriend, and a biker onlyneeds a Perception total of 6 or higherto recognize her.

With any luck at all, they will get toTony'S tent without too much trouble.Getting inside the tent, however, willbeanothermatteraltogether. The BruteBrothers, a trio of hulking mountainsof flesh and blood, are warning every­one away from Tony's tent. It seemsthat Tony got sickorsomething awhileago (it was when the Pleasure Plantthat bewitched him was destroyed);now only his nurse will be allowed tosee him. The "nurse" is really theiryounger sister Cindy, who has had athing for Tony ever since he blew intocamp. She does have some medicalknowledge, practiced mainly onpeople \.rho run afoul of her three

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older brothers, but her main reasonfor being in the tent is to try to seduceTony when he snaps out of whateveris ailing him. All three brothers lookabout as bright as a lump of coal, butthey are loyal. Cindy told them to keepeveryone out of the tent, especiallySally, so everyone else is just going tohave to stay outside.

Build-up iseverythingfor this scene.As the Storm Knights approach thetent, they should see the Brutes stand­ing there, surrounded by a pile ofcrumpled beer cans. The Brutes aredemolishing a few cases of beer, andwill continue to do so through anyinitial negotiations. Their guzzling isalmost poetry in motion. A Brute willsmoothly pluck a canoutofa case, popthe top, chug-a-lug itdown all at once,hold out the empty can in one hand,and then crunch - all within oneround!

If a fight erupts, the fracas does at­tract attention, butno onee1sewill inter­fere. Fights like these are breakingout inthe camp all the time, and everyone willtake it in the spirit ofgood, clean fun. Atmost, the other bikers will taunt theKnights if they seem to be losing, butwill cheer them on if they win. Bets will

a.54

be placed on the struggle, and somebettors give the Knights a share of thewinnings when the lastBrutegoesdownand out (assuming it was a "fair" three­on-three fight).

The Brute BrothersDEXTERITY 10Fire combat 12, melee weapons 12,unarmed combat 13STRENGTH 13Lifting 14TOUGHNESS 13PERCEPTION 6Land vehicles 8MIND 6CHARISMA 6Taunt 11SPIRIT 8Intimidation 13Possibilities: noneEquipment: Knife (damage STR

+3/17), leather jacket (armor valueTOU +3/20)

Description: Although they are notactually triplets (one-year age differ­ence between each of them), the BruteBrothers look remarkably alike, withblack haircut into Mohawkstyle, thickmoustaches, and heavy beards. Allare over six feet tall, and their bulging

muscles can be noticed even throughtheir leather jackets. They are rough,tough, and love a good brawl, espe­cially if it involved consuming cheapbeer before, during and after.

Once, the Bruie Brothers are de­feated, Sally will dash into the tent­the Knights should enter just in time tosee Sally flatten with one punch anattractive young brunette 'clad in thestandard leather jacket (Cindy Brute).

Tony is awake, but only partiallyaware of his surroundings. The men­tal shock of losing his beloved planthas left him in a daze. He will slowlycome around to the sound of Sally'Sfamiliar voice. After fifteen minutes,he will be totally awake and alert, andupon realizing what has happened tohim, he will gladly side with theStormKnights against Hog's gang. He willalso take his gang with him, usingthem as reinforcements for the barri­cades manned by the men of Redside(see the battle in the final Act). TheKnights may now leave camp imme­diately, while Tony and Sally will fol­low after casually strolling throughthe camp and gathering up his friends.

After they have left the area of thecamp, Tony will relate to the StormKnights that the attack on Redside isset for later that day (or if the rescuetakes place in the evening or at night,tomorrow).

Tony BurkeDEXTERITY 12Fire combat 13, melee weapons 13STRENGTH 10TOUGHNESS 9PERCEPTION 11Land vehicles 12MIND 9CHARISMA 12Charm 13, persuasion 14, taunt 14SPIRIT 10Possibilities: noneEquipment: Knife (damage value

STR+3/17), leather jacket (armor valueTaU +3/20)

Description: A handsome, atWeticyoung man with coal-black hair, TonyBurke is a basically good fellow wholacks judgement and direction - he'llalways choose the path of least effort.Like Sally, he will be a loyal ally of theKnights in the final battle, as will histwelve buddies (standard biker stats),

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InterludeThe edeinos village, late afternoon.

Three edeinos are sitting, quietly ob­serving a fire. From out of the mistemerge three thin humans with blackhair, pushing the edeinos aside, andstepping through the fire. Muttering"Simple-minded fools," they menac­ingly walk up to the optant and theleader screams, "Your people are asuseless as the damned monkeys. Yourfools failed in their efforts to enter thefactory. Must we do everything our­selves? I should skin you and eat yourraw flesh in front of the entire tribe."

There is no visible reaction from theoptant. However, the forms of thehumans shimmer and flicker, slowlychanging, growing taller, broadening.In seconds, the veil of the spell is gone,and the "men" are revealed for theirtrue form, that of Tharkoldu techno­demons. Hissing, the leader screams,"I will lead this tribe now. Take him."Theother two demons grab the optant,as the leader storms to his tent ...

InterludeWith the Storm Knights' word of

the coming attack, the battle prepara­tions for Redside go into full swing.More barricades are erected aroundthe town's perimeter, as the Victori­ans attempt to teach the townspeoplerudimentary military strategy.Cunningham, Marlin and the StormKnights convene for the strategy ses­sion.

