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Ttlf POSS1B1L1T)' CliAL1Ct~

By Douglas Kaufman

Part Two of the Relics of Power~ Trilogy


Roleplaying the Possibility Wars no

The Possibility Chalice


Douglu Kaufman
o.s;gn
Michad Stem
Development

Bill Slnic:Hk
E<liting

Jacqueline M. Enns,. D1thl~n Hunter, Sharon Wyckoff


Graphics

DnidOormm
Cover IDustralion

Tim Wright
Interior lliustratWns

JONtha Cuplan,. Greg Gorde.n, CathlHn Hunter,


.PoJw Murphy, Barbua SChlichting, Sharon Wyckoff
Playtesting and Advice

Published by

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2
JUKu; 11l~ Yo:.:;loll1ty LlUlh~

Prologue
IEl ndi., 1199. Were there
angels singing some-
where? The knight
stumbled, half blind,
Thailand: 1766. Was that singing?
He smiled, knowing he was imagin-
ing things in his excitement. And yet
... the dues, the hints, the fascination
into the clearing, over the broken vine.
The rumbling did not stop.
A great fissure appeared parallel to
the entranceway, and dark waterroiled
through the unfamiliar and taboos that surrounded this area. up from below, frothing and gushing,
greenery, out into the clearing, tostand Surely there was something big. some-- claiming the screaming animals, the
before the massive stone gate. thing valuable here. Marty caressed natives, poor Marty and, indeed, the
There was only silence, for the the revolver, and crept quietly on. entire peninsula. The water had risen
angels had stopped singing and the The clearing appeared suddenly, up like an avenging cloud of insects,
animals had fled.. The temple guards Marty moving from darkest green to devouring all in its path. Eventually,
were nowhere to be seen. He had only blinding light. He heard a shout, and the rumbling faded away, leaving only
a few minutes before they came back, knew he had been seen. The dazzle the calm surface of the newly-formed
though, he was sure. cleared from hiseyes as he brought his bay.
With increasing vigor he stumbled. pistol up. He saw a shadowy figure
to thedarkentryway, his heart pound- moving toward him. Was it the glare, England: The Near Now. It was a
ing a charge in his breast. The ragged or was the head truly that of a mon- terrible day when the bridges came
mail armor he wore clanked. against ster, as big and waveringly as it looked? down and all those people were
the old stone. Heedless, he plunged. With a yell of fear, Marty fired five slaughtered. The beasts thatcamewere
into the darkness. times. The figure fell. The jungle was terrible ... terrible. All of Casper
Here his near blindness served well, completely still. Babbidge's studies and researches
and he moved without mishap through And there was a great stone en- were put on hold that day, and the
the narrow, winding corridors, down, trance! Maybe Stevenson wasn't museum was turned into a staging
ever down. The angels resumed their barmy after aU! He'd given Marty a area for troops. At first, it seemed that
singing, guiding his steps, filling his look at things and made him swear a his studies would be ended forever-
mind with sound. This place was sacred promise. A promise not worth that he would never unlock the secret
similar to, yet larger than, the first beetle spit to Marty. And now here he of the fabulous jeweled cup which had
temple - the one that had shown him was, the one who'd figured it out, become his life's work.
the way. figured it all out from what Stevenson Then things changed. The invaders
He remembered the first temple had told him, and from listening to the lost their meanness, their spite, and
well: the simple chambers, the blue natives (no one else had the brains to their leader underwent a change of
fire of the map on the far wall ... and listen). And here it was, the sacred heart and announced her friendship
the fiery autline of the Grail pulsing its prize. Super valuable, enough to retire with Earth. Casper wasn't sure he
holy beacon to him. There was hea- on. Aristocratic wife, hunting parties, understood all the politics of it, but if
then writing there as well, but he could liaisons with maids and serving girls it meant fewer troopsand more chance
not read it. He did not need to. The to study, he was in favor. That was the
pictograph of the Grail' was dear to He strode through the door with a first big change. Then there was the
see, and the contours of the country half-smile on his face, but cried out in change Casper underwent.
had been burned into his mind during surprise as his ankle caught at a taut It was almost a week after the inva·
his travels after the Crusade. He knew vine set low to the door. Bloodycreep- sian that he discovered his magical
to within a hundred miles where the ers! He looked back, saw that it was a talents. It was a simple invocation of a
Grail must be. turbaned native he'd shot, and moved fire-sprite that he was reading about
And now, years later, he was sure further into the temple. There was a in one of the ancient tomes, mouthing
he had found it. Thesingingwas louder steady hum coming from further in- the unfamiliar words as he usually
now, and a fearful buzzing joined the side. did. It didn't summon up the sprite,
harmony. There were bodies around The world began to move. exactly, but all the candles, sconces
him, and the buzzing was the flies that The rumbling was quiet at first, and torches in the house suddenly lit
fed on the stinking. rotting corpses of almost soothing. Then the jungle be- as he pronounced the final word.
the seekers who had come before him. gan to roar and squeal and cry out, and That was only the beginning. Now
Could this truly be the resting place of hundreds - literally hundreds - of his study of the cup took a new twist;
the Grail? Aye, a testitwas. He pressed animals came racing through thedear- there was an aura of powerful magic
on. A glowing blue aura beckoned to ing. hooting and barking and cawing. about the item. Sometimes, when he
him from the bottom of the stairs. God Earthquake! Surely nothing to do with pronounced the right words, thegems
be praised. his presence. Morty stepped back, out encrusted in the ancient vessel, swirled

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red and blue, seemed to glow and roil. Again that puff of cold air from after guard duty, as much gold as this
When he leamed to cast the signal beneath the cowl. "Aye. But if one did again. Bring him to this building. but
spell properly, he left messages every· know what such a thing was, and had not inside. It must be done." He rose
where, in places where he might find access to one, and went to a certain and strode from the room. Many eyes
information about the cup. Then hesat wizard'sabodetonightat ... oh,say ... were raised, then quickly lowered as
back and waited. one o'clock, one might find a multi- he passed.
tude of interesting things." '1t will, man," the other said softly,
England: The Near Now. 'What lings?" taking thegold piece by piece. '1t will."
'This is him," the dark-cowled fig- "Dead goblins strewn all about. A
ure said. The piglike creature across complacent wizard who believed his Japan: The Near Now.
the table craned what little neck he magic was invincible. It would be an "Report!" barked Yabu, all traces of
had, looking at the strange flat icon the easy thing to penetrate his defenses, if politeness, all attempts at niceties,
man called a fotoe. one had a talisman." gone. The minion bowed before the
"I knows 'im," the creature "Now dat you say it again, I does divine wrath, tried to steady his voice
,.
un.
,.
squeaked. ""What's you wants dun wis remember some ting about de tal·js...
man, mono I remember dey wicked
before speaking.
"'No word from Osato, Lord," the
Fromsomewherein thecowl,a chill expensive. What good to see dis dead minion. whose name was Taro, said in
came forth as of an opening crypt, a goblins and magician, eh?" a calm tone. "'He has disappeared and
puff of laughter, perhaps, or a death- More gold appeared, and this stack is presumed dead."
cold sigh. of coins had the sheen of reality lack- "So he has failed toobtain the tiles."
"Get several of your friends, how- ing in the earlier stack. It was also far Yabu stroked his chin, musing. "We
ever you can." A dark-gloved hand larger. "About this expensive?" the are no closer than we were when this
dropped six gold coins on the table, cowled figure asked. began. What about the reclamation
down low, out ofsight of the rest ofthe The black man'seyes widened for a project?"
room fuJI of ruffians and footpads. fraction of a second, and he licked his "Almost ready for human habita-
"Go to his house at midnight. Kill lips before speaking again. "Almost," tion, Lord," Taro said. "But without
him." he rasped. the tiles, the project expense will out·
"Sure thing, guv," the creature A second stack of gold, as high as weigh the profit."
replied, deftly scooping the coins into the first, appeared on the table. "Agreed," said Yabu, slightly
his clawed fingers. He rose from the "This should be sufficient," the calmer now. "But we must first con·
table, casting furtive glances around voicesaid from beneath the hood. 'The firm if in fact we have stumbled upon
the room to see if anyone had noticed talisman is necessary to negate the the temple that all seek. The rumors
the money changing hands. "By the wizard's magic. The wizard has in his were of a temple in India, yet the
by, guv ... wots 'e done?" possession an omately jeweled am· remains we found were off the coast of
Thecold, unseen glare sent thecrea- fact of some kind, a cup or urn, per- Thailand. It is actually likely that this
ture scurrying from the room, his haps. Very distinctive red and blue is not the temple of the Destiny Map.
question Aoating unanswered in the gems decorate it. We want the wizard We must know. Accelerate the proc--
air like heavy smoke. The cowled fig- and the artifact delivered here tamar· ess. Make the project ready for human
ure,dark and cold,did notmoveatall. row morning." habitation within the month! Cut safety
It remained motionless, staring at the "Cup or urn," muttered the black measures to a minimum if you have
seat the creature had vacated. man, his orange, spiked hair quiver· to, but get it done!"
After a time a man approached the ing. "Sounds valuable. Maybe that get "Aye, Lord. It will be done."
table, hesitated, then sat in the chair. lost on the way or someting - could "Taro."
He was dark himself, and his features bedangerous, you know?" His breath- "Yes, Lord?"
were handsome in an exotic, danger- ing was fast, and his eyes constantly "Osato failed, and paid the proper
ous way. His hair was black, save for strayed to the twin piles of gold on the price for his failure." Yabu stood and
the orange and white tips, and shaved table. turned to leave the room. "Do not seek
in an intricate pattern. He was of aver- "It is a dangerous game you play," to emulate him, and perhaps one day
age height, but extraordinarily com- the hooded figure said, leaning for- you may surpass him."
pact and muscular. ward. "But it must be done. After Taro bowed. "Hai, Yabu-Sama!"
The two sat in silence, both nearly delivery, there will be guard duty."
unmoving, until thecowled onestiJTed He held out a gloved hand, forestall-
and spoke. ing a comment from the other. "And
"You are Callios. You have access
to the talisman·making woman."
'1 don' know what you taJkin"bout,
man," the man replied in an islands
accent. "What be a tal·is--man?"

5
I.
TORG: The P06iibility Chalice

Introduction
M Possibility eM/iu is an alone, it is also the second part of an happens from the start of the adven-
adventure for Torg: Role- adventure trilogy called the Relics of ture to its conclusion.
playing the Possibility Puwer. The story began in the first Torg
Wars. You must have the adventure, The Destiny Map, and fol-
• roleplaying game to play lowing thisadventure, it leads directly This Torg Adventure
this adventure. Adventures for Torg into the final adventure in the series,
take placeon Earth in the Near Now- The Forerxr City. But each adventure Torg adventures are divided into
an Earth that has been invaded by six can also be played independently of large sections called "acts:' The Possi-
powerful beings from other realities. the others. bility Chalice has four acts. Each act
These invaders, called High Lords, have starts with its own synopsis, called
the power to conquer the reality of our 'The Major Beat," which outlines what
universe and impose their own in its the playercharacters (alsocalJed Storm
place. Adventure Format Knights) must accomplish before they
Our world was invaded because it can move on to the next act. Within an
was discovered by the High Lords Aside from certain props, the con- act the Knights can move about rather
that Earth is rich in possibility ellergy, a tents of this adventure are for the freely, perhaps even skipping over
spiritual force that courses through gamemasteronly.Anyonereadingthis some scenes or encounters - but until
every human. It is the goal of each of book who is going to be a player in the they finish "The Major Beat," they
the High Lords to steal that spiritual adventure is ruining the adventure for cannot move forward in the adven-
energy from every person on Earth- themselves and everyone else. ture. In this way, the gamemaster can
a theft that will eventually destroy the The gamemaster should read the be confident thai if things get out of
human race. book completely before attempting to control, they will only be out ofcontrol
It is this same energy that is respon- run the adventure. By doing this, he for a discrete section of the adventure.
sible for the existence of Stann Knights, can familiarize himself with the vari· Acts are broken into smaller seg-
OtIS characters and situations involved
a select group of heroes who are the ments called "scenes." Scenes are de-
only true obstacle to the plans of the in the adventure and the motives and fined as either standard or dramatic,
High Lorns. drcumstances that drive them. This and this determines W Nch conflict line
Although the High Lords worked way, if the players have their charac- of the drama deck is used for conflict
together to bring about the invasion of ters do something unexpected during resolution (see page 59 of the Torg
Earth, the disappearance of their the course of the adventure, the game- Rulebook). Each scene begins with 'The
leader, the Gaunt Man, has allowed master will be able to handle it in a Situation" and is followed by 'The
each of them to pursue his own goals manner that will not conflict with later Action." If applicable, a scene also may
unchecked. Each High Lord is now details of the story. contain sections entitled "Events,"
competing against the others to gain Torg adventures follow a standard "Flags," "Variables," and "Cut To ... "
enough power to claim the Gaunt forma t that makes running adventures 'The Situation" section gives the
Man's self-proclaimed title of Torg. easy for the gamemaster.lt is assumed gamemaster the basic information for
To help gain this power, the High that the players will often have their the scene from the point of view of the
Lordsscramble to collect the numerous characters do things that neither the Storm Knights. Parts of this section
etenlityshllrdsscattered throughout the author of the adventure nor the game- can be read out loud to the players or
world. These mysterious relics allow master could possibly have antid- paraphrased by the gamemaster to set
their owners to shape the nature of pated. Becauseof this, the format is set the scene.
reality itself. Many of the pieces are up to allow the characters to leave the 'The Action" section describes what
tied directly to Earth's own andent established path for a while bul even- is going to happen in the scene and
history (the sword Excalibur, for ex- tually, out of necessity, return to the gives details to be revealed to the play-
ample). The High Lords have been basic storyline of the adventure. ers as the scene unfolds. This is the
very busy digging into our world's Following this section on the ad- part that covers what happens in a scene,
past inanattempt to find obscureclues venture format, you will find a section in a linear sequence. Sometimes,
that might lead them to these objects called "Background," which gives however, it is convenient to have
- objects that will enable them to rise information on events leading up to events occur in a more fluid manner.
above the others, and to rule the the start of the adventure. In these cases, the "Event" sections
rosmverse as Torg. After the background is an "Ad- provide new bits that can occur at
The Possibility Qulliu tells the story venture Synopsis." The adventure almost any time within a scene. 'The
ofonesuch pursuit ofan eternityshard. synopsis gives an overview of 1M Action" usually gives guidelines as to
Although this adventure can stand Possibility Chalice, outlining what when within a scene events should

••
Introduction

occur. Eventsarealwaysoptionatand dwelling in the wildemessof Aysle.1f discovered by a guard and was forced
it is up to the gamemaster to decide you wanted to, you could use theAysle to beat a hasty retreatout of the temple.
whether or not to use them. Fantasy Sourcebook to fill in the gaps A few years later, Stevenson was
"'Flags'" are like events, but they are and playoutthejoumeythroughAysle recalled from India and sent to Boston
triggered by something specific. The - but you don't have to since that to deal with the Empire's upstart colo-
triggerscan be in the same scene or can journey doesn't directly affect the nies in the New World. Stevenson
be carried over from a previous scene. adventure. fought bravely until 1780 when he
For example, if the Storm Knights beat On the last page of the adventure is was among the British troops who
a man up in one scene and then are a section entitled "Stacks." Stacks are surrendered at the BattJeofCowpens.
captured by the man's thugs in an- scenes that are not covered in the When the war ended, the colonials set
other scene, they will be treated adventure text, but may occur at any him free; he then traveled west in an
harshly; if they had left him alone, time, regardless. Stacks are most often attempt to leave the conflict behind.
they might be spared. keyed by the subplots in the drama The Stevens family (the name was
The beating is the trigger. The re- deck (see page660f the Torg Rulebook). shortened in the American tradition)
sponseof the man and his thugs would The "Stacks" section outlines some would most likely have been com-
be listed asa flag in the scene in which suggested guidelines on how to use pletely forgotten if the Earth had not
the Knights are captured. Rags are these subplots within the context of been invaded by the Possibility Raid-
ohen triggered by the playing of a thecurrent adventure, should thecards .... Several !Ugh Lonls theorized that
subplot card from the drama deck, come into play. the temple that Stevenson entered in
and these win be noted throughout Throughout the adventure, maps 1766 was actually a stepping stone,
the adventure. will appear that apply to specific pointing the way to an ancient artifact
"Variables" givetipson how tokeep scenes, as weu as descriptions of the called the Possibility Chalice. This
a scene running smoothly. As men- keygamemastercharacters. Theremay fabled chalice is actually a powerful
tioned above, the players often come also be various props, to be seen by or eternity shard, imbued with tremen-
up with ideas not covered directly in handed out to the players. The text dous possibility energy.
the adventure. The role of the game- tells you when to show the props to As described in the adventure The
master is not to discourage the imagi- the players. These props can be photo- Destiny Map, several High Lords (in-
nations of his players, but to deal crea- copied, cutout of the book, or the book cluding Doctor Mobius, the Cyber-
tively with how they play their char- itself can Simply be passed around pope, and Kanawa-Sama) sent agents
acters. "Variables" help the gamemas- from player to player (make sure to across the globe to find Stevenson's
ter keep the adventure on track with- cover up everything else if you choose map tiles, in the hope that the tiles
out hustrating the players. this last option). would indicate the location of the
At the end of some scenes there Besides Listing their statistics the temple. Further, the High lords hoped
may be several options for the Knights first time they appear in the adven- that the reconstructed map would
to take. "Cut To ..... lists the different ture, we have gathered the gamemas- indicate the resting place of the Possi-
actions the Storm Knights can take ter characters at the end in a section bility Chalice. Hot on their trail was a
and the name of the scene that lets the called "Gamemaster Character Rec- party of Storm Knights. These heroes
characters follow through on that ords" for easy reference. ultimately managed tosecurethetUes,
choice. It is possible that some scenes Finally, every act ends with a sec- find the temple, and rebuild the map.
will be completely passed over by the tion describing its awards, and the When all the tiles were put together, a
Knights. Uthereisonlyonescenetogo adventure itself ends with awards for small, cup-shaped icon appeared on
to, only one scene will be listed. completing the entire story. the map, indicating the resting place
Between acts there are sometimes of the chalice.
"Interludes." These are usually points But unknown to the Storm Knights,
in the adventure where the players other forces have been in play regard·
have some information to sort out or Adventure ing the chalice. Around the time of the
the characters have a lot of traveling to first crusade, a lone Christian warrior,
do. When a long passage of time takes Background following rumors regarding the leg-
place in a movie Oet's say while trav- William Stevenson was an English endary Holy Grail, came to India and
eling from the United States to Nepal). soldier who served with the British viewed the completed map in
a quick montage of pictures is used to Army during the 18th century. While Stevenson's temple. HecouId not read
suggest that a lot of time and distance stationed in India in 1766, Stevenson the cryptic writing. but the icon of the
has gone by. An "Interlude" is like stumbled across an ancient temple chalice made him believe it was the
thaI. You can assume that the time with a mysterious stone-carved map Grail itself, and he traveled to what
between acts goes by or, if you wish, mounted on the wall. Working as was then a large isthmus of Siam in
you can play it out. quickly as he could, Stevenson man- order to find it.
For example, in the Interlude be- aged to pry five of the map's nine
tween Act One and Act Two, the char- stone tiles off the wall before he was
acters go from Thailand to a wizard's

••
7
TORG: The Possibility Chalice

Babbidge, a curator with the London thatserves as the chalice's resting place,
Museum. He spent most of his adult and the Nile, Nippon and Cyberpa-
T he Stand-Alone
life tracking down leads and investi-
gating clues regarding this odd arti-
pacy villains have lost the trail, at least
for now.
Adventure fact, without much success. Then the In act one, the Knights journey to
Possibility Raiders came, and his life theGulfofThaHand to find the temple,
U you do not plan to run this was forever altered. only to discover a Nippon Tech oil rig
adventure as the second part of Casper Babbidge was transformed poised over the very location they seek!
the Relics of Power trilogy, much by the reality of Aysle; he lost his Core To complete their quest, they must
of the information contained in Earth heritage but discovered an af- penetrate the automated defenses of
the background will have little finity for magic. Using his new-found the seabase hidden beneath the rig,
meaning to your players. They abilities, he broadened his investiga- and then enter the temple itself, wend-
will not know of the first temple, tion of the chalice into mystical and ing their way through the traps and
nor the map tiles, nor of the ulti- magical areas. Amongother things, he remains of previous explorers, to fi~
mate destiny of the chalice. located the original resting place of nally come upon the resting place of
However, the adventure is the chalice (the sunken temple) and the chalice.
constructed to carry on with a placed a magical message there, think- But the chalice is not there. Instead,
self-contained plot. Once the ing that anyone who entered that the Knights find a "calling card" spell
adventure begins, events will temple might have information for him left by a wizard named Babbidge, who
logically carry the Storm Knights concerning this interesting artifact. asks that "whoever hears this mes-
from scene to scene. Meanwhile, Meanwhile, a Kanawa research sage, come to me in Aysle realm." To
bits of this background informa- team stumbled upon the ancient find what they seek, theStormKnights
tion can be made available to temple and began an automated op- must now journey into the realm of
them as tantalizing pieces of eration to enclose the sunken struc- fantasy!
historical trivia. Additional ture beneath an air-filled dome, pur- During act two, they discover that
comments about running this suant to a routine investigation for Babbidge has been kidnapped, and
adventure as a single unit can be eternity shards. They have not yet they are hired by Tolwyn of House
found in the various acts. made the connection between this Tancred, Captain of Lady Ardinay's
temple and the chalice. Guard, to follow up one of several
At the same time, totally unaware leads on the kidnapping. The Knights
of its importance to the invading High might also take a "red-herring" lead
Lords, Babbidge spoke of the chalice into the demon~plane, before retum~
And find it he did - a fabulous to many of the wizards of Aysle. One ing to Core Earth.
chalice, encrusted with mesmerizing of these wizards, a sometimes agent Through negotiation (or interroga-
blue gemstones filled with swirls of for the evil Uthorion, passed on the tion) the Knights secure the current
red. After returning to England in information regarding the chalice's location of the mage named Babbidge
apparent triumph, the knight's hopes existence to a powerful lieutenant of - the stronghold of the dark wizard
were crushed when the church in· the former High Lord. Amethyst inan isolated area called the
formed him that this was not the The lieutenant, a powerful dark North York Moors, near Robin Hood's
"simple cup of Christ." Heartbroken, wizard named Amethyst,arranged for Bay.
the knight gave the cup away and it the abduction of both Babbidge and In act three, theStonn Knights infil~
eventually disappeared into the ob- the chalice, on the off chance that the trate the dark wizard's stronghold in
scurity of museum preservation. artifact might actually be an eternity order to rescue Babbidge and the chal-
Meanwhile, hundreds ofyears later, shard. Before he presents his find to ice. The Knights must defeat a variety
a young British soldier followed a Uthorion, however, he intends to fully of monsters and puzzles in order to
series of obscure clues to the temple in investigate the matter for himself. reach the kidnapped wizard, who is
Siam. He did not fare so well with the being interrogated in the lowerreaches
spiritual traps that protected the of the underground complex.
chalice's resting place. Acting fool- Adventure Synopsis When the Knights confront him,
ishly, the soldier unwittingly triggered Amethyst's suspicions about the chal-
a disaster which engulfed the entire The adventure begins immediately ice being an eternity shard are con-
area with seawater - an area which after the events chronicled in the first firmed. He reasons that the cup must
was to become the Gulf of Thailand, as part of the Relics of Power adventure be a shard if Storm Knights are sent to
we know it today. There the temple trilogy, The Destiny MDp. The Storm
remained, hidden beneath the depths, Knights have the location of the temple
for several hundred years.
In England, the chalice eventually
came into the possession of Casper

•• 8
lntroducrion

retrieve it. With this in mind, the dark


wizard escapes with the chalice. The
R unning This Adventure as a Stand-Alone Adventure
Storm Knights must avoid a nefarious
trap, and then give chase.
Act four chronicles the chase
If this adventure is being investigating the presence of a through air and sea, and culminates in
played as a stand-alone adven- Nippon Tech "oil drilling" rig in a pitched battle aboard the dark
ture by your group (not as part of a place where there is very little wizard's viking longship. During the
the Relics ofPower trilogy), you'll undersea oil. See the "Connec- battle, Uvwe sealfolk try to help the
need to keep the following in tions" section of the Torg Rule Storm Knights defeat the villains be-
mind to begin properly. Book(page 10) for details on how fore evil reinforcements can arrive
First, the world of Torg is a to set up groups. from Scandinavia. If they are success-
war-time setting. Earth has been Becauseeverygroupofplayer ful, the Storm Knights obtain
invaded by forces that are still characters is going to begin in Babbidge's gratitude, as well as the
very mysterious. tt is assumed different situations (obviously a chalice itself, which is in fact an eter-
that all the player characters are team of vampyres and were- nity shard of great power. If you're
either concerned about the fate wolves from Orrorsh is going to playing The Possibility CJuJlia as a
of Earth (for example, someone start with a different perspective stand·aJone adventure, it ends here.
from Earth) or want to put the than a group of soldiers working If your players are participating in
High Lords out of business (for for the United States' Delphi the Relics of Power adventure trilogy,
example, someone who has re- Council), you (the garnemaster) however, they know that they must
belled against theircosm's High will have to give a bit of thought bring the chalice to the final location
Lord). as to how the adventure should on the destiny map, "and light the
As such, any evidence of start. Is the group just passing signal fire to call our distant saviors,"
mysterious activity on the part through, or did one of the Storm as the map's instructions tell.
of agents from invading realms Knights with a mystical nature That quest is covered in the third
(such as a Nippon Tech oil rig receivea premonition that some- adventure of the Relics ofPower adven-
appearing in the middJeofa Core thing of vast importance was ture trilogy, The Forever City.
Earth ocean) should pique the going to take place in Thailand?
curiosity of all player characters. We suggest that you start the
The fact that Nippon Tech is group in media res (latin for "in
involved should give incentive the middle of the action"). Come Starting The
to Storm Knights concerned up with the rationale as to how
mostly with making a buck. the Storm Knights got there - Possibility Chalice
Also, assume that the Knights whether they were sent by a During the interlude between 'I'M
have already decided to work government agency or heard Dt:stiny Milp and this adventure, the
together before the adventure about the mysterious rig - and Knights have had time to rest, recu-
starts. They might be working just tell your playersqUickly how perate, and re-equip, and alsoto locate
for an organization (such as the it cameabout. This wayyoudon't the area off the coast of the Gulf of
Delphi Council), or perhaps they spend a lot of time sitting around Thailand that was pinpointed by the
were hired by a wealthy backer talking, but jump right into the destiny map. To begin The Possibility
to fightthe High Lords,ormaybe action instead. Chalia, simply turn to act one, start
they were even working on their You might even ask yourplay- with "The Situation," and then con-
own. All that matters isthat when ers to help you work out the tinue on from there.
the adventure begins, the details. They often like having a
Knights are already in Thailand, chance to flesh out the narrative.

••
9
TORG~The POSSibility Chalice

Act One

The Forbidden
Sea
a large gray structure that floats on the
The Major Beat water like a huge rubber raft with blue
TheStorm Knights arrive at thearea arc lights on top. A large oil drilling
pinpointed by the destiny map, only assembly is clearly visible, even from
to find a Japanese (actually, Nippon this distance. Emblazoned on the side
Tech) oil-drilling platform occupying of the rig is a large corporate logo
the very spot they wish to explore! depicting a silver letter "K" on a red
Through investigation, the Knights circle. Below that is some Japanese
discover the truth about the "oil rig" writing. The rig seems still and quiet;
(it's a cover operation for an undersea you can detect no movement on its
facility) and find ways to penetrate its surface.
automated defenses. Once within the
undersea installation, they enter the
chalice temple and bypass its traps, The Action
only to find that the resting place of The Japanese writing on the oil rig
the chalice is empty! is the name Oifseeker. Use the language
But there is a "calling card" of sorts, chart on page 55 of the Torg Rulebookto
from an Ayslish wizard, asking any determine whether or not the Storm
who hear his message to come to him Knights can read the name.
in Aysle realm to discuss the item that
once rested here. The act ends as the
Stann Knights escape the temple and
the Kanawa installation, and begin
their journey to Aysle.
Stand-Alone Notes
If you're running this adven-
SCENE ONE: ture as a stand-alone and not as
part of the Relics of Power tril-
Oilseeker ogy, you can still use the de-
scription as written. Remember,
in the stand-alone version, the
Storm Knights are here to inves-
The Situation tigate the oil rig because it is
owned by Kanawa, and because
Standard. This scene begins the it is in a spot not known for
adventure, as the player characters offshore drilling -and one that
stand on the shore of the Gulf of Thai- is quite near Orrorsh axiom
land, looking out at the forbidding boundaries, as well.
gray mass of the Nippon Tech oil rig. You'll need to give more hints
Describe the scene: as to the sinister nature of the
rig'sconstruction. Tryintroduc-
The Gulf of Thailand is gray and ing a Kanawa spy in the Thai
rainy this time of year, and the beach is village, making cryptic com-
gray as well. A sea gull's cry echoes ments as to the rig's purpose, in
across the waves as you gaze out over order to spur the players on.
the gulf. About a kilometer offshore is

•• 10
Act One

The map labeled "Thai Village" (on that Oi/seeker appeared about a month starts at $500 for each suit. The true
page 12) shows the Storm Knights ago, and that it was built by some base price is $250 (value 12). If the
where they can go in the small fishing Japanese people. In addition, if Storm Knights want more or better
village which is the only human habi· prompted properly, the fishermen equipment, additional suits are $750
tation within 10 miles of Oilseeker. The mention their "other job." The JapaM each, nonMnegotiable. Ittakes five days
various locations within the village nese pay them to watch the lights on for them to arrive.
can provide the Knights with informa- the oil rig. If the blue lights ever tum Other general equipment is avail·
tion and equipment before they go to red, the men are to go to Lamsang the able at two price levels above the base
explore the rig itself. horse-owner, and teU him of this OCM prices given in the Torg Rulebook.
When you roleplay the Thai villag- currence. He'll handle the rest. Kamasong's persuasion and will-
ers, keep in mind that they speak a The fishennen are forbidden from power skills are 11.
different language (completely for- coming within half a mile of the rig,
eign, difficulty 12) and have a differ- but several can be found who will Horse Stables
ent perspective on life in general than violate that restriction, for a price. If
do the Storm Knights. They are more the Storm Knights are willing to settle The owner of the horse stables is
or less unaware of events regarding for the equivalent of a leaky rowboat, Lamsang, a young go-getter with a
the Possibility Wars, and mostly want they can rent one for five American good education from the nearby city
to be left alone. Some will be curious dollars. If they want a sound fishing of Chon Burl. He is hostile toward the
about the Knights, and all will be very boat, it will cost $50; if they want a Storm Knights, though hewill act very
polite. They have attributes of 8 for all large, sturdy vessel, $200. friendly. Lamsang's place in the com-
values, unless otherwise noted. These boats are of slightly unfamil· munity is as a horse-trainer and owner
If the Knights already come iar design: if none of the Knights has (he owns the racetrack as well), and as
equipped and don't feel like talking, thewatervehic/es skill, they must hire a the unofficial "communicator with the
read the "Cut To ... " section to find captain as well, for double the cost of outside world."
out where to go next. the boat. Assuch, he dispatches horse-riders
with messages, for a fee (base price
General Store $100, value 10), or uses his ham radio.
Thai Village He will not reveal the existence of the
The store is run by Kamasong, a radio unless persuaded, however.
Locations neutral but affable fellow. He has some Lamsang has spoken with the
modern equipment, induding four Kanawa representatives, and he has
scuba suits in various states of dis~ another job that he will not speak of
Fishing Docks pair. He can order more and better unless persuaded: if the fishermen teU
The men at the fishing docks are things from Chon Buri (the nearest him that the lights on Oilseeker have
neutral for purposes of character local town of any size), but it will take turned red, he is to use his radio, call a
interaction. They tell the Stann Knights time. The priceofhisscuba equipment certain frequency, and leave the mes-
TORG: The Pouiblity Chalice

••
(II] The Possibility Chalice: Map 1
~ Thai Village

Oilseelcer 3 Miles

GuU of Thailand

•• 12
sage: 1be rig is up:' He has no idea through the village. The equipment Racetrack
what this means - but he does know included underseagear,microcircuitry
that he will receive the equivalent of and other hardware - but no food, The racetrack holds no useful dues
$1,000 for this service. clothing or other personal supplies of for the Storm Knights, though the
Lamsang's willpower skill is ] 1. any kind. employees will teU the characters that
"Lamsang is the owner; talk to him if
Lower-Class Housing Moneylender you have questions:'
The racetrack may seem a bit opu-
Most of the villagers here are The moneylender is another young lent and excessive for such a poor vil-
women, as the men are stereotypically business type, Patapong. He is neutral lage, but Lamsang has the resources to
found at the "Pubs and Taverns" and toward the Knights, but comes across indulge his favorite hobby.
"Fishing Docks" locations. The women as being oily and quite crafty. He will
know very little, and are friendly to- hint that a proper bribecou1d be quite Temple
ward the Storm Knights. beneficial to theStorm. Knights. If they
U asked, they know only that many give him$l,oooormore, hereveals the This is a minor temple of the Dance
Japanese men came about a month following: of Kra, an obscure sect that appears
ago and built the framework of Oilseeker is not here for oil. Instead, (on a scholar (religion) total of 10+) to be
Oi/seeker with the help of many robots. the Nippons are looking for rare arti- a mix of Buddhism, Hinduism, and
Then all the men left, after speaking to facts on the ocean floor; legend holds local mythos. The temple monks are
various important male villagers, that a temple bursting with treasure friendly toward theStorm Knights,and
particularly Lamsang, the horse sank dUring an earthquake here hun· reveal the following clues if the char-
trainer. Since then aU has been quiet, dreds of years ago. The Nippons are acters enter their temple. Give the first
but sometimes at night one can see quite interested in that legend, and in clue regardless of the Knights' actions
strange things break the surface of the the temple of the Dance of Kra at the (assuming they go to the temple at all).
water, near the oil rig's base. other side of town. They mean busi- Give more clues if the players roleplay
ness - Patapong remembers seeing well, or score additional success levels
The Mayor weapons, and feels that veiled threats on their persWlSion rolls. The dues will
were made when the Nippons first help the Knights in scene three.
The mayor is Killilang, an older came. Que One: "See now the Dance of
man who is something of an educated Patapong reveals the above infor- Kra." If the Storm Knights agree to sit
"swell." He speaks fair English, and is mation only if paid his price. For other and watch, they feel a powerful sensa·
aware of some of the goings-on of the questions, his willpower skill is 11. tion wash over them as the monks
Possibility Wars. He is an enemy of the enact a miracle. Dancinggirls perform
Storm Knights, as he has been warned Pubs and Taverns the Dance of Kra, a series of intricate
by the Nippons that there might be steps that appear to have no meaning
other groups snooping around, ask· The denizens of the pubs can give whatsoever. When the dance is over,
ing questions. He is usually unaware theStorm. Knightsthe "men's perspec-- the odd feeling goes away.
of what goeson in the village, but if the tive" on what took place here. They Qu~ Two: 1t is said that the Beast
Storm Knights approach him directly are n~tral or hostil~ depending on the can be sated by the Light of Arashan-
and ask enough questions to satisfy look of the player character party, and dara. You must ask Arashandara if
him that they are dangerous, he will how the approach is handled. this is true:'
be polite, profess ignorance, and then If properly persuaded (give more Clue Three: "If you are not pure,
go to Lamsang losend a messageat his information for good roleplaying and then the flames shall destroy all."
earliest opportunity. good or higher charm. and persuasion Clu~ Four: "You must always abase
results, less for minimal or average yourselfbefore the many-armed god."
Middle-Class Housing success), the men describe a scene
similar to that of the women in the
ThedweUers here are theownersof village: about a month ago, many Flags
the fishing boats, the pub owners, and Japanese business-types came. They
those with ties of some kind to the paid the mayor a large sum of money, Connection: If a connection card is
outside world. They are not rich, but which he was supposed to distribute played here, tell the player with the
their dwellings are in far better rondi· to all citizens, in exchange for rights to card that his character sees a caucasian
tion than in the lower class housing build the oil rig. Security is high, but if face with a grizzled beard and a tooth·
area. They are neutral toward theStorm oil is discovered, the village stands to less mouth. It's his old old pal. Pappy!
Knights. make a tremendous amount of cash. They are overjoyed to see each other,
They are secretive, but bribable. 50 far the mayor has not distributed and Pappy fills the Knights in on any
They teU the same tale as the lower the payment, and several of the men of the information available in the town
classes, but add that the Japanese vouchsafe the opinion that the mayor (without any persuasion being neces-
bought much equipment from out- is not to be trusted. sary). He is friendly toward the Storm
side sources, and had it shipped

M~---------------'.
~. 13
TORG. The Possibility Chalice

Knights. Keep in mind that Pappy's Cut To ...


perspective on things will ?e slightly
s different from that of the villagers.
Pappy alsohasa boat (the Gilligan's
Aysle), which he will be glad to lend to
If the Knights decide to investigate
the platform first, go to "Scene Two:
Above the Storm." If they want to get
the Knights. He has none of the other right into the action without prior
equipment available at the general investigation, ignoring the oil rig and
Version One store, and he has none of the knowl- heading straight for the underwater
(poorly handled) edge possessed by the moneylender, "drilling" site, go to "Scene Three:
Gamemaster (as Priest): Wei· the stable owner, the mayor or the Temple of the Storm." If they don't
come to the Temple of the Dance temple priests, but his presence with want to investigate the area at all, see
of Kra. How may we assist you? the Storm Knights makes those game- the "Variables" section.
Storm Knight: We under· master characters who were hostile
stand that the Nippons were become neutral instead.
quite interested in your temple, Pappy can show up to save the
and in the legendary temple that Knights, either with a boat or in scu~a SCENE TWO:
gear, if a connection is played later In
sank. Whal can you tell us about
that? (Fails Persuasion roll). the act. Above the Storm
Priest: We know many things,
but they are mysteries toall. That
is our purpose here - to dis- Variables The Situation
cover the answers. If the Storm Knights leave: 11 is
Storm Knight: Uhmm. Okay. possible - mostly if you're running Standard. If the Knights hire a boat
Thanks for your help. the adventure as a stand-alone, but and make their way out to the rig, the
Priest: Will you not stay to see fishermen warn them against ap-
even if you're playing the trilogy -
the Dance of Kra? It could be proaching too closely. Most likely they
that your players will decide to have
most ... enlightening. their characters leave the area. Per~ will make their approach under cover
of darkness; if not, you'll have to
haps they want time to recuperate, or
Version Two there is a particular piece of high~tech modify the description below:
(well handled)
equipment they'd like to get their
Gamemaster (as Priest): Wei· A warm wind blows across your
hands on before investigating the
come to the Temple of the Dance face as you bob gently on the waters of
platform.
of Kra. How may we assist you? the gull. Oilseeker looms in the dark-
If they plan on coming back, and
Storm Knight: We under- their quest isa reasonableone, let them ness like a theatrical stage: the power-
stand the Japanese asked you get what they need in an interlude ful blue lights illuminate the upper
many questions about your platform, and all below is in darkness.
("okay, you've got it, and now you're
temple, and the Dance of Kra, On one side you can see whal looks
back") and then pick up the adventure
and the legends of the sunken like a boat dock.
immediately.
temple. May we ask as well? But if their quest involves weeks of
(Achieves good success on a Per- travel in dangerous areas, and nego-
suasion roll). tiation or combat outside the scope of The Action
Priest: These things are mys- this adventure, you'll need to change From the surface, the oil rig looks
teries to us all. the Knights' minds for them. Have a like the surface of an aircraft carrier
Storm Knight: Of course. In three-man team of Nippon divers ar· floating atop the sea. Three light poles
the legends, was the sunken rive at the platform (via helicopter) with powerful blue arc lamps rise up
temple guarded by any mystical just as the Knights are preparing to from the main platform, and a large
force or potent danger? leave. Suggest to them (via a friendly command center is nestled in one
Priest: It is known that a great villager) that time is running short. If comer. A large construct of pipes and
beast protected the ancient the Storm Knights plan to investigate girders rests across from thecomma~d
temple from attack, and it is also the area, they'd better do it now while center - this appears 10 be the dnll
said that the beast is sated by the there's only an advance team to take assembly. A cargo winch toone side is
Light of Arashandara. You must care of. If they wait another few days, used to transfer cargo from the boat
ask Arashandara if this is true. the place will be crawling with Nip- dock or helipad, down into the cargo
Ah, they are about 10 perform pon agents. bay (see "Oifseeker Locations, Upper
the Dance of Kra! Sit, sit. What
Platform").
other questionS do you have?