Marlin says, "We know the bikerswill begoing for the factory. You StonnKnights defend the factory, or ifneces­sary, help defend the barricades lead­ing to the factory. The cavalrymen willbe hidden in reserve todeal with press­ing problems, and if we can lure thebikers toward City Hall, the cavalrywill be most useful."

Cunningham looks at the Knightsand the mayor, nods, smiles, and says,"A good plan we have here. Thesebikers will be put down in minutes."

Cut To ...Scene Three, "The Bikers Attack."

SCENE THREE:The Bikers Attack

The SituationDramatic. As the Storm Knights

take up positions at the Seisaku plant,the roar of motorcycle engines will beheard, rising in intensity as a hugecloud of dust comes into view. Thebiker gang, some 200 strong, is ap­proaching from the west (coming intotown near the shopping centerand thestores). They are all roughneck thugs,looking for trouble and eager to takeadvantage of the chaos caused by thewar.

The ActionThe biker force represents the full

manpower Hog has at his disposal. Ifthe Storm Knights somehow elimi­nated a large number of bikers in therescue of Tony, reduce the numberaccordingly.

Hog (real name DekeSchlachter)

DEXTERITY 10Fire combat 15, lock picking 12,melee weapons 13, unarmed com­bat13STRENGTH 11Lifting 12TOUGHNESS 10PERCEPTION 9Land vehicles 11, trick 13MIND 8Test 11CHARISMA 9Taunt 15SPIRIT 11Intimidation 14, reality 17Possibilities: 16Equipment: Ingram MAC 10 (dam­

age value 18, range3-15/25 /50, ammo10), chain (damage value STR +5/19),knife (damage value STR +3/17),leather jacket (armor value TaU +3/20), motorcycle (tech 22, speed160kmh/100mph (value 13), passen­gers 2, TaU 10)

Description: A large, muscular manin his mid-twenties, Hog has dirtyblond hair and considerable stubble

Act Four

on his face. He is crafty and cautious,taking care that none of his followersknow of his connections with theTharkoldu.

Bikers (200)DEXTERITY 8Fire combat 9, melee weapons 10STRENGTH 9TOUGHNESS 10PERCEPTION 7Land vehicles 9, trick 8MIND 6CHARISMA 6Taunt 8SPIRIT 8Intimidation 11Possibility Potential: some (60)Equipment: Ingram MAC 10 (dam-

age value 18, range 3-15/25 / 50, ammo10), chain (damage value STR +5/19),knife (damage value STR +3/17),leather jacket (armor value TaU +3/20), motorcycle (tech 22, speed160kmh/100mph (value 13), passen­gers 2, TaU 10)

If the heroes are watching Hogthrough binoculars, they will see thelook of surprise on his face as he seesthe Victorians lined up for battle. Thisraid won't be as much fun as the oth­ers were! Still, he has his duty and hesignals the attack.

The canny Cunningham also has alittle surprise for the bikers. To the

Running the Battle

This battle should be run in amanner very similar to the battlein Act Two, Scene One. The ac­tion theStorm Knightsseeshouldbe indicative of their activities­if they are doing a good job de­fending the town, it will seemthat the battle is going well; if,conversely, things are goingpoorly, describe how the Victo­rians and townspeople areslowly being cut down by thebikers.

When the edeinos make theirappearance, the same techniquesare useful in conveying the story,even though the Storm Knightswill certainly have their handsfull with the lakten-mountededeinos warriors.

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south of Redside is a small forest, pro­viding sufficient cover for the cavalry.Once the gang has been completelycommitted to battle, and is staggeringfrom its losses, the Lancers will chargeautand take them from the rear, crush­ing the main body of Hog's force in avise between infantry-held barricadeand cavalry charge.

When the bikers roar in to the at­tack, they will discover an interestingdifference between the design philoso­phies of 19th- and 20th Century per­sonal firearms. In the 19th Century,long range was a primary consider­ation; in modern times, rate of fire isall-important. What this means from apractical standpoint is that, while thebikers' Ingrams can fire much fasterthan the Lee-Hollings rifles of the Vic­torians, their range is so short that fewbikers will live long enough to usethem accurately.

Remember, too, that the Victorianinfantry and other defenders will beunder cover. The Armstrong cannonwill further jack the odds in the de­fenders' favor, and the charge of theLancers will clinch the victory in the

main battle.Once he sees that the battle is under­

way, Hog will break off from the mainfight with twelve of his closest buddies.His goal will be to take his twelve menonto the side road and make a directattack against the arms factory, whichwill hopefully be more-or-less synchro­nized with the coming airborne assault.

FlagIf the Knights did not kill the Brute

Brothers back at the bikers' camp, theamong the ranks of the attackers, theywill see three huge forms, one ofwhomwill shout "It's those guys! Let's get'em!" Thebrothers will also bringalonga dozen otherbikersas reinforcements.

The Second StageIn the midst of battle, the Storm

Knights will see, above the clouds ofgunpowder smoke produced by themain battle, a wholly unexpected forcecoming to renew the attack on the

town. At ground level, all of the re­maining edeinos from the Teraks Kesttribe are charging into town from thenorth (near the school), while abovethem, seven huge lakten are flyingstraight toward the plant.

Six of them are being ridden byedeinos; the seventh rider is a bare­chested man with an Egyptian head­dress, brandishingagleaming khopesh(an ancient Egyptian sword whichlooks something like a partially­straightened out question mark). Thesword's gleam is not merely reflectedsunlight; it is glowing of its own ac­cord. This unusual force is headingstraight for the plant - the StormKnights may decide to battle themfrom ground level, but they also havethe option of heading to the factory'sroof to meet this menace.