•• 14
Act One

The Storm Knights' first decision is


whether to swim to the platform or to
approach by boat. The wamingsabout
approaching too closely are worth
heeding in this case, as submerged
o ilseeker: Some Background

worker robots will attempt to halt the Kanawa Ltd.,a whoUyowned out of casual sight - but su~
Knights' progress should they cross subsidiary of the Kanawa Cor- plies and personnel must appear
the half·mile line. See the "Flags" 5«. poration, is part of the direct arm to be doing something - and the
tion on how to handle this encounter. of the Nippon Tech High Lord. oil rig is the cover story.
Assuming your player characters As such, it receives funding fora A caisson is essentially a huge
anchor out beyond the half·mile variety of projects relating to the dome placed on the ocean floor.
boundary and swim in, they remain High Lord's desires and whims. The water is then pumped out of
undetected by the robots (but see the One such whim is the system- the shell, leaving a pressurized
"Events" section on page 20 for what atic pursuit of eternity shards domeasa working environment.
happens to the boat they leave be- across the globe. Wherever The dome has been placed over
hind). They can then scale the rig and rumors or legends crop up con· the part of the temple that pro-
attempt to climb the security fence, or ceming any sort of item, person trudes from the silt of the ocean
they can enter via the boat dock, either or happening thatcould relate to floor, where it has lain for 200
to the upper or lower platform. an eternity shard, Kanawa Ltd. years (see the schematic in scene
Once they get on board Oifseeker, takes a special interest, sparing three). All work on the caisson
refer to the maps and the text key no expense in the venture. was done by automated robots
about each section for hints on run- In this case, they are respond- -there are no humans currently
ning this scene. The sidebar about ing to the ancient legends of the on or beneath ai/seeker.
Qilseeker gives more background on undersea temple. A research The men will return when the
this forbidding structure. vessel, having found physical caisson is fully prepared for
Scene three begins when the Storm evidence of the temple's exis-- human habitation, and the sea·
Knights leave the oil-rig structure and tence on the sea floor about a water is fully drained from the
descend toward. the exploration dome kilometer off shore, called in dome, which should be within
deep below the waves. KanawaUd. two weeks.
The upper platform of The Kanawa presence here is
Qilseeker is a command center acoincidence, inasmuch as it has
Oi/seeker Locations and supply route point, but it is no direct connection to the Storm
mostly a blind for the undersea Knights or the destiny map -
(Upper Platform) caisson operation that is prepar- indeed, the Nippons have no
ing the temple for study. All clear idea of what they'll find in
The upper platform is about seven activity directly pertaining to the the temple, or even if they will
meters truck. and touches the surface temple takes place 20 meters find anything at all!
of the water (no support structures are below the surface of the water,
evident). Below water, one can see
that the structure extends about two
meters below the surface, and a tangle
of thick cables emerges from the bot- and down as characters walk on it.
tom and descends to the ocean floor.
Cargo Winch
Steps at the near end pass a hatchway
leading to the lower level, and rise to This is actually a small control capin
Access Hatches the security gate on the upper level. with an instrument panel for the winch
and one for the cargo door.
These are simple waterproof hatch- The winch itself resembles a small
ways which lead to the ladders on the Cargo Access Door crane and is used to haul cargo from
lower level. Each has a handwheel in This large double door is a sliding the dock or helipad into the cargo bay
its center, used to open the hatch from hatch with electricconrrols on the cargo (or vice versa). When extended to its
either side. The hinges are on the top winch assembly. There is also a hand- full length, it can traverse 360 degrees
(like a submarine hatch). crank apparatus by the door (it takes and reach any spot on the upper plat-
several minutes to open the door by form. Used improperly, it could dam-
BoalDock hand). The door leads down to the agethecommandcenterand/orknock
cargo bay on the lower level. down the radio tower or light poles.
This long dock has room to tie up a When the door opens, a warning Its lilting capacity is 22.
good-sized vessel, includinga subma- hoot sounds from the winch room, but
rine. There are several posts, for use no alarms are triggered and the sound
with a number of smaller vessels. The is not audible from shore.
platform itse.U ison floats,and bobs up

6~-----------"
~. 15
TORG: The Possibility Chalice

Command Center 5. Winch override/cut-off (to con- on it, but no moving parts: it is only for
trol or deactivate the winch), show. Examining the drill assembly
The command center is a high-tech 6. Fuel dispenser override/cut-off should indicate to the Knights that
wonder, full of control panels, video and fire fighting alarm. this platform (if anyone had any
monitors, and gauges. It is the nerve 7. Cargo handling winch controls doubts) is definitely not in the oil drill-
center of the entire platform. for the lower level (see that section). ing business.
There is a keypad on the door; if the 8. Long-range radio.
door is not unlocked via the keypad, it 9. The platform computer.
can be forced, but doing so activates Fuel Dispenser
The computer can give a schematic
the platform alarm: a radio distress of the rig on a scholar (compu ter) total of This is essentially a gas pump con-
message is broadcast, and the lights 8. lf the Storm Knights succeed here, taining high-octane fuel for helicop-
on the platform tum red. The diffi- show them both the upper and lower ters. The tank holds enough to fuel up
culty of picking this lock is 14. Various platform maps. Small "help" menus one large vehicle; the Nippons planned
access hatches in the roof allow en- about the rig (whateach mechanism is to bring additional supplies by tanker.
trance if the Knights are determined for, operating specs, etc.) are available For this reason, and for emergencies,
enough. on a scholar (computer) total of 12 or the hose is long enough to reach boats
Command controls that may be of better. at the dock as well.
use-to-the-5torm ~ights include-the In addition, the computer contains If the fuel explodes, large portions

1
0110Wing (science total of 15 topuzzle a self-destruct code sequence, obtain- of the upper platform will be dam-
ut the 'controls, 12 if the scientist able on a scholar (computer) total of 22. aged, and fire control stations start
peaksqapanese): Once this sequence is activated, the spraying foam flame retardant over
1.Upening and closmg t e security platform alarm comes on, and the rig the area. The lower level will be unaf~
gate. explodesinfiveminutes. Thesequence fected, due to heavy bulkheads.
2. Activating and deactivating the can be cancelled on a scholar (compu ler)
power to the security fence. total of 25. Helipad
3. Activating the platform alarm
and turning the lights red; generator This is a standard. full-sized heli-
control to override emergency power
Drill Assembly
copter landing pad, with target lines
to the lights and radio. Upon close scrutiny, a science total and direction lights around the pe-
4. Emergency cutoff/activation of of 8 or more reveals that the drill is in rimeter.
access hatches and cargo doors. fact a fake: it has many fancydoo-dads

•• 16
ActOn<

[7tIl 1M Possibilit!f Chalice: Map 2


~ Oi/seeker, Upper Platform

Baal Dock
0 0 0 0 0 0 0 0 0 0 0 0 0 0
Security Gale
0 0

0 0
0 0

0 0 Cargo Winch Assembly


0 0

0 0
Helipad
0 0

0 0 Security Fence
0 0

0 0
0 0

0 Fuel Dispe.nsero
0 II] 0
0 0 0 0 0 0 0 0 0 0 0 0 0
Ca.rgo Access Door
© o
o Access Hatch
Light Pole
Light Pole
Drill Assembly

Access Hatch
Radio
Tower
©
Command Center ~

o Light Pole

17
••
TORG: fhe Possibility Chalice

Light Poles Observation Central robots engage in combat.


When the robots take damage,
Three large lampposts support This room is full of video, sonar and describe how parts break off - a lost
high-power blue arc lights that illumi- sound-detection equipment. Beeps, arm, one leg not moving well, and so
nate the entire platform as though it pings, and the constant song of fish on.
were soft daylight (they are also on fills the air. Most of the instruments
during the day, and give everything a are uninteresting, but there are sev-
bluish tinge). Theselightsareattached eral shifting panoramas of the ocean
Cargo Winches
to the control center, and will tum red floor on screens, dearly showing the These are smaller, mobile versions
(thus alerting shore observers) if any exploration dome below the platform. of the winch on the upper level. They
of several alarm conditions are trig- Also of interest are the six macrobot have a three meter reach, and a lifting
gered.. The lights themselves can be tracking stations, each showing the value of 18. The rails resemble mini-
put out of commission easily, without current location of one of the undersea ature train tracks and guide the cargo
triggering any alarms. automatons. A scholar (electronics) or winches around the sub tender area
science total of 11 reveals the function and into the cargo storage bay, allow-
Radio Tower of these machines. If the Knights ing them access to all places where
fathom the use of the trackers, they heavyequipmentisstored. Each winch
This is a simple broadcast tower for find that one of the macrobots is assembly (there are three) has a dan·
the long-range radio. It is a relatively moving in the direction of their boat gling control panel for manual opera-
simple matter to knock it down, and (see "Events"). Themacrobotscanonly tion.
doing so will not set off the platform be monitored from this station, not
alarms. A combination of disabling controlled. Sub Tender Area
the radio tower and the arc lights ef-
fectively prevents any of the rig's Officers' Quarters This area is for the repair and stor-
alarms from alerting the Nippon home age of the macrobots. The area con-
base <although the various automated A richly appointed, but unoccupied, tains a large supply of high-tech tools
defenses still respond to the alarms). living chamber. There are no items of (not exceeding Tech 23) used in the
interest here. repair of the macrobots. There are
Security Fence and Gate enough materials and tools for a char-
Guard Checkpoints acter to construct a macrobot on a
There is an active charge running science total of 25 or more. The sub
through the fence; an ungrounded Each of these checkpoint stations docks extend into this area, so a mac-
person touching it is subject to electri- contains an automated guard robot. robot can pass through the outer wall
cal damage value of 20, plus a rolled When a living entity passes by or airlockand enter the tenderarea, where
bonus. A scholar (electrical engineering through one of these checkpoints; the itcanbeserviced by automated mecha-
or security systems) total of 16 is neces- robot will emerge and demand the nisms or human mechanics. The
sary to cut through or short out the pass code. If the proper response is not winches are used to carry cargo and
fence. The fence is seven meters high. given (and the code is not available on repair parts toand from the macrobots
Along the inner perimeter, a the platform - it is "San-ehi") it will and the cargo storage area.
guidewire has been placed to prevent activate the platform alarm and attack
accidental electrocutions. the intruders. Sub Docks and
The gate is controlled from the
command center; a lockpicking total of Kanawa Defense Robots (2): DEX 12, Undersea Storage
18 can open the gate from outside. It STR 14, TOU 20, PER 13, MIN 7, CHA There are four docking bays, each
slides to the right, flush with the fence. 3,SPI3. large enough for one macrobot (or
When the gate is open, current does Skills: energy weapons 14, un- similar large submersible). They ex-
not run through the fence. armed combat 14, trick (12), taunt (17), tend into the sub tender area, with
test (17), intimidate (17). enough room for two men to walk.
Equipment: lasers, damage value around the outside as they perform
Oi/seeker Locations 17, range 3-50/400/600. repairs. Each docking bay isconnected
Description: The robots are armed
(Lower Platform) with small lasers built into each hand.
to the main rig via an airlock.
Outside the airlocks is what
Belowdecks, the environment re- They are able to fire both lasers each amounts to a large mesh bag full of
tum without taking the multi-action parts. This is the undersea storage
sembles that of a submarine, but with
higher ceilings (about four meters). penatty (d ue to computer processing). facility, used to temporarily store
Each robot stands three meters tall needed materials.
Below the lower platform (if anyone
and is thick and stocky. The metal hull See the "Events" section for more
drills or blasts through) is high-tech
is silver. Gears and hydraulic shafts about the macrobots' comings and
machinery and ballast/ flotation de-
are mounted on the surface of the goings.
vices.
robots, and they whir and grind as the

•• 18
Act"""

~ Possibility CluWa: M." 3


Oilsee1cer, Lower Level

Sub Docks aDd Undenea Stonse

0 0 0 Guard
Cargo Winches Checkpoint- r- ~Q
.•
1;

B

••~
I «
Sub Tender Area
Cargo Storage Bay

,,
/ --.-- --,,,
Cargo
,
,
I
Access \

Guard
,,
I Door I
I

,,
(in ceiling)
,
I

----- --
\
Checkpoint /

o Access Ladder
•"
IJ
Crew Quarters
."
."
.:l
I-
••
..
"-'" I!l
]~
I I
«"
t

-"
00 Power Plant 0
I
c
~;; Communications Room
....
~.::
i:
"'u
J>
c
}
0
J
19
••
TORG: The Possibility Chali~
Cargo Storage Bay ploration dome map, but only if a
player informs you that his character
This large chamber houses a vari-
ety of equipment, parts, and construc·
is looking for data on the exploration.
M acrobots
tion materials. The Knights can easily
find a set of underwater storage tubes
Power Plant Area A macrobot is a large, fully
(medium plastic cylinders with bal- This chamber is filled with electri- automated submersible robot. It
last built in to counteract natural buoy- cal generators and a small nuclear has two large manipulating arms
ancy). On a find total of 17 or more, the power plant. Careful use of demoli- with claws at the end good for
Storm Knights find a crate of Kyago tions can cause a great deal of damage attack, lifting. and delicate work.
144 submachine guns and a crate of here, but will not cause the platform to It is armed with a standard anti-
high-~ ~arguns. explode. If the power plant is dam- personnel laser and a Tech 23
aged, all on·board systems shut down 15mm cannon (see Chapter
'Spearguns: Tech 24, damage value 131 except the lights and radio, which have Twelve of the Torg Rulebook).
J.two shots before reload), range 3/.6/ their own generators. Power plant
1:2. ---> shutdown also activates the platform Maaobot: DEX 8, STR 17, TOU
alarms. 22, PER 14, MIN 8, CHA 3, SPI3.
Kyogo 144s: Tech 24, damage value Skills: heavy weapons 15,
21, range 3-40/150/400. Crew Quarters unarmed combat 15, trick 05),
test (17), taunt (17). intimidate
Cargo Access Door Standard shipboard bunks, very (17).
small and neatly cleaned, are here. Equipment: Personnel laser,
This is the lower side of the cargo There is no evidence of current habita- damage value 17; 15 mm can-
access door on the upper level. A tion. non, damage value 25, range
control panel on the wall operates the If the Knights take a quick look in 400/2.5k/4k; on-board propul-
door from the cargo bay. Due to a each room, they spot an item in one sion unit, speed 60 mph/40 kph
slight oversight, neither this set nor room if someone gets a find lotal of 13 (value 11).
the set in the upper winch has over- or more. If they do a thorough search
ride capability, causing burnouts if of every room, it takes several hours,
one set is put on "open" when the but they automatically find the item.
other is turned to "close." It is a standard tear-away day-to- Events
day calendar, in a "beauty of the day"
Access Ladders theme: 365 photographs of attractive AMaaobotSurfaces:You willonly
oriental men and women in tight-fit· have to roleplay this encounter if any
Narrow,lightweight metal ladders ting outfits. A large pile of tom-away Storm Knights stayed behind with the
(nautical term for stairway) lead up to pages rests next to the calendar. boat. If there is nobody on board the
the access hatches in the ceiling. They If someone gets an evidence allalysis boat, a macrobot surfaces, examines
open up, after spinning the hand- total of 160r more, they realize that the the vessel, and destroys it. When the
wheel in the center. current day showing on the calendar Knights return, nothing remains but a
is the same as today's date. It is often hint of wreckage.
Communications Room the case that the owner of such a calen- If a gamemaster character is the
dar, knowing he will not bearound for only one on board the boat, the mae-
This room is filled with telemetry a long time, tears off pages inadvance, robot still sinks the boat; the game-
equipment and communications gear up to the day he knows he will return. master character swims to shore and
connecting the platform to the mac· The evidence suggests that this will meet the Knights in town (if they
robots. A sellOlar (computer science) to- crewperson expected to return today return).
tal of 18 can override a macrobot's or tomorrow. If there are Storm Knights on board,
programming from here and restart If the evidence analysis total is 8 or the macrobot surfaces and a metallic
the command cycle; the macrobot will less, tell the players that it is possible voice rings out: "What is your authori-
then return to the sub-dock, refuel, there is still one inhabitant on board zation code?" Since it is impossible for
and reinitiate its programming. There the platform (there isn't). That should them to know the code, the macrobot
is no way to take manual control of the make them sweat. continues: "Unauthorized trespass to
macrobots without a password Ihat is result in destruction of vessel. Leave
not on the platform, bul re-initiating the area or be destroyed."
the command cycle does keep the Access to Boat Dock The Storm Knights can lead the
robots busy for an hour or so. This is merely a door in the side of macrobot a merry chase, duke it out,
The communications room also the platform, where inhabitants of the or leave. If they do not leave, the
contains a computer system that has lower level can get access to the boat macrobot will attempt to destroy them.
stored all current data on the undersea dock. It is a watertight wheel-eon- If it is damaged but does not take at
temple. A computer science total of 12 trolled door, like the access hatches.
can retrieve the schematic of the ex-

•• 20
Act One

TIl. Po••i/1/lity CltQlice: MQp 4


Exploration Dome

S de VI w
Are AirLock

Loe Overhead View


emp

Seismid
DecompressionlMedical Computer
Observation

Main Lock

Cargo Bot

Hardpoint

Diver's Quarters
Storage

Viewports
~

AirLock

I'
21
TORG: The Possibility Chalice

least one wound from an attack, the to report such a happening. If they still water, in diving gear. Remember to
platform alarm goes off. insist, go ahead. If there are any mac- take this into account in your descrip""
robots on board when the well- tions: slow movement, swimming rolls,
A Macrobot Docks: At some point planned destruction takes place, the gear packed in waterproof containers,
dUring the Storm Knights' explora- macrobots are destroyed too. odd spell effects, difficult communi-
tion of the oil rig, a macrobot returns to cations, etc.
the docking bay for fuel and repairs.
The Knights can examine it (-3 to the Cut To ...
difficulty of a science attempt to repair Getting In
or build a macrobot thereafter), try to TheStorm Knights' nextlogicalstop
sabotage it, or follow it to the explora- is the exploration dome at the bottom The first step is to get inside the
tion dome. As long as they do not try of the gulf. When they leave the plat- dome. This can be difficult, because
to enter the dome, it will not challenge form and dive for the dome, cut to the macrobots are programmed to
them, If they do, it attacks. See scene scene three. deny entry to all personnel. Unless
three for details about the exploration they can be reprogrammed, they will
dome. have to be defeated - or avoided.
If the Knights are not in the sub You can show the players the ex-
tender area when the macrobot docks, SCENE THREE: ploration dome map (page 21). Cover
up the side-view schematic unless
a brief warning claxon sounds
throughout the platform. The moni-
Temple of the they've obtained it from the observa-
tors in the observation room show Storm tion chamber computer. The only
logical means of egress are the airlocks
what's happening. If the macrobot is
not interfered with, an automated (the sides of the dome extend about 10
winch brings it somesupplies (ammu- meters below the surface). The dome
nition, fuel, etc.) and it exits back The Situation is about 25 meters across with a 10
through the airlock, meter high ceiling. A thick tangle of
Standard, This scene begins when cables snakes out of the top of the
the Storm Knights approach the ex- dome, up to the platform above.
Flags ploration dome with the intent of en- From the outside, the airlocks look
tering and continuing their investiga- like diving bells with large submarine
If the Storm Knights take their tion. Characters may approach the doors in the sides. and softly glowing
boat too close: If they ignore the pe- dome and then leave, causing a return lights outlining the doors. The "diving
rimeter warning, two macrobots con- to scene two. Use the description be- bells" are snugged up against the side
verge on the vessel, just as in the low the first time, then simply say, of the dome. To enter an airlock, all a
"Events" section. However, since the "You're back at the dome," the next character needs to do is flip the large
Knights have already crossed the time they approach. red switch next to the door. Theswitch
boundary, the robots do not give is deactivated if the inner door is open
warning - they just open fire. As you make yow way through the (this feature can be overridden with
murky waters, a massive undersea the proper tools and a schclar(electrical
Hero Setback: If a "hero setback" dome looms up at you like a miniature engineering) or science total of 25).
conflict line comes up during a battle mountain rising from the ocean floor Once open, a character must enter
with a macrobot, a piece of the Storm 20 meters below. It is gray and feature- the airlock, flip a similar switch on the
Knights' equipment falls overboard, less on top, studded with nodes and other side to close the door and evacu-
If there are characters in the water structures on the sides. Several mac- ate the chamber, and then flip another
during this battle using cheap scuba robots swim nearby, but you can't tell switch to open the inner door. This
equipment from the general store, what they are up to. door will also not work if the other
something breaks down -such as the door is open, and can beoverridden in
breathing apparatus. a similar manner. There are manual
The Action wheels to accomplish each of these
tasks, as well as the electric switches.
Variables This scene consists of two parts: The only problem is that the mac-
entering and exploring the dome, and robots will challenge anyone that
Destroying Oilseeker: If the play- then entering and exploring the comes within five meters of the dome.
ers get rambunctious and decide to temple. The two environments are They issue a radio warning and an
have their characters destroy the plat- open to the Storm Knights' whim- audible siren, and open fire a few sec-
form, there are several ways they can they can enter the temple, exit into the onds later. The cannon does not work
go about it. Make sure you emphasize dome to rest, then reenter the temple, under water, so they rely on the laser,
the danger and uncertainty inherent etc. Only when they leave the dome and on tearing the intruder apart with
in such a project, and point out that the does the scene, and the act, end. their manipulation claws. If a mac-
observers back in the village are sure Most of this scene takes place under robot engages in combat, the platform