Theseventh attacker is Ra'sSwords­man, an evil Nile character who iscurrently Mobius' informal ambassa­dor to the Living Land. He is the onlysurvivorof the team that traced a ship­mentofguns back to Redside (all of hiscompanions were slain in abattle withNippon security agents defending the

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shipment of weapons).Ra's Swordsman has the super at­

tribute ofincreased Strength. Hegainedthis by entering the mystic flame of ahidden temple of Ra in the Land of theDead. Because a fire gave him hisstrength, he has the fatal flaw of suf­fering a wound whenever he gets hitwithsomething coolenough to quenchfire (of course he also loses his en­hanced Strength). He regains his powerwhen freed of his condition for a fullminute (six rounds). Water is the obvi­ous means of triggering this flaw, butthe chemicals inside a fire extinguisherwill do just as well.

TheSwordsman'sweaponisagizmobuilt like an old-time khopesh, but witha lethal addition. In addition to its usualdamage, the sword will causean electricshock of damage value 16 to anyonewho touches it (if touching uninsulatedmetal, such as with some metal armorsorridinga motorcycle, increase the dam­age value to 18). The khopesh's pommelisaglowing bluestone thesizeofasmallapple,withstreaksofredshotall throughit: the chunk of etemium used to powerit.

Edeinos Lakten RidersDEXTERITY 11Beast riding 14, dodge 14, missileweapons 13, unarmed combat 13STRENGTH 11TOUGHNESS 12PERCEPTION 9Language 10, tracking 10, trick 10MIND 9Test 11, willpower 10CHARISMA 8Taunt 9SPIRIT 8Faith (Keta Kalles) 9, intimidation10Possibility Potential: some (55)Natural Tools: Claws (damage

valueSTR +3/14), teeth (damage valueSTR +2/13), tail (damage value STR)

Equipment: 5 hrockt spears (dam­age value STR + 3/19), sack

Note: The edeinos warriors are cur­rently affected by the followingmiracles: Heightened Dexterity (adds+2 to all Dexterity-based actions)

Ra's SwordsmanDEXTERITY 12Beast riding 13, dodge 16, fire com-

bat 13, long jumping 14, meleeweapons 16, running 14, unarmedcombat 14STRENGTH 13Climbing 14, lifting 16TOUGHNESSUPERCEPTION 10Evidence analysis 12, find 13, firstaid 13, language (English) 12, landvehicles 12, trick 14MIND 13Medicine 14, science 14, survival15, test 14, weird science 15, will­power 14CHARISMA 6Taunt 11SPIRIT 11Intimidation 14, reality 15Possibilities: 12Equipment:.45 Colt (damage value

16,range3-1 0/ 15/ 40,ammo 7), electro­khopesh (damage value STR +6/22,electrical shockdamage value 16, Tech27, TOU21)

Special Power: Super attribute ­Increased Strength (16)

Inclination: EvilGoals: To destroy this plant for

daring to send arms to the pharaoh'sfoes, and as quickly as possible, so hecan go home. To get out of the pres­ence of that buffoon Baruk Kaah assoon as possible.

Description: A lithe but powerfulblack-haired man, with darkskin, Ra'sSwordsman is extremely confident ofhis ability to handle people, with aconfidence born of superior fightingability. This confidence prevents theSwordsman from being as subtle as heshould be.

LaktenDEXTERITY 12Dodge 14, flight 14, maneuver, un­armed combat 13STRENGTH 9TOUGHNESS 12PERCEPTION 7MIND 6CHARISMA 4Taunt (11)SPIRIT 4Intimidation (6)Possibilities: noneNaturalTools: Beak (damage value

STR+5/14), talons (damage value STR+6/15), wings (speed value 12)

Act Four

The TharkolduAppear

During the chaos of the battle, thethree Tharkoldu techno-demons flyinto the middle of the town, headedstraight for the factory. Their very ap­pearance will be enough to panic thetownspeopleand Victorians, althoughthey will continue to fight on.

It is preferable for the Tharkoldu tomarch right by the Storm Knights andinto the factory. Between Ra's Swords­man and the edeinos, it's also verypossible.

Techno-DemonDEXTERITY 12Dodge 16, energy weapons 16, firecombat 14, flight 17 (20), meleeweapons 14 (17 defense), missileweapons 14, stealth 13, unarmedcombat 17 (20)STRENGTH 16Lifting 18TOUGHNESS 16 (21)PERCEPTION 10Alteration magic 15, divinationmagic 15, find 14 (17), first aid 11,land vehicles 12, tracking 14, trick12MIND 13Apportation magic 16, conjurationmagic 16, test 17, willpower 17CHARISMA 9Persuasion 11, taunt 13SPIRlT13Faith (Tharkoldu Evil) 18, intimi­dation 18Possibilities: 12Arcane Knowledges: folk +3, entity

+3, inanimate forces +2, living forces +2Spells: Astral self, awaken, captive

send, corpse keep, monkeyform, pop, slavesend, telepathy

Natural Tools: bite (damage valueSTR +2/18), talons (non-cybered limbdamagevalueSTR +3/19), wing strike(unarmed combat to hit, damage value23), wings (flight speed 10)

Equipment:Nanocord,windsniffer(+3 find/Perception), balance-wires (+3acrobatics and other agility-based ac­tions), interdermal plate (armor vallieTOU +5/21), cyber-enhanced talons(damage value STR +5/21), cyber­wings (+3 to push for flight, +3 to lift-

I.

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ing while flying), life cyber, 3-slotchipholder, Res-14/Alph lasers (dam­age value 25). Cyber value 16.

After the Tharkoldu have been in­side the factory for a few minutes (theygenerated high enough Mind totals tosurvive the occult ward), the StormKnights should enter to see them inthe machinery area making final ad­justments on a large, round explosivedevice. Obviously they intend to use itto destroy the factory.

If the Storm Knights engage themin combat, allow about three roundsbefore the Tharkoldu stop, lookat each

other, and say, "Do you smell it ... thatscent. Something is here." Then, threehuge tentacles come bursting throughthe floor, grabbing the Tharkoldu. 1£the Storm Knights are in the area, havethem make a dodge total of 14 or takedamage value 14 from flying concreteas the floor is ripped apart.

The Tharkoldu are crushed by thetentacles (damage value 25) andslammed to the ground (damage value16). At this point, have the StormKnights generate one last Perseverancetotal; if successful, increase their totalby +3.

Roll to generate damage values todetermine how badly the Tharkoldtechno-demons are injured. If theysurvive, Dagarathov may attempt totake over their minds, or they maytemporarily ally with the StormKnights to defeat the creature (andthen kill the Storm Knights at theirconvenience). 1£ the Tharkoldu are se­riously injured, they will simply cutthe timer on the explosive to oneminute and attempt to leave the fac­tory. Theexplosivedoes damage value27, and has a blast radius of 50 meters(enough to take out the whole fac­tory).

The Creature EmergesDagarathov has finally decided to

take action against those who threatenhis new lair. The creature pulls itselfup out ofthehole in the floor, with onesimple objective: to kill everyone inthe factory, and then return to the gateand Orrorsh.

DagarathovDEXTERITY 13Dodge 14, maneuver 14, unarmedcombat 16STRENGTH 22Lifting 24TOUGHNESS 21PERCEPTION 10Alteration magic 12, find 12, track­ing 10, trick (16)MIND 9Conjuration magic 16, test 14CHARISMA 6Taunt (18)SPIRIT 8Faith (Orrorsh) 13, intimidation 18,reality 14Possibilities: 2 per Storm KnightNatural Tools: Tentacles (damage

value STR +3/25)Spells: Forget, suggestion, summon­

lI1gArcane Knowledges: entity +2, folk

+2Powers: Control, Elemental Alter-

ation (mist)Corruption Value: 15Fear Rating: 2Perseverance ON: 15Weakness: Runesblessedbya priest

and wielded by one of the faithful,severe weakness to sunlight

True Death: Ritual of Flame

....'411_--------------------------------------- .-.~58 .~.

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Act Four

Control

Dagarathov's powerisa three-pointpower. It has a value of Mind+20, andan effective rangeof8 (40 meters). Thispower allows the horror to take com­pletecontrolofanyone within its rangeby beating the victim's Mind. Thepower allows the creature to controlmore than one person at a time, but thepower roll must be then made usingthe Many-an-One power of peoplebeing controlled. If the power roll isfailed, everyone under the beast's con­trol may make another Mind roll toescape the horror'scontrol. The powermay only be used on an individualonce per day.

Forget

Axiom Level: 11Skill: alteration/ folk 14

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

Range: 8 (40 meters)Duration:Cast Time: 18 (one hour)Manipulation: none

This fOClised spell, causes the victimto forget whatever they witnessed fora time period equal to the spell's effectvalue 00 hours). When the spell iscast, compare the effect value to thetarget's Mind; if the result points ex­ceed the victim's Mind, they will for­get what has transpired.

Suggestion

Axiom Level: 11Skill: alteration/folk 14

Backlash: 13Difficulty: 12Effect Value: 20Bonus Number to: duration

Range: 8 (40 meters)Duration: 18 (one hour)Cast Time: 18 (one hour)Manipulation: none

This fOClised spell may be cast on aparticular individual only once perweek. Dagarathov has constructed it

so that only he may cast it. When cast,compare the effect value to the victim'sMind; if the result points equal or ex­ceed the victim's Mind, the caster mayplant a post-hypnotic suggestion con­sisting ofup to ten words, to be imple­mented when a "triggering action"occurs. When the action occurs, thevictim will mindlessly follow the sug­gestion for the spell's duration (thiswas used on Blake- "When someonetalks of strange things at factory killthem."

Summoning

Axiom Level: 13Skill: conjuration/entity 19

Backlash: 14Difficulty: 16Effect Value: 28Bonus Number to: effect

Range: 5 00 meters)Duration: 5 00 seconds)Cast Time: 12 (four minutes)Manipulation: none

,.....----------------_..~. 59

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'.'

:...•.: •. :.

3. Aarkcinos Lair The Aarkcinosthat Dagarathov has summoned are inhibernation in this chamber. He cansummon the smaller creatures (en­countered at McCreedy's house) fromhibernation, activating them in twominutes. The larger creature in theprologue is an Aarkcino Prince, andneeds five minutes to awaken and actafter hibernation.

Aarkcino PrinceDEXTERITY 14Dodge 16, flight 17, maneuver 15,unarmed combat 17STRENGTH 15TOUGHNESS 16PERCEPTION 10Find 12, tracking 13, trick (17)MINDSTest 12CHARISMA 5Taunt (14)SPIRIT SIntimidation 19Possibilities: 4Natural Tools: Talons (damage

value STR +4/19), armored hide (ar­morvalue TOU +5/21), wings (speedvalue 15), acidic blood (damage value14 - anyone within one meter of acreature that takes a wound is splat­tered with the blood)

Special Abilities: Illusion(Aarkcino Princes can generate an il­lusionata range of50 meters. The basedisbelief value is 14, but non-princesmay not add to the disbelief value)

Description: Aarkcino Princesstand nearly eight feet tall, and stronglyresemble demons, with huge wings,incredibly sharp talons on the ends oftheir appendages and an evil appear­ance. They are a deep red in color, withglowing orange eyes.