:-:------------------ ..,..;:v
---:.22 .......
Art"",,

alarm is activated as well. cargo bin, causing one wound of dam- Command Quarte"
One advantage the Storm Knights age. It will also activate the platform
have is that macrobots are pro- alarm as it does this. This is a sparsely furnished room
grammed to react in a specific man- with a cot, a metal desk, and stool. It is
ner. Oncea character enters the airlock otherwise empty.
DecompressionIMedical
and shuts the door, the macrobot for-
gets his existence and attacks other This is a fully equipped Tech 24 SeismidComputer
intruders. medical chamber, including a hyper- Observation
baric decompression chamber for
divers with "the bends." There are The seismic observation station
Inside the Dome certain drug containers (scholar resembles those seen in earthquake
(plul17MceJJ.tiall) or medicine total of8 to labs - wiggling pens constantly
Note: The interior of the dome is realize) that are worth approximately scrawl patterns across sheets of
under Nippon Tech axioms. See SS,ooo on the black market. spooled paper. A schoiJJr(grology) total
"Hardpoinr for more details. There are also sophisticated first- of 8 allows a character to read the
Once inside the dome, the Knights aid couches that automatically cure information there: about two weeks
may feel quite safe; they'll think dif- characters of all shock and KO condi- ago a small disturbance began below
ferently the firsttimea laser bolt comes tions, if they're willing to risk lying the dome (in the soil - most likely
slashing through a viewport. When- down on them. inside the buried temple) and it has
ever a Storm Knight passes by one of been slowly increasing in intensity ever
these viewports, a macrobot fires from Hardpoint since. It does not yet look dangerous.
outside. The Storm Knights will have The computer can be accessed eas-
to use caution and stealth to avoid This isNippon Tech hardpoint, with ily. Theonly interesting piece ofinfor-
these atlacks. The laser beams do not a radius roughly equivalent to thesize mation is a schematic of the dome and
damage the glass of the portals. of the dome. It proVides a dominant temple via computer simulation (see
Except forlhis "inconvenience:' the Nippon Tech area aU throughout the the inset map).
Knights can explore the dome's inte- dome and the upper layer of the
rior at their leisure. The dome is air- temple. It looks like a large cube of Divers' Quarters
filled and fairly dry. There is a faint black, shiny metal (about a meter and
hum of air-pumps and electrical ma- a half on a side). This room contains an oxygen-re-
chinery coming from the areas bor· charge unit for diving tanks, one so-
dering the airlocks. Robot Repair Bay phisticateddivingsuit,and lots of cots
and metal lockers (all empty). If a
Main Lock This is the station where the cargo character specifically examines the
robot is normally stored and repaired suit, a S€holar (diving) total of 8 or an
The main lock is large enough to when not in use. There are hardcopy roidma aMlysis total of 15 lets him
hold thecargo robot, orany other large schematics and plans which allow any know that the suit has a defective
piece ofequipment. Once an item goes character with the scienceskill to build regulator, likely to shut down in the
into the main lock. it is no longerunder a cargo mOOt. (if he gets the materials middleofoperation. (Keep this in mind
Nippon Tech axioms. The main lock needed) at·3 diffirolty. They also al- if they take the suit withoutexamining
takes about a minute to drain. low repair of the cargo robot if the it, or if they fail to notice the defect; it
Storm Knights damage it, including makes a good hero setback result).
Viewports deactivating or altering its security
systems. Sensor Packs
These are what the robots shoot
through. They are heavy glasteel, al- Storage The sensor packs are internal and
lowing a view of what's going on external seismographic sensor pack-
outside. U the hardpoint is somehow This chamber contains supplies for ages (discerned on a S€hohJr (geology)
deactivated, the Core Earth tech level the workers, divers and, ultimately, total of 10). They are not alarms of any
is not enough to sustain the glasteel: the explorers of the temple. Articles of kind.
the ports begin to crack and leak. interest include food, spearguns (see
page xx for statistics), sheet metal, and
Cargo Bot sophisticated diving equipment. The Entering the Temple
Kanawa diving suits include a switch-
This is a treaded version of the over feature that disables aU Tech 24 Once the Knights decide to enter
macrobot, designed (or use on land. It hardware while still allowing the suit the temple, they'll have to pul their
does not have the laser or the cannon, to function at lower tech axioms. While diving gearonagain (and be subject to
but it is STR 20. It activates if anyone on their Tech 24 setting, the suits give laser attacks from the macrobots as
walks in front of the forward sensor uptothreedaysworthofair,and have they approach the opening). Theopen-
panel, and it attempts to grapple the built-in propulsion units. ing that protrudes from the ocean floor
offending character and put him in its

6~----------------
~.
__·_·
23
TORG: The P<J!l!;ibility Chalk.-

used to be a window when the temple If the Storm Knights examine the was placed to guard prisoners. It is a
was on dry ground; now it's the only room carefully, a find total of 14 re- magical beast, and it is suffering terri-
way in, short of massive dredging or veals the presence of the secret door bly under the dominant Nippon Tech
tunneling. At the moment, only the on the far wall, leading to the balcony. axioms now in force within the temple.
part of the temple that is above the The regular door at the other end of Being possibility rated, it has survived
ground is dry: below ground level the the room was once a massive, thick until now in a state of semi-hiberna-
temple is still filled with water. The oaken door. It has now rotted away, tion.
window is about a meter tall and is leaving only pulpy wood to bar the A lone character who can generate
almost flush with the ground. passage to the utterly dark room be- a stealth total of 14 or higher can make
Once the Storm Knights enter the yond. his way across the chamber to eitherof
temple, use the temple map to de- the two doors at the opposite end. If a
scribe their surroundings and what Balcony second character attempts to cross, the
occurs. beast automatically awakens. Thedoor
This is a small railed landing, now on the right (as the characters face
Dungeon Chamber fully underw-ater. From here, if the them) is dark and silent. A faint golden
Knights look down, the topof the secret glow comes from under the door on
This five meter square room is doordirect!y below can clear! y be seen. the left. Many skeletal remains float
where the priests of the temple kept It is a simple matter to swim down to about the room, which is five meters
their prisoners. There is a skeleton the lower landing, thus avoiding the wide and 20 meters long.
against one wall, its f1eshless wrists reality storm raging on the stairway. The beast has no name. It is a crea-
having slipped from the manacles that ture of Kra, a magical guardian. It is
bound it there. Other bones and odd Chamber of the Beast dark and tentacular; being underwater
bits of offal float on the surface of the all this time has changed it slightly, so
water that laps halfway up the walls. Longago, when the dungeon cham- that it now resembles a four-armed
To reach the door in this chamber, the ber was entered not from the window octopus with no eyes. It senses quite
Storm Knights will have to submerge.

.......- ------------------
2 4 " ' "
but from the opposite side, the beast

........
Act One

well, however,and will attempt to eat landing feel very strange and unsettled The Many-Armed God
any trespassers by tearing them apart as they occasionally shift from domi-
with its bony beak. Theonly thing that nant Nippon Tech to mixed Nippon In this room there is nothing, save
can sate it is the light from the globe of and Core Earth. Thestorm below them the gargantuan statue of the many-
Arashandara in the "Room of the is gray and roiling, and dead fish armed god. It is a Buddha-like figure,
Glow'" (as mentioned by the priests of sometimes float up from its murky with six arms, but its head has no
the temple of Kra in scene one). depths. features, just a slightly mirrored globe.
Ii this is broken open. there is only
Beast of Kra: DEX IS,SfR 18, TOU20, Chamber of the Cup stone within.
PER to, MIN 5, CHA 6, 5PI 7. Hanging from one of the arms of
Skills: maneuver 17, unarmed There is a clearly marked semicircle the statue is a black mask, a filmydark
combat 17, find 14, trick (17), will- carved into the floor by the door from cloth meant to be worn over the face.
power (17), taunt (17), reality 8. the landing. Beyond this line, the floor Here again, a clue from the Temple of
Possibi! i ties: one per Storm Knight. is dotted with small footprint-shaped Kra is useful: any character who does
Description: The beast makes two pictographs carved into its surface. To not approach the statue while on his
attacks per round with no penalties characters from Core Earth, the floor knees, or who attempts to snag the
due to the multi-action. If it becomes resembles an Arthur Murray dance mask with a pole or grapple, loses 2
disconnected, its magic ebbs away and studio pattern, but one with many points from his Spirit attribute, and
it begins to drown; it makes no attacks possible pathways. cannot be healed past wounded status
as it attempts to reconnect using its This, and the clue from the Temple until he undergoes a ritual ofpu rificatiorl
reality skill. of Kra, should remind players of the (available in the Chamber of Purifica-
Dance of Kra. Any character who at· tion, for those parties without a cleric).
Room of the Glow tempts to cross the room in a straight The character feels foul and unclean if
line finds his progress more and more this occurs.
This is a large room, about three difficult, until he can no longer move Any character on his knees may
meters wide and fivedeep,completely toward the opening in the far wall. He approach the statue and remove the
empty of furnishings save for theglobe must tum back. No matter how strong, mask safely. Although they have been
of Arashandara in the far comer. It no matter how williuJ. no character submerged for hundreds of years,
gives off a faint golden light visible can get more than halfway if he does neither the statue nor the mask show
from under the door. It rests on a small not perform the Dance of Kra. any signs of wear. If any character
iron pedestal that has almost rusted Any character who witnessed the wears the mask, he goes blind. instantly.
away. Runes are carved on the wall dance can attempt to generate a Mind Removing the mask restores sight.
(IJlngtUlges total of 12 to read) that say: total of 10 or higher. Ii successful, that Only in the "Room of the Test" is the
"fhe glow of Arashandara pervades character can enter a trancelike state mask-wearer not blind.
alL" and perform the Dance of Kra across
This relates to one ofthe cl ues given the floor, stepping on the key marks The Sunken Stairway
in the temple of the Dance of Kra: you that allow passage. Those characters
must "ask Arashandara" by speaking that succeed may enter the room of the This is where a small but violent
that name aloud. When this is done, many-armed god.. Returning is easy. Ii reality storm rages, between the Nip-
the globe glows more brightly and the you have to remind the players about pon Tech hardpoint upabove,and the
color changes. This light immobilizes the dance, increase the Mind total hard point of Core Earth axioms down
the beast, allOWing everyone to cross necessary to 13. below in the Room of the Chalice.
the chamber unharmed. The ball loses If the Knights did not go to the There is another way down, but
its glow after five minutes and cannot temple of Kra and neversaw the dance characters who attempt to swim
glow again unless it is placed in the performed, you'll have to adopt a dif- through the storm must generate a
room of the glow for 24 hours. ferent tack. Ii this is the case, charac- retlfity total of IS or greater, or they
ters may cross the room, but feel undergo a shift of reality. When an
Landing drained and weak as they do so. Any affected character emerges from the
character who goes all the way across storm below, he loses one skill add.
This wide area has doors that lead has his Strength attribute reduced by 3 Theadd lost is the choice of the player.
to the chamber of the beast and cham· and cannot heal past wounded status Ii the character exceeds the difficulty
her of the dance; the way down the until he undergoes a ritual of of the rmlity skill check, he gains one
stairs is open. purifiCtltion. The Chamber of Purifica- add for a skill of his choice; he must
From the Ianding,onecan seedown tion on the lower level is convenient already possess the skill, and have
the entire length of the stairs. The for parties that do not include a cleric. fewer than three adds in it already.
power of the reality storm there does The character who suffers such a re- This effect lasts only for 24 hours.
not quite extend this far, but charae-- sult feels foul and unclean (hints for
ters that spend a long time on the the clerics).

25
I.
TORG: The Possiblity Chillice

[ft] TIu Possibility ChlJlice: MlJp 5


~ Underwater Temple Storm Knights
Enter re
UPPER LEVEL

Chamber of the Beast


o
Dungeon
Chamber
Room of
,the Glow
\ 1')'
,\>~' i,
i ~:-
/lol , , -
""'''''''l''I''I'mm'''''''''m'l'l'..;B;;a.l.co;;n;;;t-
Secret Door
Landing Visible from
Above

The Many- O:V:::::;"1


Armed God

Black Mask

Room of
the Chalice
LOWER LEVEL

Chamber of
Meditation

The Well
of Flames

- - . - - - - - - - - - - - - - - - "'IdL-e-
2 6 " ' "
Act One

Entrance Arch of punfiCiltion is enacted upon him (the acter who does this has his senses
Knight hears chants and words in his enhanced; the first effect of this is that
This great arch used to be the main head, and knows what is happening). he notices a small book in the far cor-
entranceofthe temple. It is now choked If it is successful, it has all the normal ner.
with sand and silt which spills into the effects (including restoration of lost When the book is carefully studied
entrance chamber. The arch has attributessuffered in the rooms above). (during a between-act interlude, for
crumbled in places. The focus and faith are provided by instance) and a scholar or languages
To the left of the arch there is one the Buddhas; each has a value of 16.lf total of 10 is generated, a new Core
visible door in the wall; next to that a character with no faith is the subject Earth miracle is discovered: Purity of
door is a secret door, cunningly hid- of purification and the Buddha's faith Vision. See below (or details.
den by optical tricks involving a paint- total is 15 or more points higher than The second effect of enhanced
ing of a dancing fire. The door is vis- the character's Spirit, the character is senses is to allow the character to see
ible from above, if characters are on automatically converted to Kra Bud- the hidden door in the arch room with-
the balcony landing or swim up. Oth- dhism and must pay two Possibilities out a find total. This effect lasts until
erwise the door cannot be seen unless for the faith skill. the Storm Knights leave the temple.
the waU is specifically searched; even If the ritual succeeds, a spiritual A character converted to Kra Bud-
then it takes a find total of 20 or more. struggle erupts (see the Torg Rulebook, dhism may generate a faith total as he
This area, and the entire lower level, page 124), since the purification faith stares into the flames. If his total is 22
is under Core Earth axioms (domi- and the faith ofthe recipient are bound or more, he gains an additional skill
nant) from the haIdpoint of the chalice to be different (the purification faith is add in faith, up to a limit of three adds.
room. The conflict between the two a homebrew of Buddhism and Kra -
axiom sets (Core Earth below and unless someone converted at the
Nippon Tech above) creates the real-
Purity of Vision
Temple of the Dance. they're all of the
ity storm on the stairway. wrong faith). Spiritual Rating: 9
The right side of this room has col- The spiritual damage done to the Community Rating: 11
lapsed. Stone, rubble, and seaweed Buddhas is irrelevant; roll a bonus for Difficulty: 15
choke the whole eastern portion of the a damage value of 16, and compare it Range: voice
temple - this was the area that bore to the faith of the target character. The Duration: one hour
the brunt of the impact when the result is taken as spiritual stun dam- Effect: Allows temporary use of faith
temple first sank. age. Uthetarget has nofaith there is no skill in place of find.
damage.
Ch~berofPurification The ritual is enacted again as char- This prayer allows the focus char-
acters enter the room from the Cham- acter to use his or her faith skill where
As the Storm Knights enter this ber of Meditation. a find total is requested by the game-
chamber, they see two beatific Bud- master.
dhas on the far side. The Buddhas During the miracle's duration, the
seem to smile at them, and nod. As a Chamber of Meditation
focus character is literally "seeing
Knight fully enters this room, a ritual At the far end of this long chamber through the eyes of his faith, and the
II

is a huge stone well in which, even community can boost the effect of the
under water, flames bum with no PUrity of Vision as with any miracle.
apparent fuel source. Note: this miracle does not allow
If a character enters this room with- the focus character to use his faith in
T he Tenets of KIa out haVing been purified (by coming
through the wall orceiling,or through
place of Perception for any requested
total besides find.
Buddhism a failed attempt by the Buddhas) then
If a character is converted to the flames begin to burn brighter and Room of the Test
this religion.. he feels a calm, hotter, and to spill out of the confines
peaceful assurance steal over of the well. When the door to this room is
him. The world is no longer dif- This is the fourth clue from the opened, only inky blackness can be
ficult to understand, for he has Templeof the Dance: if the unpurified seen. No type of light, including Trut
found Kra. character does not leave. the flames fill Light, can penetrate this utter dark-
Kra Buddhism is basically the room in four rounds, doing dam- ness. Any character that steps into the
Buddhism, involving karma, age (value of 20 plus bonus) to aU room loses all bearings and all sight.
rebirth, and eventual attainment character!; in the room. The room is 40 After struggling for awhile, the char-
of nirvana. Kra is not a non-vio- meters long. acter always finds himself back at the
lent sect, but dOP.S believe that Purified characters may stare into entrance.
the opponent must be respected the flames and meditate on their If the mask (from the room of the
and revered even as he is being earthly existence, gaining great peace many-armed god) is put on, then the
defeated. of mind and inner happiness. A char- blind character can see when he enters

tt. . .
~.
- - - - - - - - - - - - - - - - - _27u
TORG: The Possibility Chalice

the darkness ofthe Room of the Test. A "If this is true, come to me in the can help it). It's more to make the
glowing golden line appears on the realmofAysle. Mydwellingis2S miles players pay for taking the boring,
floor and he can follow the line with· northwest of London, near a town methodical approach. There are doz-
out losing his bearings. If he strays called Aylesbury - isn't that funny? ens of Kanawa troopers; the Storm
from the line, he goes blind and loses Anyway, come to me soon and we Knights may have no choice but to
his bearings as above. shall trade information. Perhaps we surrender.
Characters touching one another or may both mutually benefit. Ask for If so, they are stripped of their
tied together may follow in the foot- Casper Babbidge, sorcerer." equipment and taken prisoner aboard
steps of thecharacter wearing the mask the rig, where they can escape (sans
without losing their orientation. equipment) through any oneofa dozen
A find total of 26 allows a character Getting Out familiar ploys (including a connection
to make his way through the room as or escape card). The thrust here is the
ifhewerewearing themask. The Purity Oncethe Knights are ready to leave, lossof resources such as equipment or
of Vision miracle may be of use here, if they can make their way back through Possibilities, not the danger of perma·
the characters do not have or do not the temple and out. If they haven't nent capture or death.
think to use .the mask. dawdled (see "Flags" if they have),
then it is a simple matter to exit the
Room of the Chalice dome. They might have a few rounds
of contention with the macrobots, but
When the door to this room is if they're leaVing.. the macrohots will N emesis Subplot in
opened, a soft light springs up and all be less likely to attack or give chase. the Flag
can see normally; any characters still Depending on how well they're
outside the Room of the Test may now doing or how nasty you're feeling.. the If someone has a lIemesis card
enter. The mask disappears from the escape can be complicated by the lack down during the "get captured"
head of the character wearing it, to of a boat - now would be a good time flag, have the Kanawa leader
reappear on the arm of the many- for the Storm Knights' oxygen to start swear vengeance on the Storm
armed god. running out. Suroival rolls might be Knights for their escape. Having
The chalice room is small, and called for, or swimmillg. lost face, he must now defeat
empty. Engraved depictions of the them to regain it. He'll show up
chalice cover every inch of the walls, again in act two.
floor and ceiling of the chamber. A Flags
raised dais stands in one comer, with
a clear imprint of where the chalice If the Storm Knights took a long
must have once rested ... but there is time, or the alarm was given: If the Variables
nothing on it now save a strange blue Knights spent time in the village wait-
ing for extra equipment, or if they Air Tanks: Normally it's not much
marking on the stone. As the Knights fun to keep track of the air; if someone
approach the dais, an image appears thoroughly searched every square inch
of the platform, or if they camped for starts getting short, the whole group
before them. will troop up to the dome, recharge
The image resembles a hologram, a night to allow healing rolls and read-
ing of grimoires, etc., then the first their tanks, and go back down. This is
but is magical in nature. It depicts a merely a waste of playing time.
white-haired, white-bearded man Nippon Tech team shows up. They
were scheduled to arrive right about However, if the Knights are using
wearing flowing blue robes. Hesmiles older equipment and have been down
and seems to talk to the Knights, but it this time anyway, and recent events
have spurred them on. for a long time, consider having
is obvious that this is a recorded mes- someone's air run out at a key mo-
sage: he cannot seeor respond to them. This flag is also enacted if the
Knights set off the platform alarm or ment, such as during a battle with the
The message repeats until the Knights beast, or in the middle of the Dance of
leave the room. On the way out, the revealed too much to the mayor of the
village. Kra.
room of the test reverts to normalcy;
they can walk directly to the exit. In either case, the Nippons show up
while the Storm Knights are inside the If the Storm Knights giveup: There
The message isas follows. Read this is a chance that, having been stymied
out loud to the players as often as temple. After they've found the rest·
ing place of the chalice and heard in their quest (especially if you are
they'd like to hear it. running this as a stand-alone adven-
Babbidge's message, assume that
Kanawa guards and troops have taken ture), the Storm Knights will give up
"You who hear this message stand and go on to something else. You can
in a place of great significance. I have up positions around and in the dome.
This is not meant to be a major prevent this in one of two ways.
knowledge of the artifact in question, If you're running the adventure as
and presume that you do too, or you encounter run in every detail (for
example, don't go into rounds if you part of the Relics of Power trilogy, have
would not be here.