4. Concealed Tunnel Entrance Thisconcealed entrance to Dagarathov'slair appears to simply be more of thesame rough-hewn rock of the tunnel.Have each Storm Knight make a Per­ceptiou check against a difficulty of 14;anyone who succeeds notices a slightcrack in the wall, indicating the out­line of the entrance. The sliding rockrequires a Strength total of14 to open ifgoing into the lair (a total of 10 willsuffice when leaving the lair).

';'.',

circular, about three meters indiameter,carved directly into the rock.

TheStorm Knights may enter the lairunder several different circumstances:during a preliminary investigation ofthe plant (probably sometime duringAct Three), or after Dagarathov has at­tacked the techno-demons and StormKnights in Act Four.

2. Pile of Bones This room has thestench of death, as the aarkcinos havebrought several victims to this cham­ber. There are several distinct skel­etons, including a young child (onceDonnie Shears), a man and a woman.These disappearances were linked tothe edeinos and biker raids, so no oneeven suspected that they might havebeen killed and brought here.

....

Key1. Hole in basement floor2. Pile of bones3. Aarkcinos' lair4. Concealed tunnel entrance5. Dagarathov's lair

.....' ;..

The Lair

'.;

-erfifl

. ...:;.. ': ..._. , ... :':'. ~;.:.: - .

Dagarathov's lair lies directly belowthe Seisaku arms factory, close enoughto allow him to control workers whilethey are within the plant, but removedfrom the prying eyes of outsiders. Thecave leading into the various areas is

This spell opens up a gateway be­tween wherever Dagarathov is andthe horne dimension of the aarkcinos.If successful, it pulls one of the crea­tures through: compare the effect valueto the target'slargest physicala!tribute;if the result points exceed its Tough­ness, the creature has been pulledthrough. Dagarathovhas designed thespell so that only it may use it.

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Act Four

5. Dagarathov's Lair This lair issimple rough-hewn rock, in a cham­ber about eight meters across. There isnothing of interest in the lair, althoughthe scent of Dagarathov, a foul sulfu­ric odor, permeates the entire cham­ber.

ConclusionWith the bikers crushed, the

Tharkoldu stopped, the terror ofOrrorsh castoutand the edeinos prop­erly humbled, there is no longer anyneed for the Victorians to stay in Cali­fornia.

With the comradeship that has justbeen forged in battle, this adventuremeans that the Storm Knights nowhave strong links with friendly forcesinOrrorsh. BrigadierCunningham willassure everyone that a strong Victo­rian garrison will be maintained at thegate in Orrorsh until it collapses of itsown accord (i.e. - the spell's durationends), in a few days.

The citizens of Redside will con­tinue to operate the plant. Since thisplant sells weapons to Storm Knightsas well as military forces, this placewould bean excellentspot for meetingnew characters duringshopping trips.

As mentioned in Act Three, theStorm Knights have many interestingoptions for using the informationgleaned from the Kanawa computerfiles. Going public can mean publichumiliation if things go wrong, as wellas possible hostile action by corruptgovernment officials. Either way, theStorm Knights can be assured a long,eventful series of adventures in thefuture.

Finally, the Knights have the op­portunity to frustrate Operation FalseCrusade. They don't have to get moreinvolved in this than simply warningauthorities around the world (thecom­puter maps also show the safe houseswhere the explosives and agents arewaiting already), and Sam could dothat much on his own. If they want to,however, the Knights could get per-

sonally involved in one or more places- this operation is several monthsaway, after all. Knights with a sar­donic sense of humor may even, afterwarning the remaining temples inNippon Tech, send an anonymousmessage to 3327, telling him they'veuncovered a nefarious plot to blow uptemples in his own realm, and theyjust knew he'd be thrilled to knowthey've foiled it. An interesting ques­tion is whether or not to inform JeanMalraux ofwhat 3327 had planned forhim. Handing out such informationmight be a useful bargaining tool lateron, for securing the release of cap­tured colleagues. It might also per­suade Malraux to pull the same stunton 3327 that that High Lord hadplanned for him.

Act AwardsThe Knights should receive six Pos­

sibilities for defeating the bikers andoptants. They should receive anothertwo Possibilities if they stop Opera-

I.

61

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Torg: Central Valley Gate

tion False Crusade, and three more ifthey wereable to use the True Death ofDagarathov. They should receive an­other4-6 (depending on their play) forthe adventure as a whole.

InterludeThe Storm Knights didn't know

how to take the meeting with DelphiCouncil Representative Anderson. Herefused to answerany questions aboutOperation False Crusade, but smiled,and said, "Thank you for your efforts.We have top agents working on this.We couldn'thave done it withoutyou."

"But who is working on this? Howcan we help stop this?" one of theStorm Knights asks.

"Not to worry. We have expertsworking on this ..."

Cut toa bridgeovera river indown­town Houston. Anderson is holdingin his hands a binder labeled, "ReportonFalseCrusade." Carelessly, he flings

•• 62

it over the bridge, it hits the water, andslowly sinks, never to be seen again ...

StacksThis section covers suggestions for

several subplots which come from theDrama Deck in the Torg RlIlebook:

The Martyr Card: This card couldbe used at many different times in thecourse of this adventure, provided theStorm Knight's death is heroic andworthwhile.

The Nemesis Card: There are sev­eral possibilities here. Harris and hisfriends are a good possibility, particu­larly if they escape Redside and areforced to wander Core Earth as exilesduetotheirfalluretoprotectKanawa'ssecrets. The BruteBrothers are anothergood prospect, with their vendettacoming to a head in the biker assaulton Redside. Of course, the techno-de­mons or Dagarathov make fine con­tinuing villains.

TheRomance Card: FormaleStormKnights, Janet and Sally are possibleprospects, though in Sally's case, itwill be a hopeless cause, since she is soin love with Tony. IftheStorm Knightsdo stop by at Redside from time totime to buy weapons and ammunitionand meet with fellow heroes, thenJanetcan be kept in the campaign as a recur­ring character. For female Knights,Harris will deliberately try to seduce afemale Knight, as part of his cover.Tony provides the same problems forfemales that Sally does for males. Samis another likely prospect. In addition,there is also the pOSSibility of a quickencounter with oneof the townspeople(which can be easily inserted duringAct Two or Three).

ThePersonal Stake Card:If this cardis played around Act One, it will de­velop that theStormKnight in question,if a Core Earther, has friends and/orrelatives living in Redside. This makesagoodcombinationwith theMnrtyr Card,as it provides more motivation for theStorm Knight's heroic sacrifice.

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CHECKLIST

May 1992 will mark the second anniversary of therelease ofTORG: Roleplaying the Possibility Warsand what a difference two years can make. AlmostthirtyTORG titles have already been released withanother dozen and a half planned for 1992, includ­ing three short story compilations.

TORG is also available in French and will soonappear in German. with ne­gotiations near completionfor ~panish and JapaneseversIOns.

"The Possibility Wars"rage on...

With a little promptingfromourpublic, we thoughtthat it was high time for usto do a TORG title inven­tory, including the titles youcan expect to see in the firstpart of 1992.

Torg: Roleplaying the Possibility WarsTIle roleplaying game experience of the 90s is here! Torg combines the

heroic action of the pulps, the magical adventure of fanw.sy. and the grimsilUations of fUlure-tech into one aU-encompassing game.Boxed Game Item#: 20501 ISBN: 0-87431-300-7

The Living Land'" - The first in a series of sourccbooks for Torg. TheLiving Lalld describes the realm and cosm of Baruk Kaah'~. High Lord'~ of theprimitive reality. This unique volume explains the situation in North America.including the position ofCore Eanh USA and connections to other cosm raiders.128-page book Item#: 20505 ISBN: 0-87431-304-X

The Nile Empire'" - This sourcebook explores the realm and cosm of thePharaoh Dr. Mobius'~. High Lord of pulp reality. This volume details thesiluation in Ihe Middle East and Africa, and fealures new races. creatures andrules for pulp reality (including a gizmo creation system).128-page book Hem#: 20506 ISBN: 0-87431-305-8

AysleT\1 _ The realm and cosm of Lady Pella Ardinay'Y. High Lord of fantasyreality. This volume describes the situation in Greal Britain and Scandinavia.exploring a realm inhabited by dark creatures and heroic knighls. evil dragonsand brave dwarven fighlers.Featuring Ihe most imponant races, monSlers.mythological animals of Aysle. and a magic system.144-page book Item#: 20507 ISBN: 0-87431-306-6

The Cyberpapacy'" - Explore a France ruled by the theocracy of JeanMalraux I.a false Pope who has rewrilten Ihe Bible to bring the joys ofcybef\vare10 an uncenain nation. A Cyberpapacy where church police are armed withplasma energy weapons and alilhe chipware they can handle. The Inquisition isback ... but now it has nanosecond response time.128-page book ltem#: 20508 ISBN: 0-87431-307-4

Nippon Tech'" - This sourcebook forTorg takes you on ajoumey 10 the realmof3327. encompassing the island nationofJapan and other parts ofAsia. Executivesclash in boanlrooms while ninjas and sanlUmi war in the alleys. Includes details onthe realm and cosmo as well as a martjal arts duelling system.128-page book ltem#: 20509 ISBN: 0-87431-308-2

Orrorsh'" - Enterthe realm oflhc Gaunt Man'.... a perfect Ecology of Fear''''.Find a power of fear thai can haml any Stoml Knight. uncenain Occult magicunlike any other. and creatures. no Iwo of which need have the same abililies.128-page book Hem#: 20510 ISBN: 0-87431-319-8

Space Gods'" - Discover why Eanh is central to the PossibililY Wars. SoulhAmerica hosts a realm which boasts the highest technology level of any reality.slUr travel. psionics. and an enemy unknown (0 even the High Lords.128-page book Item#: 20511 ISBN: 0·87431-324-4

Tharkold'" -Travel from the cosm of the Tharkoldu to their new home onEanh - Los Angeles- as they seek revenge against Nippon Tech intheirownbloody style. Techno-dcmons. new and deadly occultech devices. and a HighLord unlike any you've seen before fill this dark and dangerous new realm.144-page book Item#: 20512 ISBN: 087431-329-5

Infiniverse'" Update Vol.#I- Find out who's winning and who's losingthe Possibility Wars in this wrap-up of the first IS months or Torg. Realmupdales. new stelae maps. dispatches and rumors.lwoexciting mini-adventuresand new lemplates combine to make this a musl-have for cvery Stonn Knight.128-page book Item#: 20568 ISBN: 087431·331-7