•• 28
Act One

the Kana wa, Nile and /orCyberpapist hints via knowledgeable gamemaster
investigators pick up the Storm characters as to the value and power Interlude
Knights' trail and attempt to capture of the chalice. The Knights' only real lead at this
or kill them. This may give the Storm point is the wizard's message. Thus,
Knights the extra incentive they need it's on to Aysle if they want to find out
to continue their quest, especially if
you point out how powerful p:>sses- Awards anything more. You can run the travel
as briefly or in as much detail as you'd
sion of the chalice could make their like; if you have the Aysle Fantasy
group. Each Storm Knight gets four Possi·
bilities for completing this act. See the Sourcebook feel free to run a few Ayslish
If you're running a stand alone, it's encounters on the way to the wizard's
a IHUe more difficult. One option is Award Guidelines section of the Torg
Adventure Book for more information dwelling. If you don't, or if you want
simply 10 go with it - but the next to speed things up, just cut to the
time the Knights are in Aysle, the on giving awards.
opening of act two. The Knightsarrive
kidnapping from act two has just taken at the wizard's home, only to find it
place, and they can get involved in the erawling with official Aysle investiga-
story again. If you have nothing else
prepared and need to continue with
Cut To •• • tors.
this adventure, you can have Tolwyn The next stop is the '1nterlude,"
of House Tancred contact the Knights and then on to act two.
and ask for their help, or you can drop

29
I.
TORG; The Possibility Chalice

Act Two

The Missing Mage


The Major Beat The Action
TheStorm Knights follow upon the The Storm Knights might misinter·
clue found in the Temple of the Chal- pret things at first, and go into battle
ice. When they arrive in Aysle, Casper mode. You can let that run for awhile,
Babbidge is gone, and his dwelling is but try to clear up the misunderstand-
crawling with Pella Ardinay's Home ing before any real violence erupts.
Guard, led by Tolwyn of House The Knights are approached by
Tancred. To move on to the next act, Tolwyn of House Tancred, a famous
the Storm Knights must ascertain Storm Knight who is now Lady Pella
Babbidge's whereabouts via investi- ArdinaysCaptainoftheHomeGuard
~ation and, perhaps, a bitof interroga- (the Home Guard is the A yslish equiva-
hon. lent of the FBI or Scotland Yard). She is
cool toward the Knights (see "Flags"
about possible subplots here) and
explains briefly what the situation is:
SCENE ONE:
Several days ago the eggman, who
Kidnapped delivers milk, eggs and other farm
products to people in this neighbor-
hood, dropped by to make a delivery
to the wizard Babbidge. He found the
The Situation door wide open, and a trail of smoke
Standard. The Storm Knights ar- wafting from inside. At first he was
rive in Aysle and find the location of too afraid of the wizard's warding
Casper Babbidge'sdwelling. Their first spells to enter, but aftercallingseveral
sight is not an auspicious one. De- times and getting no answer, he ven-
scribe the following scene when the tured. just far enough inside to see that
Knights arrive: the place was in shambles. He ran
away then, and called for the sheriff.
The local people seemed a bit nerv- Thesheriff would have handled the
ous when you asked them where problem by himself, but Babbidgewas
Casper Babbidge lived, but none was known to the court asa wizard of great
unwilling to teU you. Now, through promise. He was once a Core Earth
the light forest, you can see a small museum curator, recently transformed
white cottage that matches the descrip- into a magician, and he had much
tion they gave you. There is a Core knowledge from both realms. There
Earth mailbox at the head of the dirt had been rumors recently that he had
road leading to the cottage. It says stumbled onto an eternity shard. Not
"Babbidge. Sorcerer." much credence was lent to these tales,
Babbidge must be a popular fellow and Babbidge himself denied them.
- his place is crawling with guests Now, though, it looks like there might
milling about the lawn and coming have been some truth to the matter: if
and going as they please through the he was kidnapped, no one can think of
open front door. As you get closer, it any other reason why, or who might
looks like the Home Guard of Aysle, have done it.
swarming over the place like ants.

•• 30
Act Two

can find a demon who will teU what he


knows about the kidnapping.
T olwyn of House Tancred
FoUowing up on the talisman or
Core Earth reality bubble theory,
Tolwyn suggests that the Storm
Tolwyn is a famous Storm 2. Babbidge had magical Knightscould also go toChislethwaite,
Knight, part of a group rumored wards up at aU times, protecting in London. It is a known hangout of a
to have met and defeated the his cottage from intruders and lot of seedy Core Earth types, and
Gaunt Man himself, leader of all hostile acts. The only two things there are rumors that it's a supply
the High Lords. When asked she can think of that would ex- source for Core Earth talismans. U so,
about this, Tolwyn will neither plain his abduction - if it was it might bea good place to recruit Core
confirm nor deny the story, that - are that his wards had no Earth types for a shady mission such
though she does project a slight protection against demons, or askidnapping. Perhaps someone there
aura of sadness when hearing that his wards were too highly is willing to spill what he knows.
such tales. magical to work in Core Earth-
Now she is Pella Ardinay's so a reality bubble or talisman
CaptainoftheHomeGuard,and
she knows that Storm Knights
might have allowed entry to a
Core Earth foe.
Flags
area valuable aid in any investi- 3. If he wasn't abducted, he Suspicion Subplot: U this subplot
gation that might have todowith surely made it look as though he card is played in this scene, Tolwyn
eternity shards. She is a tough, had been (or someone who en- has some reason to suspect the Knight
no-nonsense military woman tered his house after he left made playing the card of complicity in the
with a slightly odd sense of it look that way). The only other kidnapping. Perhaps Babbidge did a
humor. possibility is that he met foul bit of scrying and foresaw the
She is willing to bargain for play at the hand of a friend. character's name, writing it down on a
information as well U the Storm. 4. There are some papers and piece of paper in hiscottage-a paper
Knights teU her about Babbidge's log entries at his old museum in- that Tolwyn now has.
message, about the map and the dicating that he'd been doing re- Her suspicion manifests itself as a
chalice, and/or about the inter- search - without much suc- party of dwarves that begin shadow-
est of the other realms in the cess - on a large urn or chal- ing the Storm Knights as soon as they
entire affair, she reveals some or ice supposedly dating from at leave the area. The characters may
all of the foUowing: least 1100 AD. There are no indi- become aware that they're being fol-
1. Babbidge had been asking cations of its powers in the log lowed,and may even interact with the
around lately, among other wiz- entries. dwarves if they can find them. See the
ards,about the significance of an "'Flags" sections of the upcoming
ancient, jewel-encrusted cup he For more information about scenes for suggestions. Don't have the
might have access to. No one Tolwyn of House Tancred, see Storm Knights become aware right
had any clue as to its identity, ~ Possibility Wars novel tril- away. Thedwarves' statscanbefound
butapparenUysomeonebelieved ogy. in the "Gamemaster Character Rec-
it was an eternity shard. ords" at the end of this adventure.
True Identity Subplot: Tolwyn is
troubled by the Storm Knights because
she recognizes one of them. He or she
Tolwyn enlists the Storm Knights' son, to secure their services. U the (the one that played the subplot, of
help if she can. See the sidebar about Knights agree, she suggests two course) is part of a series of prophecies
Tolwyn for her personality notes and courses of investigation that they dealing with a dark enemy of Pella
what she knows and will teU. would be best suited for (she and the Ardinay. It is said that this character
There are two possibilities here: the Home Guard will handle the inner- will bring about that Dark Wizard's
Knights can agree to aid in the investi- Aysle avenues of attack). downfall, but only if he or she can
gation, or they can politely decline Pursuing the idea that it was a meet the Dark Wizard face to face.
and hie offon their own. Unless they've demon which penetrated Babbidge's To this end, Tolwyn dispatches the
got a firm idea of where to go next, magical wards, the Storm Knights same group of dwarves mentioned
they're better of(cooperating since the could travel to the demon plane via an above. This time their mission is to
Home Guard has all the clues. No one extradimensional gate spell that a court guard that Knight from harm. They
goes in or out of the cottage without wizard will cast for them. Tolwyn still try to remain hidden and unob-
Tolwyn's permission. figures a Storm Knight group would trusive, without fuIJ success.
Tolwyn is eager for the Storm have the best chance against demons, Personal Sta~ Subplot: The Knight
Knights to help with the investigation. and given the close-knit "'society" who plays this subplot card knew
U necessary, she offers money, up to demons have, it is likely the Knights Casper Babbidge, and knew him to be
an equivalent value of $500 per pe:r-

I'
31
TORG; The Possibility ChaliCt'

a gentle and caring man. If he's in seem, the demons are as afraid of Have everyone generate a reality
trouble, then the Knight wants to help humans as humans are of them. Don't total. If anyone equals or exceeds a 12,
him out of it. show weakness." She waves her hand he begins to sense a pattern. It is easier
at the wizard, and he coughs loudly. to get where you want to go if you
A shimmering hole of inky depths think of that place. Things and paths
Variables now appears in the ground in front of tend to materialize near you as you
you. think ofthem.lfeveryone in the group
U the: Storm Knights go it alone: "Step in carefully," Tolwyn ad vises. announces that they're thinking of
The Storm Knights may not like either "The gravity is odd on theotherside." "information sources," "demon infor-
of the two alternatives presented by mants" or something similar, run the
Tolwyn. Or maybe they're interested, "Event" below.
but want time to go investigate a few The Action If they all miss the total or they
pet ideas. If it looks like something don't know how to interpret the infor-
brief and purposeful, go with it. If The demon plane is a psychedelic mation correctly, disorientation strikes
they're giving up or getting way off world of shifting shapes and colors. It a.nd they stumble into a demon-moot
track, you might introduce an ambush is hard to navigate and hard to find - a sort of "town meeting" for de-
by Chislethwaite hoodlums or min- anything concrete. Forms whiz by,and mons.
ions of the Dark Wizard (to "discour- odd laughter fills the air. The wind The demons do not attack, but they
age investigation"). blows colored smoke in twisting are not pleased either. In harsh voices
Also, don't forget to emphasize the whorls that dissipate in puffs of foul they demand payment in human valu-
danger of such a person getting hold odor. ables, in restitution for their troubles.
of an eternity shard: it has hundreds of
stored Possibilities that can be tapped
by an unscrupulous mage. If they are
to find him before he can complete his
magical studies, they must move
quickly!

Cut To ...
If the Knights decide to investigate
the demon clue, go to "Scene Two:
Pocket Demons." If they suspect that's
a red herring and follow up on the
Chislethwaite rumors, go to "Scene
Three: Chislethwaite."

SCENE TWO:
Pocket Demons

The Situation
Standard. If the Knights agree to
investigatedoingson the demon plane,
they are escorted to a nearby wizard's
dwelling. There, the wiza.rd prepares
fortheextradimensionalgatespell. When
they agree that they are ready to cross
over to the demon plane, describe the
scene:

Tolwyn looks al you gravely. "Be


careful," she says. "The demon plane
can be frightening and strange. Re-
member though, that asodd as it may

•• 32
Act Two

The Knights can tough it out and roll U they rescue the little demon, he the Knights can find a cleric who isn't
again for rtfllity totals (if they make it te1ls them !tis name{!.axius) and thanks busy right now.
they can leave) or bargain with the them. He's willing to answer ques-
demons. U anyone opens fire or at- tions and help out as much as possible,
tacks, the demons vanish in puffs of in exchange for having his life saved. Cut To ...
foul-smelling smoke, as does one item Laxius is a library demon, one of
of value wielded by the offending those that has all sortsof useless knowl- When the Storm Knights return
Knight('). edge. On Core Earth, he would be a from the demon plane, they are none
trivia buff-ora stoolie. He is smaller the wiser - and their only other OJ)'"
than most demons, looks partially tion is a visit to "Chislethwaite."
Events human (the cloven hooves give him
away. though), and talks in a whiny,
Demon Rescue: When the Storm
Knights get their bearings, or after
nasal voice.
He tells the Storm Knights with
SCENE THREE:
they confront the demen-moot, de-
scribe some of the sounds they hear-
some authority that no demon has
engaged in an abduction of a wizard
Chislethwaite
odd bird calls, laughter, a cry for help, in Ayslerealm- it's bad for business.
a woman sobbing, a machine engine If the Knights ask, he explains that the
of some kind, a cry for help, a hammer toughs were roughing him up for fun, The Situation
banging on metal, the beat of large because he is of mixed human and
wings, a cry for help. demon blood. St~ndard. The Storm Knights are
U they sit and do nothing. the cries If the Storm Knights are unsure of given passage back to London, where
for help get more urgent, and louder. his information, have Laxius arrange the seediest part of town - Chisleth-
U the Storm Knights still ignore the anaudience withademon prince, who waite - is well known for its under-
cries, theyceaseabruptly and anatra- says the same thing (don't dwell too ground, black market, and thugs-for-
dirnmsiolUJl gIlf~dooropens upbeneath long on the scene, it's a red hening).If hire. Chislethwaite is also unusual
the Krughis' feet. They fall through the Storm Knights rescued himquickly because it is supposedly under quar-
back into Aysle, where Tolwyn sends and did not hesitate when they first antine. Barbed wire fences SUJ'TOWld
them on to Chislethwaite, none the heard cries for help, laxiusgives them the entire area, which is one of the
wiser for their experience (see "CutTo a charm they can use to summon him lower-class sections of London, a Core
.. :'). to their aid, one time only (so use it Earth hardpoint (see the Aysfe Fantasy
If they heed the cries, they run well). Then they are whisked away by Sourcebook for more information on
through what appears to be a wall of Tolwyn's mage as laxius bids them London).
green molasses, where they see four farewell. Tolwyn explains to the Storm
burly red demons menacing a small, Knights that the quarantine story is
bispectacled individual who looks just a cover-up, cooked up bytheCore
half-man, half-demon. The burly
demons will fight the Storm Knights if
Flags Earth bureaucrats, for isolating an
unruly anarchy. She encourages the
confronted; the little fellow stays out Connection: If a connection card is Storm Knights to use their skills to
of it until the bad guys are gone. played here, any magic-using Knight pick up the underground word: who
meets a demon he once accidentally pulled the mage kidnapping in Aysle
Demon Toughs (4): OEX 12, STR 14 summoned back in his apprentice realm? Where is he being kept now?
(16), TOU 13 (17), PER 12, MIN 10, days. The demon is willing to help out Tolwyn explains that although
CHA6,SPi8 and give all the information laxius entering the area is forbidden, she has
Skills: unanned combat 15, trick has; the Knights do not have to roll to arranged through Scotland Yard for
15, intimidate (12), willpower (15), avoid the demon-moot, or fight the the Knights to be allowed within it's
taunt 9, reality 9. toughs. dilapidated confines. Assuming the
Possibilities: 1. If there are no magic-using Knights Knights agree, describe the scene:
Equipment: dragon bone armor in the group, the connection has no
(TOU +4); demon knives (damage effect. As you approach the Bobbies on
value STR +2). Hero Setb~ck: If a "hero setback" duty outside the entrance to Chisleth-
Description: The last demon tough conflict line result comes up dUring waite, they pry back the gate for you
flees if the other three are knocked out the battle with the demons, one of and look the other way as you scuttle
or killed; they will use their one Possi- them pronounces a curse of ill luck into town.
bility to inflict as much damage as upon his opponent. That Knight loses Chislethwaite has got to be the dirti-
possible (i.e., after a good action roU) all roll agains for lOs and 20s for the est, smelliest, darkest, most ominous
on their opponents. If two Storm next 24 hours, or until he undergoes a looking area of any city you've ever
Knights are wounded in the conflict, ritUQ10fpurifiall ion back on Core Earth.. seen. The streets are illuminated only
the atradimensi01UlI gate appears and These cost a tithe to Dunad of 5200, if by the flickering of scattered bonfires,
they are whisked away, as above.

.t
33
TORG: The Possibility Chalice

and rats scuttle among the piled. gar- that's a lead. The Dead Fish Gang (U): DEX 9, STR
bage. There has been no government First though, the Storm Knights are 10, TOU 10, PER 7, MJN 8, CHA 7, SPI
in Chislethwaite for three months, and introduced to the basic hazards of 7.
the social order has completely disin- walking the streets of Chislethwaite at Skills: fire combat 11, melee com-
tegrated.. night. As soon as they've settled on a bat 11, unarmed combat 11, running
Human voices echo ominously plan of action and are heading to a 10, first aid 9, test 9, taunt 10, intimi-
through the mostly deserted streets. It pub, hotel or other meeting place, run date 11.
sounds variously like raucous laugh- the "Events" for this scene. EquipmenhSaturdaynightspecials
ter or shrieks of terror and agony - After the Knights have dealt with (.38), damage value 14, range 3-10/
it's difficult to tell the difference. the denizens of Chislethwaite, they 25/50. If a 1 is rolled while firing, the
might have a better idea of a specific gun falls apart, doing a 15 damage
place to go-and they will most likely value tothefirer. Knives, damage value
The Action have earned the respect of those that STR+2 (2). Chains, damage value
keep an eye on incoming strangers. STR+3 (13).
The Knights need to get in good Description: The sheer size of the
with the hoods, so to speak, in order to group makes them intimidating, but
find out if anyone knows anything Events they're not interested. in getting killed.
about Babbidge'sabduction. They may As soon as any thug is mortally
need some gentle guidance from you; A gang of hoods: No day in Chisle- wounded, the rest flee.
if so, suggest to anyone with any kind thwaite would be complete without a If the Storm Knights have any un-
of streetwise skill that the next logical band of thugs to bash a few skulls. conscious prisoners when the thugs
step is to put out word that there's a This group's trademark is small fish flee, they can revive the scum and
high-paying .snatch job coming up. If skeletons hanging from various bits of interrogate them about the kidnap-
there's anyone in town who special- clothing and body parts (as though ping, or try to pass themselves off as
izes in such things, they're sure to they were earrings and other jewelry). interested parties. The thugs are neu-
come forward and offer their services;

.1
34
Act Two

trill about the Callios Cang (the ones telling the Knights where to find The they're looking for help with a little
actually responsible for the kidnap- Priceless Perch and Basher Gallios. matter of abduction. Then run some
ping>. and all they know is rumors. Nemesis subplot: If this card is atmosphere encounters (beggars, rals,
For concrete facts, go to The Priceless played here, and the Knights meet the addicts and otherseedy urban cocoun·
Perch in the heart of Chislethwaite, Dead FISh Gang.. the gang leader is ters) as they wait for a reply. After a
and ask for Basher (see scene four). hiding in the shadows, watching his day, a greasy thug approaches them
guys get trashed. He seizes on the with a lead to The Priceless Perch and
Mysterious Murder: Note: run this Knight playing the card as a likely Basher Gallios - but only after they
event only if you are playing the entire target for revenge, and leads what· cough up $](XX) for "connections."
Relics of Power Trilogy. ever remains of the gang on the Storm
The Storm Knights come across a Knights' trail for the rest of the adven·
dead body lying in thegutternearThe ture. Watch the "Flags" sections for Cut To ,.,
Priceless Perch. The victim is in the his reappearance.
process of having his purse, jacket, Unless they've generated a lead of
and boots removed by a surly bum. Dead Fish Gang Leader: DEX 10, STR their own and don't need to talk to
if the Storm Knightsstop to investi· 10,TOU 10, PER9, MINl1,CHA 9,SPI Basher, rut to "Scene Four: Goblin
gate the scene, the bum immediately 8. Talk." If they have the location of the
flees. As the Knights approach the Skills: acrobatics 12, dooge 12, fire Dark Wizard's stronghold, move on
body, a large rat crawls out from combat 12,lock. picking 12, maneuver to "Awards.'"
under the dead man's tunic. The rat 11, melee combat 12, stealth 12, un·
has typical dirt-encrusted fur, but it armed combat 11, first aid 11, trick ID,
has an unusual black circle around its test 13, willpower 14, taunt 11, reality
right eye.ltstops to regard the Knights 9.
for a moment, fixing its pale gaze u pon Equipment: Uzi, damage value 16. B asher Gallios
them, and then it scurries off into the Knife, damage value STR+3 (13).
darkness. Possibilities: 6. Basher is of mixed Caribbean
The Knights discover (on a Percep- descent, and as such has a small,
tion total of 8 or better) that the man If the Storm Knights went to the compact build with cafe--au·lait
has two clean puncture marks in his Demon Plane: Note: If you're running skin. He hasa faint island accent,
neck. A further scholar (realm lore) of 13 this adventu rt' as astandalone, ignore this mixed with a British twang. His
or better identifies this wound as a flag· hair is shaven in complex pat·
vampyre bite. (A character from Or- Some special arrangements had to terns (somewhat reminiscent of
rorsh gets a +5 added to his total). be made for the Storm Knights foray topiary hedges) and the tips are
if the bum is stopped and ques-- into an alternate dimension (such as spiked and dyed orange and
tioned (aU skills and attributes 8), he securing the services of the wizard to white.
denies having killed the man himself. do the job). This ac!iy;ly has tipped off Basher isself-eonfident, a little
He does admit that he recognizes the agents from Nippon Tech, the Nile, arrogant, and eager for adven·
dead man as a member of the Gallios and the Cyberpapacy that there are ture and profit.lt is not common
Gang (see scene four). Storm Knights running around in knowledge, but the Gallios
AdditiolUl/ Note: Thisevent has noth· Aysle, involved with what's rumored Gang's main form ofincome is in
ing to do with the storyline of this to beanetemityshard. The chase is on farming out Core Earth talismans
adventure, and it simply remains a once again! to hoods who want to do a little
mystery to the Storm Knights The only manifestation of this in raiding in Aysle realm.
throughout The Possibility Chalice. The this scene are some uncomfortable The hoods, caning themselves
event is provided in order to set the feelingsofbeing watched, as the agents "Sons of Free Earth:' actually
mood for events occurring in the next dose in for surveillance. This might want nothing more than to loot
part of the Relics of Powu adventure confuse the Knights a bit, especially if the Ayslish, while remaining
trilogy, The Forever City. Tolwyn's dwarves are watching too. under the protection of Core
Earth axioms. Basher makes a
good deal of his money splitting
Flags Variables the take on these little ventures.
No one is quite sure how he
Connection: A connection card No thugs to question: if the Storm makes or obtains the talismans,
played here lets one of the Knights Knights have no one to question after which look exactly like under·
know a stoolie that frequents the area. the [)read Fish attack, they may be at ground (subway) tokens.
With a Little legwork they can avoid something of a loss as to what to do
the Dead Fish Gang and find the next. Let them "put the word out" that
stoolie. He spills everything for $100,