LA City Sourcebook-The mean streets ofLos Angeles have grown muchmore deadly since the arrival of the Tharkoldu. This book details imponantlocations in the techno-demon realm. scores of ncw NPCs. and fcaturcs cxtcn­sive maps to makc your campaign in LA easier to nlll.128-page book ltem#: 20524 ISBN: 087431-341-4

Delphi Council''' World Book Vol.#l- While the Possibility Wars mgcin the eighl realms. what's happencd to Core Earth? The Delphi Council makesits reponto the Prcsidenl.listing changes in Europe. America. (he Middle Eastand Asia. along with locations. stats of important NPCs. and ncw tcmplates.128-page book ltem#: 20513 ISBN: 087431-340-6

The Destiny Map - This first adventure for Torg stans off the Relics ofPowcr Trilogy wilh a quest to beat Pharaoh Mobius to a relic of grcat power.From an archcological dig in thc Living Land 10 a chase through cxotic CoreEarth locales. this adventure showcases the premierc game systcm of I99(Js.64-page book Hem#: 20551 ISBN: 0-87431-309-0

The Possiblity Chalice - The second advcnture in the Relics of PowerTrilogy continues the Storm Knights' quest. From a trap-filled lemplc on CoreEanh to a fonress guarded by tcrrible monsters in the fantasy realm ofAysle.lheStorn1 Knights must stay ahead of the High Lords· agents or the Eanh is lost!64-page book Hcm#: 20552 ISBN: 0-87431-310-4

The Forever City - The Relics of Power Trilogy concludes as the StornlKnights must escape from Ihe Empire of the Nile and make their way to a long­forgotten city high in the Tibetan 1l10un- tains. There. they must decide whetherto use the relics of power- or destroy them as the High Lords' agellts close in.64-page book Itcm#: 20553 ISBN: 0·87431-311-2

The Cassandra Files - Files stolen from tbe Delphi Council will provideplayers and gamemasters alike with invaluable infomlalion concerning <tIl of theinvading High Lords and theirminiolls. Contains adventure hooks and scenarios.64-page supp. Item#: 20554 ISBN: 0-87431·312-0

Queenswrath-The Queen of Aysle. Pella Ardinay. seeks the br..Jvest StonnKnights in the land. In this Torg supplement. you"11 find adventures. locations.characters. and mysteries which the Queen of the Fantasy rcalm has personallytaken intercst in. On her behalf. you must fight the cvil forces urlhe High Lordsin both the cosm of Aysle and the other realitics that have invaded Earth.64-page supp. ltem#: 20555 ISBN: 0-87431-316-3

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The GodNet'" - Explore the dimension ofvirtual reality in mis companionto The CyherpopoLY sourcebook! Follow the GodNet runners as they examinethe GodNet from the outside, then plunge into the Net for adventures beyond anycyberpunk's wildest dreams. Is it just a computerprogram-orsomething more?96-page supp. Item#: 20556 ISBN: 0-87431-315-5

The High Lord'" of Earth - It had to happen! Someone has discoveredEarth's Darkness Device! Now a brave group ofStorm Knights must try to reachit first before another High Lord joins the Possibility Raiders'~ in their conquestof Earth! Includes a special response form to add the results to West End'sInfiniverse CampaiRJI Game.64-page book Item#: 20557 ISBN: 0-8743t-313-9

Full Moon Draw - Five of gaming's finest authors combine to take tripsthrough the realms of TorR. Features six IO-page adventures, one set in eachrealm, with new characters, mysteries, and non-stop adventure.64-page supp. Item#: 20558 ISBN: 0-87431-317-1

Pixaud's Practical Grimoire -PLraud's Practical Grimoire, a 96-pagebook brimming with spells, strange comments. and the occasional magic tip.This exciting book also contains an index of spells.96-page supp. . Item#: 20559 ISBN: 0-87431-318-X

Kanawa Personal Weapons - Nippon's Kanawa Corporation presentsthe finest in weaponry for those fighting the Possibility Wars. From flintlocks tofull-auto assault rifles, Lugers to lasers,you'li find all you need toeaIT)' the battleinto low· or high-tech realms. This volume includes descriptions. histories,evaluations. and game statistics for each weapon.80-page supp. Item#: 20560 ISBN: 0-87431-320-1

Operation: Hard Sell- Why have Kanawa operatives suddenly takensuch an interest in the recently reclaimed city of Sacramento? And why areJapanese front companies buying up all ofthe land in the Northwest? The StormKnights must battle Kanawa agents and ninjas. Spartans and nature itself asthey travel to Oregon to stop Operation: Hard Sell.64-page book Item#: 20561 ISBN: 0-87431-321-X

The Land Below'~ - A supplement explaining the endless cave networkbelow the Earth's surface. Not only will Storm Knights have to defeat horriblecreatures. but they will discover a mysterious pocket realm on the fringes ofEarth's reality. Nile minions are searching for a device of incredible power­an eternity shard that could permanently allerthe course of the Possibility Wars.96-page supp. Item#: 20562 ISBN: 0-87431-322-8

Crucible of Pain - A new frontier in gaming. as Dan Greenberg mixesfiction with a harrowing adventure. Storm Knights battle their way through thesix realms - or do they? - to save a Core Earth girl from a sadistic scientist.64-page ficlionJadv. Item#: 20563 ISBN: 0-87431-323-6