••
35
TORG. The POII8ibility Chalice

The Action they act tough and fearless, the prices


SCENE FOUR: might come down a bil.If the Knights
Goblin Talk Play this one for atmosphere. The are congenial and subservient, they
will get information more readily, but
seedy bar, the seedy clientele wander·
ing in and out, the dirt and the noise the price will be higher for meeting
from outside, Ihe faint crackle of radio Basher.
The Situation static from inside. There are even oc- Once they get the word out, the
bartender tells them to wait. Run the
casional Aysle denizens who come in
Standard. TheStorm Knights, mas- and oul, speaking quietly to the bar- goblin event. Once that's done, Basher
querading as hoods (or those in need tender. strides in with a bodyguard of three
of hoods' services), have been given a The bartender is the Storm Knights' burly toughs.
lead to the pub called The Priceless best bet. He is hostile until bribed with He sits down at the Storm Knights'
Perch. There they hope to meet Basher $250, neutral thereafter. If the Knights table while the toughs wait in the
Gallios, the maneveryone mentions in first say they would like to see Basher, shadows, looking a bit nervous if the
relation to the crime of kidnapping in he agrees to set up a meeting for the Knights have managed to gain a repu·
Chislethwaite. When Ihe Storm $250. talion. Basher looks unconcerned.
Knights arrive, describe the scene: If the Knights try other denizens in How Basher responds depends
the bar, they are all neutnd, but none partly on how the Knights have por-
The Perch is a seedy-looking dive knows exactly how to get in touch trayed themselves. If they're looking
which smells of stale beer and rancid with Basher. They all promise to put to hire someone, he's their man and
cigar smoke. Three men are inside, out the word, in exchange for $300- he'll quote prices, danger pay, times
one of whom is a burly bartender then they go to the bartender, give him available and SO on. With successful
wearing a shoulder holster. The other S250, and tell him the Storm Knights persuasion rolls (he is hostile), he will
two are typical down-and-out thugs; want to see Basher. spill information about the prior kid·
one gives you a leering grin as you Part of the Knights' success depends napping as an example of his fine work.
enter. No one makes a move toward on how they portray themselves. If If theStorm Knights want infoabout
you.
Act Two

the mage, he says other interested Once the goblins get tipsy, a few circle of fur around its right eye.
parties paid for secrecy. 510,00:> dol· words float across the pub, like Unknown to the Knights, the Tat is
lars (value 2O) is his starting bid. The "magic," "cup," and "'snatch." These actuallyaservantofthesamevampyre
"base price" (what the Dark WizaI'd could all have other meanings, but the which left thecorpseoutsideThe Perch.
actually paid him) is 52500 (value In. Storm Knights might get suspicious. The tom piece of doth will aid the
Since the Stonn Knights don't know The goblins are easy to interrogate. vampyre in magically tracking the
this (unless they found out from the Hang one upside-down by his heels Storm Knights through this adven-
goblins), they are neutral for bargain- for a bit, and he'll tell what he knows hlre and into the next part of the Relics
ing purposes. U they do know, they're (theothergoblinsaren'tshlpidenough of Power trilogy.
memy. to try to take on obvious Storm Thisevent has no particularsignifi-
U the Knights get tough and try to Knights). ca.nce to this adventure, but serves to
cow Basher, the toughs step fonvard What the goblin says is: "We wuz help set the tone for those who will be
with cUawn Uzis (use the stats of the set up by dat no-good Dark Wizard, playing the third adventure in the
Dead Fish Leader). UtheStonnKnights we wuz. 'E 'ired us to tickle a mage in Relics of Power trilogy - The Forever
don't back down, 20 more CaUias Gang Ays!e, but didn't warn us about no City.
members (Dead Fish stats) come in magic defenses. Coupl a' me buds got
from all the doors of the pub. They've offed; J tinks it was a set-up to soften
all got Uzis (damage value 17, rangeJ- the magicker up for someone else to
15/40/100). The bartender scrams. do the snatch, since I 'earo the Gallios Flags
If the Knights can defeat this crew, Gang got a couple-and-a-haU thou's
Basher turns into a quivering mass of for taking the same mage the same Suspicion Subplot: Note: this fltlg
jelly and tells all. Othenvise, they've night. Stepped on the bodsof me buds, relates to the Mysterious Murder" event
It

blown that lead completely (see dey did." from scene three. It does not come in to play
''Variables''). ifyou're runni"g the adventure as astand
Once they've managed to obtain The Eyes of the Vampyl"e: Note: afone.
the information (by bribe, trick, or This event relates to the "Mysterious U this card is played by anyone
force), Basher tells them what his group Murder" event from ~ three. It does during this scene, Basher suspects the
had to do with Babbidge's disappear- not come into play if you're running the target Knight of having something to
ance. They were hired, he explains, to adventure as II stand alone. dowiththemurderofoneofhistoughs
take some of their talismans (which As Basher Callias sits down at the outside The Perch.
allowed them to penetrate most of his Storm Knights' table to talk, screech- In this case, the card initially has
magical defenses) and snatch him. He ing resounds from beneath him and extremely positive effects on the scene
was brought back to Chislethwaite, fills the room. Callios jumps from his for the Knights. Fearing the Storm
along with a large cup they took from chaiT, brushing aside a rather nasty- Knights' possible involvement with a
his cottage. looking rat. The rat leaps from the vampyre, Basher tells them whatever
Basher tried to pry one of the gems chair to the table, and as it does so, it they want to know, without question
off the cup, but couldn't. At any Tate, a attacks one of the Storm Knights. and without demanding payment of
strange dark-cloaked figure paid for TIle attack is not intended to harm any kind.
the snatch. If that guy was who Basher the target, but rather the rat simply The negative effects of playing the
thought he was, he lives in the North teaf'S away a small strip of clothing card come only if the Storm Knights
York Moors near Robin Hood's Bay. from the nearest Knight,c1utching it in dawdle in Chislethwaite too long. In
TheStorm Knightscan easily find it on its rabid maw. Before scurrying away, this case, a mabof angry ruffians takes
a map. the disgusting rodent turns to the to the streets in search of the Storm
Storm Knights and looks them over in Knight inquestion. Theycarry wooden
a frighteningly intelligent manner. stakes,crosses, and other anti-vampyre
Events Gallios remarks, "Dis place is getting weapons. Use the Dead Fish Gang
worse aU de time, mon." statistics.
The Goblins: The goblinsare a band The Storm Knights may attempt to Connection: A connection cud
of Ayslish "toughs." There are five of kill the rat, but it displays uncanny played here lets the Knight know one
them, short and squat, with wrinkled quickness and dexterity. The only of the seedy denizens, just as in the
little faces and high, squeaky voices. statistics you need to know are the previous scene. In this case, the stoolie
They come here occasionally, risking rat's dodge skill of 19, Dexterity of 14, hooks the Storm Knights up with
transformation (they figure the odds and its Toughness of 3. Basher, and warns them not to try
are low) for a few rounds of Cuiness Anyone who gets a PerceptiO'1 tolal pushing him around. He tells them
Stout, which they can't get outside of of 8 or better actually recognizes the they can either try to trick Basher or
London. lithe Knights merelyobserve Tat as being the eXJJd sa~ animol that expect to pay overS2500 for what they
the goblins, they see them suck down they saw crawl out from under the want to know.
enormous quantities of the shtff in a dead body outside The Perch (if that Mistaken Jdentity Subplot: When
very short time. ratescaped alive). It has the same black the Storm Knightssit down at the table

37
I.
TORG: The POSSibility Chalice

in the pub, the bartender looks at them obtained the location of the strong- they have to move fast.
in awe, and provides free drinks all hold towhich Babbidge hasbeen taken. Before they go, the Knights might
around. The Knights hear whispered Only one problem: she has reason want to outfit themselves for an as-
mutteringsabout "The Kingpin," and to believe that the information she sault. They may even wish to hire
"Godfather." received wasalsointercepted by agents troops from Aysle or Core Earth Lon-
When Basher enters, he marches from other realms. All the folks who don (maybe even from Chislethwaite),
right over to the Knights' table and were on the Storm Knights' trail in the Tolwyn advises (if asked) that they
bows. "You're Don Capone," he says, first adventure of the Relics of Power keep the groupsmall: too many folk in
only slightly uncertain. Unless the trilogy are probably on their way to the group, and the Dark Wizard might
Storm Knights disagree (in which case the North York Moors right now! get wind of their coming.
abandon thesubplot), BasherteUsthem The Storm Knights might also try to
everything they want to know in ex- get more information about this Dark
change for their promises of future Wizard character (say, to get his True
work for him. Make the players role- Awards Name or something). Unfortunately,
play the "mob boss" persona well, or all records seem lost. Theonly piece of
Basher gets suspicious. Each Storm Knight gets two Possi- information available (again, only if
The only catch is that Basher volun- bilities for completing this act, three if the Knights ask for it) is that the Dark
they took the trip to the Demon Plane.
teers himself and two of his thugs to Wizard was sometimes called Ame-
accompany the Storm Knightson their See the Award Guidelines section of
thyst, but this is obviously a cover
mission to Robin Hood's Bay. Unless the Torg Advetlture Book for more in- name.
they are very persuasive, he tags along formation on giving awards. If someone takes a look at a map or
and ultimately has to be dealt with. If contacts a Core Earth person whoonce
he finds out he was duped, he takesoff lived in that area, he finds out that a
to warn the Dark Wizard. Cut To ... British Lance Missile Base existed in
The next stop is the "Interlude," that area before the invasion. Il is an
and then on to act three. aboveground military compound,and
Variables would make a perfect "stronghold."
Then it's on to northeast Britain,
Still no leads: There area few ways, and an assault on the Dark Wizard!
including good old fashioned lack of Interlude
effort, by which the Knights could end Now the Storm Knights havea solid
up with no leads to the Dark Wizards' lead as to where Babbidge is being
stronghold.lftheyactuallymanageto kept,and some idea as to why. If you've
blow every possible lead and end up handled things right, they also know
leaving Chislethwaite empty handed,
they return to find that Tolwyn has

•• 38
Act""""

Act Three

Dark Rescue
The forest is darker here, and the
The Major Beat clouds above look as though they
The Storm Knights must enter the haven't let the sun through since the
stronghold of the Dark Wizard, Ame- invasion began. The trees are twisted
thyst. Somewhere within its forebod- and gnarled, as if by slow torture.
ing confines are the mage Babbidge Up ahead you see a fence strung
and the Possibility Chalice itself, its through the bushes. A narrow dirt
true powers as yet unrecognized by road leads up to a large wooden gate
Amethyst. The act ends when the in the fence. Three large, grotesque
Stonn Knights confront Amethyst's creaturesstand guard at thegate. There
final trap as the Dark Wizard escapes is activity within, and a feeling of
with the Chalice. dreadful tension.

The Action
SCENE ONE: Ln this scene, the Storm Knights'
Perimeter objective is to scout the stronghold
and determine the best way in. Show
the players the aboveground map of
the Dark Wizard's Stronghold (page
The Situation 41), and let them move about thea.rea
to decide on a course of action. De-
Standard. The Knightsarrive in the scriptions of the interiors of the build-
orth York Moors. It isn't much of a ings are in "SceneThree: Chameleons."
secret where the Dark Wizard can be U the Stonn Knights want to get
found: all the locals live in terror of the very close, or if they try to attack a
nearbyevil presence. Thisarea isunder guard, have aU participants generate
the protection of the dark forces based stealth totals. U anyone's total is less
at Leeds, and Pella An:Hnay hasn't than 11, some of the guards inside the
been able to penetrate very deeply fence hear noises, see glints of light off
into the heart of the evil (see the Aysle metal, etc. There is no immediate reac-
Fantasy Sourcebook for more informa- tion, but the guards are now more
tion). alert (see "Flags: Strange Party").
The Knights have to travel care- From the patterns of movement, a
fully to reach this area undetected, so Knight who generates an evidence
discourage use of conspicuous things QtWfysis total of 12 or more can figure
such as helicopters and trucks. Horses out which must be the main building.
or foot travel are their best bet - or After some time spent observing
they could come by boat. The a rea is (require another stealth total of 9 for
rife with reality storms, and a few the observers) the general patterns of
dark-force encounters (troUs, clemen- guard movement can be discerned.
tals, goblins, harpies) are automatic if The guard shih changes once every
they insist on being loud as they travel five hours.
(see the Torg World Book for additional A Knight who makes a filld total of
suggestions). 11 notices some odd activity at the
When the Storm Knights reach the "Lance Building." Guards enter occa-
location of Amethyst's stronghold, sionally, but seem quite reluctant to
describe the scene: do so. They leave five minutes later,

••
39
TORG: The Pll&lI.ibility CNlice

looking battered and bruised and dirty. played, the band of dwarves (from the them, explain that in their own expert
This is the building where Lance, the subplots listed in act two) appears to military opinions they don't stand a
metal golem (a transformed Lance offer the Storm Knights aid in their chance against the combined forces
missile) dwells, waiting for orders. He plans. Their personalities are dictated likely to be present inside.
must be oiled fairly often, which is an by which subplot(s) are in effect. If no
arduous task left to the guards. subplots are in effect, they are a wan-
dering band of loyal Ardinay follow- The Action
The Fence and Gate ers, and simply wish to help against
Amethyst. This scene can actually come about
The perimeter fence was formerly in two ways. The Storm Knights may
that of the British missile base, now choose to attack the compound, or
partly transformed intostnmg barbed Variables another plan might go sow, leaving
wire and wood, as of a stockade, but it the Knights with no alternative but to
can be seen through in several places. Whattheotherre~sare upto: At fight. In either case, the scene isa large
It is 4.5 meters tall with a damage this time, it is possible that the agents dramatic conflict, essentially event·
value of 8 for the barbed wire, al- of other realms are on the trail of the drivenasmoreandmoreofAmethyst's
though a climbing or acrobatics total of Storm Knights. Depending on yow minions come to his defense.
15 can avoid this. specific adventure circumstances, When running a large battle like
Both the fence and the gate have a there could be Kanawa ninjas hiding this. it's important to intersperse the
Tollghness of13, for those w ho insist on in the forest, observing the Knights; mayhem with moments of relative
breaking through. there could be a ile patrol on its way calm. both to give everyone time to
to the stronghold to recover the chal- refresh for the next attack, and to
Building Exteriors ice; there could even be a Cyberpriest provide drama. For example, a mo-
in the compound, ostensibly as a di~ mentary lull followed by the lumber-
The Lance Building is made of lomatic visitor to the Dark Wizard, ing approach of the golem is a s~
gleaming white stone, obviously of a who is waiting for the Storm Knights fire nerve-wrecker.
Ttdllevel too high for Aysle. The rest to show up. As the battle rages above, Ame-
of the buildings seem to have been Stop a moment and catch up with thyst is within his dungeon keep. yet
transformed; they are stone-and-wood what you thinkthosegroupsaredoing he still becomes aware of events and
combinations that resemble old--style before you go on to the next scene. preparesforescape. TheStorm Knights
farmhouses. AU roofs are Oat and have 20 rounds from the start of open
thatched. conflict to the time Amethyst takes the
Cut To... chalice and leaves.

Flags If the Knights feel that they can take


on the entire stronghold in a stand-up Events
StrUlge Party: If the Storm Knights fight (especially probable if they've
are strikingly odd, and they needed to duped Basher or have the dwarves or When the Storm Knights first at-
talk to locals in order to!.inpoint the the demon-summoning artifact), go to tack, they are likely to be handling the
location of the stronghol ,then one of "Scene Two: Frontal Assault." If they human guards and the trolls who
those locals ran to warn the Dark try the stealthy or tricky approach, go patrol the compound and the upper
Wizard as soon as Ihe Storm Knights to "Scene Three: Chameleons." areas. Once the alarm is given, units
left. Of course, the wizard has no time housed below ground will mobilize,
to speak to such peasants (the wizard and then attack. After a Significant
has no time to speak to anyone). One of portion of the enemy forces have been
the captains of the guard saw the SCENE TWO: committed to the battle, Lance (the
peasant instead, heard his story of the metal golem) lumbers forth from his
curious bunch asking questions, and Frontal Assault special building to attack the Storm
took appropriate measures. Knights. The descriptions of the de-
These measures boil down to in- fenders, given below, give the order of
creasing the guard and telling every- The Situation attacks.
one to be on alert. Stealth difficulty Each description assumes that the
totals are increased to 12, and guards Standard. This scene isenacted only unit orcreaturewas undisturbed until
travel in threes instead of in twos. if the Knights try or end up in "the the moment of battle; obviously, if the
If the stronghold is "alerted" by direct approach" - Le. there is no characters have performed sabotage
player character activity afto having stealth, only rnayhem and destruction or trickery before they attack, they can
been alerted by the peasant, then as they try to battle their way to save even the odds. For instance, if they set
guards are increased to low persquad, Babbidge.lf the Storm Knights do not the horse stables on fire as they attack.
and stealth difficulty is increased to 13. have the dwarf party, Basher's gang, then the Cavalry Squad will be in dis-
Conn~ction: If a connection card is orthedemon-summoningdevicewith array or even unable to fight. The at-

.,..,....------------------ ......
........40 .. .~
,
o Troll Guards
[Ill 11re Possibility Chalice: Map 6
~ The Dark Wizard's Stronghold • Human Guards

I.
41
TORG: The Possibility Chalice

tributes given include weapons and Description: This unit, according Human "Deep Guards" (6): DEX 13,
armor in the parenthetical values. to the Dark Wizard's thinking, should STR 11 (18), TaU 11 (16/18), PER 10,
be able to deal with any intruders too MIN 9, CHA 10, SPI 9.
Human Guards (8-16): DEX 8, STR 10 powerful for the trolls and the guards. Skills: dodge 16, fire combat 14,
(16), TaU 10(13), PER 9, MIN 8,CHA The first attack is a charge if possible, maneuver 14, melee weapons 14, find
7, SPI 8. for·5 action, +5 damage, +3 to be hit. If 11, first aid 11, language 11, trick 12,
Skills: dodge 9, maneuver 9, mis~ that attack succeeds, the warrior drops willpower 10, test of will 11, taunt 11,
sUe weapons 10, melee weapons 10, his lance and pulls his sword. If it fails, faith 10, reality to.
running 9, find 11, willpower 9. he attempts a charge again. Possibilities: 2.
Equipment: swords, damage value The horse soldiers use their beast Equipment: two-handed swords,
STR+6; bows, damage value 15, range riding skill to take full advantage of damage value SfR+7; full ring mail
10/40/100; ring mail, armor value being mounted by swooping in on a and silk lining, armor value TOU+5/
TOU+3. defender and making a quick attack, +7, (additional +2 vs. everything except
Description: These are the upper then swooping out of range. If the Tech 19+ missile weapons); uri, dam-
level guards, who patrol the surface attackers are using guns, the horse age value 17, range 15/40/100.
and whose job it is to spot intruders soldiers will instead stay close and Description: The Deep Guard are
(probably moot at this point) and to melee. the final elite unit belonging to Ame-
provide a delaying action and sound The bonus they gain for being thyst; they emerge from the dungeon
the alarm (one group at a time will mounted depends on the beast riding entrance backed by one wizard (see
attempt do this) to allow the lower- skill: they generate a beast riding total below) and the metal golem, four
level guardians to mobilize. against a difficulty set by the rounds after the alarm is given. U the
The variable number of these men opponent's maneuver value each time alarm is never given, the Deep Guard
present depends on their level ofalert- they attack. The levels of success are a remain underground.
ness. The rest are below ground, and bonus to the mounted soldier's action They are under various blessings
come up after the alarm is given, but total, and a penalty to the defender's and enhancement spells (already fac-
before the Deep Guard. action total when striking back. tored into attributes), and they carry
They will spend their one Possibil~ Core Earth weaponry. They will use
Troll Soldiers (3): DEX 8, STR 14 (21), ity only to absorb damage, or to avoid these weapons only if all other de·
TaU 14 (19), PER7,MlN 7,CHA 6,SPI being killed. fenders are out of the line of fire; they
8. The Cavalry Squad takes four fire full auto until they run out of
Skills: melee weapons 10, unarmed rounds to mobilize once they become ammo or disconnect; then they drop
combat 11, lifting 17, test of will (1n aware of fighting in the compound (if the uzi and return to melee combat.
willpower 10, intimidation 10 (14). someone is battling near them, shots
Equipment: heavy clubs, damage are fired, or the alarm goes am. The Wizard Polyphebo (student of
value STR+7; full ring mail, armor Amethyst): DEX 9, STR 7, TaU 8, PER
value TOU+5. Human "Top Guards" (5): DEX 12, 13, MIN 13, CHA 7, SPI 8.
Description: This squad of behe- STR 11 (18), TaU 9 (17), PER 9,MIN 8, Skins: prestidigitation 11, stealth
moths is the gate contingent; they will CHA 10, SPI 7. 11, alteration magic 15, divination
summon a human guard if they are Skills: dodge 14, fire combat 14, magic 14, scholar (Core Earth) 14, trick
100 confused by the fast-talkers at the maneuver 13, melee weapons 15, 15, apportation magic IS, conjuration
gate. In combat, they charge fuU tilt unarmed combat 13, trick 11, test of magic 16, reality 9.
and engage the intruders; they use will 10, taunt 12. Possibilities: 7.
sweep attacks if their opponents seem Equipment: two-handed swords, Description: Polyphebo is
to be too dexterous to hit. They attack damage value STR+7; full Tech 15 Amethyst's apprentice. He emerges
as soon as the human guards engage. plate, armor value TOU+8; muskets, along with the Deep Guard only if the
damage value 15, range 25/40/150. alarm is given. He knows earth shield,
Cavalry Squad (6): DEX 11, STR 11, Description: These heavy knights lightning, and mage dark. The vital sta-
TaU 10(l6),PER8, MIN 8,CHA 9,SPI are the last line of upper defense. They tistics for these spells are given below;
9. will only enter the fray after all other see the Torg Rufcbook for more about
Skills: beast riding 14, dodge 14, defenders have fallen or fled; there is a each spell.
maneuver 12, melee weapons 13, run- dramatic lull before they appear. Eartl! Shield: Difficulty 7, Backlash
ning 14, trick 9, test of will 9, taunt (11), When they arrive, it is with a clatter 12. Effect: wizard is +5 to be hit; if hit
intimidation 12, reality 10. of plate mail as they emerge from their within that five-point range, he is +10
Possibilities: 1. building (their full suits mean they Toughllcss.
Equipment: lances, damage value suffer the fatigue penalty.) They will Lightnillg: Difficulty 11, Backlash
STR+7 (value 18); swords, damage seek cover, discharge their muskets, 19. It has an effect value of 20 plus the
value STR+5; full chain mail, armor and attack under the cover of the shock bonus rolled. It must be cast for a full
value TOU+6, (mounted bonus can- and smoke from the gunfire. round; the mage then may firea bolt in
cels fatigue penalty>. each of the next four rounds.

•• 42
Act Three

Mage Dark: Difficulty 12, Backlash Flags one off. They may try to trick their way
18. Creates an area of utter darkness 15 in, or to sneak in through the fence.
meters in radius from a point chosen Nemesis, SuspiCIOn, true identity
by the mage, lasting six rounds. subplots: In all these cases, there are
Tactics: The wizard first plunges as enemies (Kanawa corporate meres, The Action
many of the Knights as he can into gang members of some kind, or the
darkness. Hethen erects theenrthshield party of dwarves) who have hereto- The thrust of the scene is to sneak
and casts lightning over the next five fore remained hidden. past the upper level guards and enter
rounds (one to cast plus four bolts). Now, as the Knights battle for their the main dungeon chamber, where
Then the darkness wears off. lives against overwhelming odds, the Babbidge is being held (if the Storm
He will only spend a Possibility to hidden forces will attack the appro- Knights leave the area, see "Vari-
avoid damage from attack or back- priate enemy to provide a dramatic ables"). The Knights may try to re-
lash, or to cancel an attempt at Glory. climax. main undetected, or they may bluff
Hero Setback: If this line comes up their way through (or both, depend~
Lance, the Calem: DEX 7,STR 16 (24t twice during the combat, Amethyst ing on how successful they were at
TOU 24, PER 7, MIN 4, CHA 5, SPI 7. grows impatient, and decides that the remaining undetected.)
Skills: melee weapons 11, unarmed presence of the Stann Knights con- If at any time the scene degenerates
combat 11, test (5), taunt (I 1). intimi- firms his suspicions about the chalice. into full-scale combat, go to "Frontal
dation (12). No longer needing to question Bah- Assault." This only occurs if a major-
Equipment: giant lance, damage bidge, he has the wizard killed. Bah- ity of the upper level troops are in-
value STR+8, (takes STR 14 to wield), bidge does not die immediately; see volved. If the combat is isolated and
Description: Lance is a metal go- "Flags" in scene four for full informa- unnoticed, stay in this scene.
lem, a living I unliving construct much tion. Continue using the map from
like a magical robot. He is actually a A Stonn Knight is killed: If aStorm "Perimeter," aUowing the Knights to
transformed Lance Intermediate Knight is killed, Tolwyn arrives with travel to and investigate whatever
Range Ballistic Missile, which was "the cavalry" in tow - literally! building(s) they wish. Only the hu-
stored at this base prior to the inva· Members of Pella's Home Guard man guard are in the open at this time,
sion. Now he is a minion of Amethyst. charge in at an appropriate moment patrolling semi-randomly and in small
He attacks after the Deep Guard freeing up the Knights to pursue the groups.
emerge from the dungeon chamber. fleeing Dark Wizard and entourage. [f the Storm Knights try to bluff
Use another dramatic pause as lance Don't bring Tolwyn in unless at least their way through any of the guards,
emerges and the DeepGuaroadvance, one Knight has been irrevocably killed. use the normal persuasion and c1umn
uzis firing. ruJes. The guards are hostile to anyone
Lance makes sweep attacks if the they don't recognize, enemy to anyone
Stonn Knights are too dexterous for Cut To,., who is actuaUy outside the gate. They
are brusque and uncertain of anyone
him to hit any other way. He is slow
and stupid. If the Storm Knights win quickly and anything; the Knights must tread
He is also incredibly tough. Being a enough, they can enter the dungeon carefully or a nervous guard will alert,
transfonned entity, however, leaves and make their way rapidly to the at the very least, thecaptain of the Top
him with one very interesting weak- lower chambers, where Amethyst is Guard.
ness. If the Storm Knights can enter just preparing to escape. Go to Scene If the Storm Knights are sneaking,
the chamber from which Lance Four: 'Within Amethyst." [ftheStorm ask for stealth rolls atappropriateinter-
emerged, they will find asimple launch Knights take too long and Amethyst vals; the difficulty of all rolls is 11 (the
console. has already escaped, go right to scene guards'{ind>.Ifsomeonemakesa noise,
Even though it is not fully active, one of act four. a guard (or group if they have been
hitting the "launch" button on the alerted) comes to investigate. If some-
console wiD enact a geas upon Lance: one becomes outright visible to a guard
he must immediately leave the base (they generate a stealth total of 3 or
(even in the middle of fighting) and SCENE THREE: lesst the guards move to sound the
seek Lenirlgrad. Hisinstincts will guide alarm unless they are quickly per-
him. If this happens, the Deep Guard Chameleons suaded otherwise.
breaks and flees. Polyphebo tries to
get back underground. Top Guard Barracks (A, Bl
Once the Deep Guard is commit-
The Situation These barrack are similar to those
ted, Amethyst has no more defenders. Standard. This scene is used if the of the cavalry squad, but they are larger
After the 20 rounds are up, the Dark Knights take a more reasonable ap- and nicer Iooking. The Top Guard
4

Wizard and the Viking warriors flee proach to entering the stronghold, and lounge here with their two-handed
with the chalice, leaving Babbidge for attempt to do it without tipping any- swords and muskets, unarmored. The
dead.

ft~--------------_
~. 43
..
TORC: The POISibility Chalice

equipment is in the room, but it takes the outside as though to keep some- the lances. The men's armory locker is
them four rounds to suit up. thing in. located at one end of the building. It
The commander's quarters are full The trap door leads to the larder, holdsa dozen broadswords and chain
of Core Earth trinkets and fine silks where all manner of food is stored, shirts. There are doors at either end
and furs. There is also a journal detail- including a "refrigerated" (via ice large enough to fit two horses abreast
ing times that Lance must be oiled block) section with several low-qual· (just lift the bar and pull to open). A
(about once every hour), including the ity cuts of meat labeled "For Dogs." large pile of hay fits into the southeast
hand-scrawled line, "It is annoying to comer of the building.
be reduced to a metal man's menial. Cavalry Complex (E, F, G)
Sometimes I long to push that button."
This set of buildings includes the Lance Building
Dungeon Building (C) main stable (El, the housing for the
squad (G), and thecommander'squar- This building is actuaUy a very tall
This is the structure which houses ters (F). The squad room holds all the missile storage facility which failed to
the entrance to Amethyst's dungeon, troopers and their bunks; the equip- transform completely when the inva-
which extends for two levels below ment and horses are in the stables. If sion occurred. Lance, the golem, re-
ground (seeSceneFour: "WithinAme- the troopers are surprised in their sides within unless the alarm is given.
thysr).lnside the walls there is noth· quarters, they have neither their wea p- Inside with Lance it is quite
ing but a dirt floor and a large stone ons nor their armor handy. cramped, and he does not recognize
stairway extending down into the The commander's quarters are enemies and does not attack until the
darkness. In one comer is thealann, a richly appointed, though small. The Deep Guard emerge from the dun-
large bell hanging from the ceiling, commander can also be caught with- geon. The only other item of interest is
with a long rope clapper. out anns or annor. When the alarm a control panel which has not under-
sounds, he gives orders to his men gone transformation. Any Core Earth
Mess Hall (0) concerning mobilization and attack. If character who gets a scholar (military)
he is not able to give commands, the or (science) total of 10 or more recog-
This large build ing has dining tables troops' attack is delayed for three nizes the launch button on the panel.
and a serving counter with a simple rounds. The difficulty for characters not from
stove behind it (wood burning). There The stables hold six horses and Core Earth is 18.
is a trap door in the floor, bolted from chainmail arm, and leg gear, as well as

•• 44
Act"'"

If the button is pushed. Lance lets


out a roar and stands, marching out of
Variables The Action
the building if he is still inside. He Basher: If the Storm Knights still U this scene is run as an aftermath to
marches right out of the compound have Basher along. he is not very "Scene Two: Frontal Assault.... then
and, in fad, to Leningrad, which is his stealthy and will make a lot of noise the dungeon falls eerily quiet when
"programmed'" destination. Once the and try talking to the various guards the Knightsenter.1t isdark and empty.
button is pushed, Lance is under a unless he is firmly convinced that this Theonly denizens left are the mastiffs
magical geas. and cannot be stopped is a bad idea. that roam the halls (see below).
unless he is destroyed. This occur· They leave: If the Storm Knights If this scene follows "Scene Three:
rence naturally alerts the human guard decide to leave, perhaps to get rein- Chameleons," then the defenders are
that something is up, and they come to forcements, two things happen. One, still in place, each in his own chamber
investigate. a carrier pigeon arrives with a m~ or area. Use the map of the lower
sage from Tolwyn. The message says, levels (don't show it to the players) as
"Do not despair, I am coming to aid the Knights make their way through
Flags you." Two, a man emerges from the the dungeon.
dungeon, stops a guard and says
Nemesis. suspicion, true identity loudly, "The prisoner is to be moved
subplots: In aU these cases, there are Dog Quarters
in half an hour. Prepare for our depar·
enemies (Kanawa corporate meres, ture." There are cigh' mastiffs (bulldogl
gang members of some kind, or the If that doesn't spur the Storm hunting dog crossbreeds) that live
party of dwarves) who have hereto- Knights to action, then when they re-- here. At the moment, they are out
fore remained hidden. Now, just as it tum from whatever side trip they're roaming the corridors (see the other
is most inconvenient (or the secretive taking. Babbidge and the Dark Wiz· room descriptions). They have been
Knights, the appropriategroup shows ard (with chalice) are gone, on their trained to recognize the denizens of
up. way to Norway (go to act four). the compound, and will growl and
H it is a nemesis card, the Nippons bark at anyone they don't recognize.
appear at the gate, demanding entry After a round of that (treat it as intimi·
and shouting that there are Storm
Knights in the compound. This alerts
Cut To... dation), they attack.
If the meat from the aboveground
the base, but does not immediately The next step is to enter the dun· larder is thrown to them, they attack
initiate a search. If the Knights keep geon chambers and search for Bah-- that instead of the Knights.
their cool and lay lowduringtheargu· bidge. Go to "Scene Four: Within The room is filthy; a nest of straw
ments, the Nippons are forcibly Amethyst." If the sneaking scenario and fur and bloody meat. It smells
ejected. The base stays alert. degenerates into open combat, go to terrible, but on an nridena QlUdysis total
If it is the suspicion card, the dwarf "Scene Two: Frontal Assault." of 12 or more, the Storm Knights n£>-
group appears. They foUow the Storm tice that there are no mes (or insects of
Knights in and try to ambush the any kind) buzzing about. Very odd.
Knights in the dungeon chamber. If
there are loud enough noises from this SCENE FOUR: Mastiff" DEX 12, 5TR 12 (14), TOU
fight, the dwarves nee, thinJcing the
Storm Knights are in cahoots with Within Amethyst 10, PER 13, MIN 6, CHA 4, SPI 6.
Skills: maneuver 15, running 13
Amethyst. They are Ilostile for pur· (limit value 11>' unarmed combat 14,
poses of charm and persuasion. find 14, test (11), intimidation 11.
If it is the true identity card, the
dwarves show up to save the Storm The Situation Equipment: Fangs, damage value
STR+2.
Knights' coUective hide if the Knights Standard. This scene begins when Desai ption: Mastiffs do not let pain
areabout tomakea terrible mistake or the Knights descend the steps in the bother them the way some other ani-
about to fail a stealth check. For ex- dungeon house, to enter Amethyst's mals (including man) do. They cannot
ample, a human guard sees the group underground lair. Describe the scene: be knocked unconscious from accu·
and runs for the alarm. The Storm mulated shock, only from wounds or
Knights, trying to remain quiet, fail to The room below the steps is very KO conditions.
knock the guard out during their ac· dark and smells like a wet dog. A faint When they attack, they attack in a
tion round. Suddenly a thick hand glow, as if from fire, illuminates the frenzy, using "aU·out attack" every
snakes out from around a comer and smoothed stone walls of the room and round. This means they have an action
catches the guard by the throat. He its side corridors. There is a chill wind valueofl7, a damage value of 15, and
falls to the ground as a stout dwarf and, from somewhere, a moaning echo. their effective skill/Toughness on d~
warrior appears, bows to the group, fense is 11/7.
and fades into the darkness.

.e
45
TORe: The P085iblity Chalice

[Jii() The Possibility Chalice: Map 7


~ The Dark Wizard's Stronghold
Upper Level
SbirsDown

Core Earth
Chamber

Exit
(stairs up)

Lower Level
Stairs Up

oj[ "
@)

~I
Wizard's Quarters
IViking Chambers I l] 'I

.. • 0
[0] I
+- Secret Ramp to Surface
~
I D L!
~)
Alchemy Room
6d I I

[J~ Trap
Room
, ~ .
Amethyst's Chambers ' \TO~
"eas0
Chambers - f-...-
, Babbidge

I I ..
u ~~~~:
....
...
1 here
_X

•• 46
Act Three

Core Earth Chamber the chamber is empty except for spar- the results of the charm are read nor-
tan fumitureand bunks. If this scene is mally. Morethanonedosecan begiven
The oil for Lance, uzi ammunition. run following "Scene Three: Chame.- to the subject, even if the previous
repair parts, and otherCore Earth items leons," there are six Deep Guard (see doses fail.
are kept in this room. To prevent trans- scene two for stats) in silk armor with
formation, Amethyst pays a Stormer two-handed swords. Theirsuitsofring Wizard's Quarters
realm-runner to rome in once a week mail hang on the wall.
and inspect and dean the machinery. This is where Amethyst's wizard
This seems to slow the transformation bodyguard, Polyphebo, resides. This
process down to nothing (under the
Viking Chambers
wizard is more of an apprentice than
same rubric as playercharacter-owned There are two mastiffs roaming anything else, but he is quite powerful
items not transforming during adven- around outside this chamber. in his own right. The room is spartan,
tures). The personal bodyguard of Ame.- and there are no magical accessories,
Afire combat total of 16, or a scholar thyst resides here, but they are hardly if running this scene from "Chame.-
(firearms) total of 8 allows a Knight ever in their quarters. lnstead, they leons," there is a wadded up piece of
from Core Earth to put together a stay nearAmethyst, asa physical guard paper stuffed under the mattress. A
functioning uzi out of spare parts. to that august presence. Stonn Knight can find it on a find total
There is a mastiff near here, who The room is dour and spartan, as of 14 or more. It has hand--scrawled
comes to investigate the noise and befits vikings. If this scene follows notes that say, "'Weakness in master's
smells of the Storm Knights. ''Scene Three: Chameleons," there are chamber. Has something to do with
nearly full rucksacks atop each neatly name. Color? Letters? Calendar is
Human Guard made bunk. The rucksacks contain trapped."
runics, other dothes, a viking helmet This is Polyphebo's note to himself
There are two mastiffs roaming (easily recognizable to anyone from concerning a magical item that can
around outside this chamber. Core Earth or Aysle) and some poetry destroy the Dark Wizard. It means
This is the quarters for the human on parchment. "The item of weakness is hidden
guards who patrol the upper level. It is obvious (no roll needed) that somewhere in Amethyst's chamber.
They are crowded in here in bunks set they are an elite group, and are plan- Its location has something to do with
one foot apart. The room smells of ning on leaving soon. An evidence the Dark Wizard's name. Is it based on
sweat, and dirtysocks and tunics litter a1UJ{YSis total 0£14, however, indicates the color? The letters in "amethyst?"
the Aoor. Thereisnothingofanyvalue that none of the others were/are plan- The calendar hanging on the waU has
here, but if the base is not fully alerted ning on leaving. so only the vikings traps in it." You can fill in some of the
then there are up to eight guards play- and Amethyst willbegoing,andgomg blanks for the players ifa character can
ing cards on the bunks (they are unar- soon. get an evidena analysis total of 12 or
mored, but carry swords). if this scene follows "Scene Two: more (give more information for
Frontal Assault," then the room is higher success levels).
Troll Quarters empty of all save the furniture. There is a mastiff near here, who
comes to investigate the smells and
There are two mastiffs roaming noise of the Stonn Knights after about
around outside this chamber. Alchemy Room
a minute.
This is where the three gate.-trolls This room is filled with vials, tubes,
live, and if anything is messier than and bubbling retorts full of noxious
the guards' quarters, this is it. It smells Amethyst's Chambers
chenticals. The Stonn Knights don't
of something exotic and disgusting have time for a lot of experimentation, This is the Dark Wizard's dwelling.
that no one can quite identify. There but an alteration magic or scholar (al- It is dark inside, suffused with a low-
are three large bunks and attendant chemy) total of 15 or more tells the grade version magt dark that seems to
personal belongings, but nothing of Knights that the latest projectseems to come from everywhere at once. The
any value except: payment scrip worth be truth serums or mind alteration bed is furnished in rich purple, the
(ifaStorm Krughtcan con an Uthorion drugs (useful in interrogations, obvi- carpet is purple, the furniture is purple.
paymastersomewhere,somehow)900 ously). On the wall is an elaboratestone calen-
tram (about $450). The Knights can also spot a com- dar, engraved into the wall, depicting
pleted batch of such a drug. good for the current year to come. One date in
Deep Guard four doses, on one of the counters. A each month is circled in what looks
find total of 15 can also spot this vial, like purple paint (the specific dates
This chamber houses the Deep though the Knights will have no idea don't matter).
Guard when they are not defending what it does. A find total of 12 or more reveals
the compound or out raiding the When used, the drug generates a that each circled date on the stone
nearby villages. if this scene is run totalbasedona "charm" skiJIof25. The calendar is actually a button. if any of
after "Scene Two: Frontal Assault," subject makes an active willpower roll; the buttons, except February, are

••
47
TORG: The Possibility Chalice

pressed, a low humming sound fills nous buzzing hum. Looking in, they disabled from outside, and if a charac-
the room and thewholedungeon area. can see the floor writhing under a ter begins to work on the trap mecha-
If the characters are trying to be blanket of dark insect bodies. Anyone nism from inside, it springs at once.
stealthy, they have just set offanalann. foolish enough to enter the room finds When the trap goes off, Amethyst's
Defenders rush to the chamber as in nothing of interest and takes a damage voice rings out inside the room. The
"Frontal Assault," and Amethyst pre- roll with a base of 20. Dark Wizard's voice is deep one
pares to escape, etc. moment, high-pitched. the next, as
If this scene is run from Scene Three: Trap Room though both a man and a woman.
"Chameleons," and the February but- Indeed, none knows the true sex of the
ton is pushed (Amethyst is the birth- This is the room of legend, the room Dark Wizard.
stone for February) then a wall panel that Amethyst has prepared for the "The fates are mine, and what is
slides back, revealing a small niche ones fated to destroy him (all Dark prophesied is about to take place!
containinga golden medallion. Noone Wizards have such legends that spring Behold the Death of the Four Colors!"
recognizes this medallion, nor can its up around them). [n this case, the the voice cries. Then a large slone slab
properties be readily detected. legend states that the one who can door descends, blocking the entrance,
If the niche is found after Amethyst destroy Amethystcanonly bedefeated and the door at the other end locks
has left, then it is empty. by his own actions. Amethyst has tight (Ihe door has a weight value of
devised a trap to take advantage of 20, the lock is a difficulty 24). Four
Carrion Room this. nozzles, cunningly hidden in the stone,
If this room is entered after "Fron- begin spraying forth four different
This room has a simple vennin at- tal Assault," then Amethyst is gone, colors of gas (red, green, blue, and
traction spell on it. AU the insects, flies, but the trap still activates on its own. yellow). When the four colors meet in
spiders, snakes (you name it, it's in Otherwise, the trap springs as the last the middle, they combine to form a
there) in the area are in this one room, Storm Knight enlers the room. A find fifth color, black.
along with offal and carrion that even total of 20, or an alertness card, lets a When this begins, go into rounds,
the dogs wouldn't eat. As the Knights character notice something odd above using only the dramatic skill use box.
approach the room, they hear an omi- the entranceway; the trap cannot be The Storm Knights may disable each