Kanawa Heavy Weapons - A companion volume to Kalla\I'a Personal\Veapom. this book takes you from standard artillery to Stinger missiles andshoulder-mounted laser cannons. For the big jobs. where a hand weapon justisn't enough. Kanawa's heavy weapons are all you'll need. This book includesdescriptions, histories, and game statistics for each weapon.80-page supp. Item#: 20564 ISBN: 0-87431-325-2

Creatures of Aysle'" -A bestiary of the fantasy realm, featuring scores ofcreatures contributed by Torg players. Foul entities. deadly denizens of land andsea. and myths made flesh arc collected here. and each entry includes adescription, illustration and game statistics. along with details on where eachcreature can be found in the Aysle cosm and realm.128-page supp. Item#: 20570 ISBN: 0-87431-332-5

Cylent Scream - Six forays into the unknown. as Storm Knights continuetheir desperate struggle in the realms of Torg. Features six IO-page adventures,one set in each realm, featuring new mysteries, characters. and locations.64-page supp. Item#: 20566 ISBN: 0-87431-327-9

The Storm Knights'" Guide 10 the Possibility Wars-Learn all youneed to know about creating characters for Torg! This volume features anexpanded, story-based character generation system. complete with details onhow to create a background for your player character. Also included are newtools and equipment your Storm Knight can take into banle. A great referencefor players and gamemasters alike.96-page supp. lIem#: 20569 ISBN: 087431-328-7

The Temple of Rec Stalek - An edeinos worshipper of Death has designson the powerofBaruk Kaah, and a twisted plan to depose the High Lord and takehis place. To stop this evil, the Storm Knights must fight for one of their greatestfoes -and if they fail, Death will hold sway over the Living Land.64-page book Item#: 20572 ISBN: 087431-334-1

City of Demons-Storm Knights in the battle-tom city ofLos Angeles findthemselves teamed with an unlikely ally - Thratchen - to stop a plot mar woulddeliver the nation to the forces of Nippon. It's a race against time through a warzone to stop a Tharkoldu revolution.64-page book Item#: 20565 ISBN: 087431-326-0

Kanawa Land Vehicles-Hansom cabs to hovercraft. semi-trucks to battletanks. this book features all the vehicles Storm Knights need to get wherethey'regoing. All carry the mark of Kanawa quality, along with histories. descriptionsand stats.80-page supp. Item#: 20567 ISBN: 087431-330-9

Creatures ofOrrorsh'" - The horrors ofOrrorsh stalk across these pages.thanks to the talents of Infilliverse subscribers. Undead, spectres, blood-crazedfiends and new Nighunares are gathered here, and each entry includes adescription, illustration and game statistics. along with details on where eachcreature can be found in Gaea and Orrorsh.128-page supp. Item#: 20574 ISBN: 087431-336-8

Central Valley Gate - A small California town is being overrun byrampaging biker gangs and edeinos tribes and has sent out a plea for help. Whenthe Storm Knights arrive however. they learn ofan all new Orrorshari threat. Canthis town be saved? Only you know thal for sure.64-page book Item#: 20573 ISBN: 087431-335-X

Storm Knights'" - What were the first few weeks of the invasion ofEanhlike? Who were the heroes that stepped forward to stop the Gaunt Man and hisPossibility Raiders? What clues can be gleaned from the tales that they tell­how can their story help your Storm Knights fight their own battles? Find outin Book One of the Possibility Wars Trilogy. a novel of grim realities fightingfor dominance of the Earth.352-page book lIem#: 20601 ISBN: 0-87431-301-5

The Dark Realm - Book Two of the Possibility Wars continues the questto save Earth as Tolwyn, Bl)'ce. Mara. and the otherStorm Knights enter the darkrealm of Orrorsh to confront the Gaunt Man. leader of the Possibility Raiders.A spcctacularepic ofadventure, magic and high technology set ort a reality-tomEanh.352-page book Item#: 20602 ISBN: 0-87431-302-3

The Nightmare Dream - Eanh is caught in a waking nightmare ... anightmare ofdifferent realities and invading horrors from otherworlds. Now theStorm Knights must face the final nightmare in order to save Tolwyn's dream­and the Eanh itself! Book Three of the Possibility Wars sets up the situationsdescribed in the Torg roleplaying game and sourcebooks.352-page book lIem#: 20603 ISBN: 0-87431-303-1

Strange Tales From The Nile Empire'" - From deep in the heart of theAfrican deserts, to the action-packed streets of Memphis and Cairo, pulp heroes,daring adventurers, and brave heroines fight against the evil villain Dr. Mobius.A shon story anthology set in the dramatic realm of the Nile Empire.352-page book Item#: 20604 ISBN: 087431-343-0

Dragons over England - A new queen shares the throne of the BritishEmpire. Elves, dwarves, and fairies roam the Scottish countryside. The WildHunt strikes terror into the hearts of the good and the evil. Join the quest to ridthe fantasy realm of Aysle of evil and darkness in this short story anthology.352-page book Item#: 20605 ISBN: 087431-342-2

Mysterious Cairo - Last ofme "free cities" of the Nile Empire. Cairo is mehean of the pulp fiction realm. Weird scientists outfit pulp heroes wim strangeweapons. hardbiuen detectives track gangsters through the underworld, and newStorm Knights arc created in me war against evil. This anthology takes place inthe strange and sometimes terrifying city of Cairo.352-page book Item#: 20608 ISBN: 087431-346-5

Look for these and other West End products at allWaldenbooks, B. Dalton Booksellers, and fine hobby

stores everywhere

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