•• 48
Act Three

nozzle, one skill letter per nozzle. It is


a Stmrgth or prestidigitlltion check,
(depending on the tack they take) of
difficulty 13. Theymayalsoatternpt to F orgetful Players
lift the slab. or pick the lock on the far if the character rolling has con-
This is a tough due, spanning
door. These are also dramatic skill
back to a previous adventure. verted to Kra Buddhism, the
resolutions. Nobody feels any ill ef-
Your players might not remem- difficulty of this check is only 10.
fects. even from the black smoke. until If a character says he is trying
ber the prophecy, even with the
the fourth nozzle is disabled. the door to disbeUeve an illusion, he may
clue given by Amethyst. You also
is opened, the stone is lifted, etc.. Don't doso on a Peraption total of11 or
might be nmning thisadventure
teU the players how long the charac- more. If the characters are about
as a stand-alone.
ters have in order to accomplish their to disable the final nozzle, call
Some ways to help your play-
task. ers, for Perception totals from every-
The trap is that the gasses are illu·
An idea card cangivea charac- one. 10 this case, the difficulty is
sory; only by "their own actions" - 22 to detect the illusion.
ter a hint that the gas does not
that is, by actively working to disable II all else fails, let the charac-
seem to be affecting them at all.
the nozzles or to escape the room-
Perhaps it's safer not to rock the ters take their punishment.
does the 'gas' gain potency and reality
boat. An roidence anJllysis total of They're Storm Knights - some
energy. When the fourth task is ac-
20 or more gives this same clue; of them will survive.
complished, the black gas already in
the room becomes toxic. Each charac-
ter is affected by a damage valueof26,
plus a rolled bonus. Armor is no pro- Uthis scene follows "Chameleons," Event
tection. This effect lasts for one round; they see Amethyst, the vikings, the
then the doors open at either end, and wizard apprentice, and the chalice, all The Eyes of the Vampyre Return:
the gas disperses. disappearing up a hidden ramp lead- Note: This event relates to the event "The
The key to avoiding this fate was ing to a spot well outside the base Eyes of the Vampyre" from Act Two,
given by Amethyst himself, when he perimeter. Just as the Storm Knights scent four. It does not come into play if
said "What is prophesied is about to enter, the ramp door slams shut and you're running the tulvrnture as II stand
take place:" The Storm Knights must Amethyst's mocking laughter echoes alone.
remember the prophesy of the Des- through. Again, Babbidge is chained As the Storm Knights walk the
tiny Map: "Accept the Defeat of the to the wall. See the sidebar for more shadowy corridors of Amethyst's
Four Colors." In other words, the key about Babbidge's personality and dungeons, they get a strange sense of
is to 'accept the defeat' and do noth- possessions. being watched. If they turn to look
ing. If the fourth part of the dramatic Babbidg;e is unconscious; a behind them, anyone getting a find
skill resolution has not been accom- successful first aid roll allows the wiz- total of 10 or better catches a glimpse
plished after nine rounds, the gas dis- ard tospeak. HetellstheStorm Knights of a pair of beady rodent eyes gleam-
appears and the doors open. See the all that has transpired: his suspicions ing out at them from the shadows.
sidebar for additional ways to avoid about the chalice, his indiscretion in If more than one Storm Knight
the trap. telling the wrong people, the kidnap- approaches the creatu.re, it scurries
ping, and the questions that Amethyst away out ofsight before the characters
Torture Chambers asked. can reach it. If a single Storm Knight
It is obvious that the Dark Wizard approaches, the rat leaps out at him
This is a complex of torture stations suspects that the chalice is an eternity from the darkness. This time, it is clear
in a large open space; racks and iron shard, and wishes to turn it over to his that this is the very same rat from
maidens and forges with hot pokers in High Lord, Uthorion. He simply Chislethwaite,and no total is required
them are scattered throughout the wanted as much information as p0s- to recognize it.
chamber. The walls indicated on the sible from Babbidge before doing so. This time however. the rat does not
map are barred, but otherwise open. Now, the Dark Wizard is probably on merely lear a shred of clothing from
If the Knights came here after his way to Norway in his viking long- the victim. It attacks the lone Storm
"Frontal Assault," the chamber is ship, to find Uthorion and give him Knight, seeking any exposed flesh it
nearly empty and eerilyquiel. Through the chalice. can find with its sharp claws, or in lieu
the jungle of bars and torture equip- With that, Babbidge gasps and of that, something softer than armor.
ment, the Storm Knights see Babbidge passes out, falling into a deep sleep. (U the Knight is completely armored,
hanging by his wrists from manacles the rat does not attack.)
set into the far wall.

••
49
TORG: The POSSibility Chalice

The rat attacks with an unarmed com-


bat value of 14 and its bite has a dam·
age value of 12 (its dodge is 18, DEX 14,
rou 3). Once the rat has successfuUy
drawn blood from its victim,. it imme-
diately scurries away into the dark-
ness.
The blood drawn by the rat serves
as an even more accurate means of
magically tracking the Storm Knights.
Any character making an nlidenu
analysis total of 10 and a scholar (arctlne
lore) total of 12 recognizes the situ-
ation for what it is. Someone with the
power to control rodents (or shape-
shift into one) is. gathering items to
magically keep tabs on the Knights.
Again, this event has no particular
relevance to this adventure, but it does
set things up for the next adventure in
the Relics of Power trilogy - The For-
ever City.

Flags
Connection: If aconnedion is played
here, the Storm Knights run into
Amethyst's realm-runner as she in·
spects the machinery and equipment
in theOiJ Room. She is Kania Koven, a
Core Earth bush-pilot type who does
some work for Amethyst on the side.
Because she knows the Knight with
the connection, she agrees not to reveal
the Storm Knights' presence, but she
will not act for them. She is neutral. She
will, however, describe the general
layout of the dungeon, and warn ~he
Storm Knights about the Carnon
Room, and the trap in Amethyst's
chamber, She leaves quickly after talk-
ing with the Knights.
The Gallios Gang: If the Stonn
Knights still have the Gallias Gang
members with them, then the gang
will not descend into the dungeon.
They agree to stay at the head of the miracles, medicine or magic can save thyst (if they use stone tunnel to enter
stairs and guard, but no more. If they him. In this case the secrets of the torture chamber. for example). If
are browbeaten about this in any way, Babbidge's spell and new knowledge this happens, the vikings spring for-
they all get huffy and try to leave. remain secret. ward to defend their master while he
Babbidge put to death: If the and Polyphebo make good their es-.
Knights were unlucky in "Scene Two: cape with the chalice, via a teleport
Frontal Assault," and tookenti.rely too
long, Babbidge is dying when they
Variables speD that carries them to the boat
outside.
reach him. He gasps out that he be- Avoiding the trap room: It is p0s- The vikings faU before the Storm
lieves the chalice is an eternity shard, sible that the Storm Knights can avoid Knights (don't bother playing out the
and that Amethyst is going to take it to the trap room and still confront Arne-
Uthorion in Norway; then he dies. No

•• 50
Act Three

M ore About Babbidge


Casper Babbidge used to be a skill add "1./1 It costs one Possi- mixes the paste. To cast the spell
Core Earth museum curator; bility to learn the spell. He will he envisions the destination of
when he was transformed by the also teach diuinJltion ITUlgic to any the warding symbol, and slaps
waves of altered reality acrom· character that does not have the the paste down onto the floor in
panying the invasion, hediscov- skill (it costs the character five front of him. A glowing blue
ered a predilection for magic. and Possibilities, as usual) for no ward appears at or near the tar-
broadened hisavenueof research monetary charge. get 40 seconds after the casting.
into the strange chalice of which When any folk approaches the
he had become sole custodian. MesugeWard ward, the blue symbol activates
To help with this, he invented a Axiom Level: 12 and speaks its message, show-
new spell (see below). Skill: divination/folk 20 ing an image of the mage as it
Babbidge is friendly, inquisi- Backlash: 22 does so. The message must be
tive, and talkative. At the rna-- Difficulty: 14 fairly simple, no more than 100
menl, however. he is weak and Effect: 0 words. The spell occasionally
emaciated from continued tor~ Bonus to: range goes off in the presence of any
ture. Range: 20 (4 miles) tivingcreature,suchasacat. This
if the Storm Knights rescue Duration: 29 (1 week) is a rare occurrence.
and attend to him.. he wiD re- Cast Time: 16 (1 hour) This is quite a useful "radio"
ward them at the end of the Manipulation: apportation, spell for Aysle, since the mes-
adventure by sharing his new control sage always arrives 40 seconds
speD and synonymous knowl- after the casting, regardless of
edge{deniuns,synonymouswith Thespell requires the mage to the range achieved. Babbidge is
folk). mix a paste made of clay and theonly one who knows this spell
It costs a character five Possi- blue coloring, intoning the mes- at the moment.
bilities to learn the knowledgeal sage he wishes to leave as he

rounds), weakening Amethyst's ulti-


mate defense in act four. In this case,
Awards Interlude
one viking can be interrogated; he is The Storm Knights get three Possi- The chase is on, and speed and
loyal to Amethyst, but if forced to talk, bilities for completing this act. It may tension are the most important aspects
he reveals that the Dark Wizard plans be tempting to give four ii they chose of the adventure now. Don't dwell on
to sail across the North Sea to Norway, the "Frontal Assault," but do this only the escape from the dungeon, even if
where he will meet Uthorion and tum if they did not choose to fight but were the Storm Knights entered by stealth
over the chalice. Ii the Storm Knights forced into it. Rewarding the Knights and aU the denizens are still alive.
want to stop him, they'll have to do it for mass slaughter will only teach them Ignore these encounters by reasoning
at sea, preferably in the mixed axiom bad habits. that when Amethyst flees, most of the
zone between England and Norway, minions do as well. Do a quick cut to
so that they stand a better chance of Robin Hood's Bay and the beginning
usinganymodemweaponsandequlp- Cut To of act four. There isn't time for any·
ment. thing else.
Babbidge will confirm as much of The Knights continue the pursuit in
this information as he can, and acts as act four.
described in the sidebar.

••
51
TORG: The Possibility Chalice

Act Four

The Thunder Below


tethered at the harbor for them to use.
The Major Beat Unfortunately, most are in mediocre
The Storm Knights engage in a shape. It will take several minutes to
desperate pursuit across the North Sea, ready any of these for sailing. If the
trying to keep Ameth:rst from bri.ng- Knights have a flying craft nearby,
ing the Possibility Challceto Uthonon. they find that it has been hopelessly
The act, and the adventure, end at sea wrecked by blatant sabotage; it's use-
with the final victory or defeat of the Jess in pursuit.
Storm Knights. Once they put to sail, use the chase
sequence (see the Torg Rulebook) to
determine the distance behveen the
two vessels (the relative distance from
SCENE ONE: shore isn't important, if you don't feel
like keeping track). Statistics for the
The Long Ships longshiparegiven in the sidebar, along
with the "standard boat" the Knights
get if they need. to steal a ship (page
54).
The Situation The vessels begin 100 meters apart
if the Storm Knights have their own
Standard. This scene shifts directly
ship, 500 meters if they have to take
from the end of the previous act, as the time to steal one. They start 1,000
Knights pursue Amethyst to Robin meters apart if the Storm Knights did
Hood's Bay, where the Dark Wizard
not pursue directly (for example, they
has a ship waiting for transport to
were all knocked unconscious by the
Scandinavia. As the Knights near the Trap Room).
bay, describe the scene:
The chase is a mood piece. Ame-
thyst, a powerful sorcerer, has sum-
The trees are thick here, but up
moned up magical storms and is pre-
ahead you can see the dazzling blue of
paring many powerful spells. Have a
Robin Hood's Bay. There are several
lightning bolt or arcing fireball e.xp1o:
boats tied up at the docks, including sian wrack the sea near the Kmghts
one that is bustling with activity: a ship, as Amethyst gets the range. The
Viking longship that is even now pull-
skies darken, the sea gets choppy.
ing out into the open sea. Don't forget that they're in a domi-
nant Aysle zone as well, if the Knights
have a boat with a motor. At some
The Action point within the chase, enact the
The Knights may have some long- "Event" below.
range weaponry, or they may push This scene lasts until the Knights
movement to attempt to catch pull to within 40 meters of the viking
Amethyst's ship before it leaves the ship, just as the powerful weaponry
dock. Unless you want the climactic on both sides is ready to fly.
battle to take place now, don't allow
this to happen: a magical wind spri.ngs
up, and the viking ship shoots out mto Events
the bay! The Uvwe Seal-Folk: As the chase
Now the Storm Knights must pur-
ensues, the Storm Knight begin to
sue. If they have a ship of their own, notice seals breaking the wateraround
they can hop right in and take off. If their ship. More and more appear,
not, there are several yacht-sized boats

...:.,=-----------~
52
Act Four

until suddenly one of them makes a Variables ondryland,onceAmethysthasgotten


mighty leap and lands with a thud on to Scandinavia. However, due to the
the surface of their vessel. The Storm Knights catch the vi· violent weather, they must follow
Before anyone can do anything kings too quickly: Ifthe Storm Knights fairly close to the viking ship or risk
drastic, thefonnoftheseaJ ripples and have spells, items, cards or equipment losing it. By doing this, they are sub-
flows, and suddenly there is a beauti- that you can't get rid of, and it gets ject to Amethyst's fireball attacks. If
ful, and quite naked, woman sitting them too close to the vikings too fast, the Knights opt to use this tactic, go to
on the ship's deck. She has slightly Amethyst casts a mega·size fog speU. Scene Three: "Sunk!"
greenish skin and webbed fingers. Her His own ship, oars creaking Slightly
name is Karinna Waverunner,and she (but the echoes make it impossible to
is an Uvwe shapeshifter. The Uvwe follow), glides out of the fog and ~ Cut To",
are a peaceful aquatic race, dedicated gains its lead. The Knights flounder-
(as are the Stonn Knights) to the ban· in this case. the Uvwecanshow up to Just as things look bright for the
ishmentoftheeviJ High Lords(see 1M lead them out of the haze. This can Storm Knights. as they and the Uvwe
Ayslt FantJlsy Sourctbook for more in· take as much or as little time as you close in on Amethyst, go to "Scene
formation on the Uvwe). like. Two: Terror of the Deep."
Karinna is the spokesperson for the If the nature of the Knights' advan·
other Uvwe, down below, who wish tage precludes even the fog or mage
to help the Storm Knights catch Ame-
thyst; they know of the Dark Wizard,
dark, then Amethyst's ship simply
vanishes, to reappear a moment later
SCENE TWO:
though they are not aware of exactly
what's going on. The Knights can
and about 500 meters further away (or
whatever it takes to pace the scene
Terror of the Deep
spend the rest of the scene discussing properly). The Dark Wizard has en·
plans with Karinna. acted his Special teleportation spell
once again. The Situation
Uvwe (human form): DEX 11, STR 7 If the Storm Knights decide to
02l, TOU 9, PER 10, MIN 9, CHA 11, follow Amethyst's ship but not stop Standard. The Knights are dosing
SPI9. it The Knights may feel that they have in on Amethyst's ship and, with their
Skills: acrobatics 12, maneuver 13, a better chance of grabbing the chalice Uvwe allies. threaten to stop him and
melee weapons 12, swimming 14, first
aid 11, tracking 12, faith 10, reality 10,
shape shift 12.
Equipment: bone knife, damage
value STR+3; spear, damage value
STR+5.
Description: The Uvwe are mostly
peaceable and not hugely canny in the
ways of combat. If pressed into com-
bat service, they fight valiantly but
futilely against the heavily armored
knights. There are six of them avail-
able as surface combatants; the rest
remain in the water.

Flags
Connection; Ifsomeone plays a con-
nection card at the beginning of this
scene, a friend of the Knights' has a
boat at the docks. The Knight with the
connection knows the boat bysight and
can leave a message before the Storm
Knights take off. In this case, they start
the chase 250 meters away.
RomanC(! subplot A male Knight
with this subplot catches the eye of
Karinna. This could get sticky later on
when she offers to lead the attack
against Amethyst's ship.

~~-------------------_
~. 53
...
TORG: The P085ibility Challao

defeat him at sea. But the Dark Wizard dragon, the Uvwe frantically try to matically loses all subsequent Possi-
has one final trick. As the Storm harass it and draw its attention away. bility awards for taking the subplot if
Knights get to within 40 meters of Describe their valiant charges and he does not convince his comrades to
Amethyst's ship, or as they begin to harrying attacks, and the occasional stay and fight the dragon to help save
effect whatever plan they've cooked scream as one is swallowed by the evil theUvwe.
up with the Uvwe, describe the fol· creature. To represent the effect of the
lowing: Uvwe'sattacks, roll a maneuver attack
From the other ship. you hear a against iteach round, witha basevalue Variables
booming voice that echoes across the of16. Tell the Knights the dragon roars
waters like a clap of thunder, pro- in anger and flails futilely at the nim· Using the A·Bomb: U your player
nouncing words that you have never bly darting seals. characters have some secret weapon
heard and cannot understand. The best tactic to defeat the dragon or devastating attack, it's fine for them
The sea beneath you begins to boil is to trick it into exposing its "soft" to use it against the sea dragon. But if
and heave, and the Uvwe scream in underbelly (TOU of only 20 instead of they use this weapon to sink Ame-
terror. From beneath thewaves, a huge JO). or to attack from below. This also thyst, the climax loses some impetus
scaly creature, with a mouth full of holds true for vital blows aimed at the (not to mention losing the chalice).
white bone, emerges amid a puff of mouth or eyes - in addition to the To forestall this, first remember that
steam. normal.a/ +4 modifiers, use a Tough· you're in dominant Aysle territory.
ness of 20 for such attacks. Will the weapon work? Don't forget
The Storm Knights do not have to the long.range contradiction rules on
The Action battle the monster, however. Instead, page 99 of the Torg RulL Book.
they may choose to continue the pur- Next, remind the players that the
This is an Ayslish Aquatic Dragon. suit of Amethyst. In fact, an Uvwe chalice will sink into the depths of the
summoned up by an arcane spell cre- might shout up at them to do just that. North Sea if they simply destroy
ated by the Dark Wizard. The viking In this case, as the characters' boat Amethyst'sship. Maybethe Uvwecan
ship pulls away from the fray quite pulls away from the conflict, they hear find it and pick it up - and maybe
rapidly, as the dragon is unlikely to thescreamsof the doomed seal people they can't.
distinguish friend from foe. (a little guilt always adds to thedrama). U all else fails, switch to dramatic
It is a young Aquatica, but it is still If they continue to chase Amethyst, rounds and require that this attack be
plenty tough enough tosnapup Uvwe let them attack and prepare to board done as dramatic skill resolution. In ef-
inone gulp, and to demolish theStonn the longship. Bullets,spearsand spells fect, make it the climax of the adven·
Knights' boat if they don't kill it fly back and forth as both ships begin ture and it will be more satisfying for
quickly. to bum and a pallofsmoke risesabove everyone.
the battle. The Storm Knights go underwater
Young Aquatic Dragon: DEX 12, to sne...k on board: If the characters
STR22 (25), TOU 20(30), PER 17,MIN don't dose with Amethyst, but instead
16, CHA 8, SPI8. Flags get close enough to employ SCUBA
Skills: swimming 13, unarmed gear, then they're doing what they
combat 13, find 18, trick 19,testofwiU Hero Setback: A Hero Setback can should be doing - they're just doing
19, willpower 18, intimidation 10 (14), include a character falling overboard, it a little early. In this case, go to the
reality 9. especially if they stayed back to fight "on board" sectionof"Cat and Mouse"
Possibilities: One per Storm the sea dragon. In this case, the fallen immediately.
Knight. character is snapped up whole by the
Natural Tools: Armor value sea dragon if he cannot get back into
TOU+l0; tail, swimming limit 11; tail, the boat in his next action round (re- Cut To
damage value STR+3; steam breath, quires a swimming or climbing total of
damage value 26, range 50/100/250. 17). If the Stonn Knights continue the
Description: The dragon can fire a If this happens, the Uvwe will sac· pursuit and abandon the Uvwe, go to
shot of steam breath once every three rilice themselves and dive into the "Sunk!" as soon as they are about to
rounds. It will first attempt to eat the creatures gullet to drag the stunned board and capture Amethyst's ship.
Uvwe - this takes seven rounds - Stonn Knight to safety, as long as ei· If the Storm Knights stay to help the
then (if they're still around) demolish ther: 1) there is a romanu subplot, 2) Uvwe, they lose Amethyst in the gray
the Knights' boat using its tail and the characters did not hesitate to come haze of the day, and must begin to
steam attacks, then snap the Stonn to the Uvwe's aid when the dragon search for him. Go to "Catand Mouse."
Knights up one by one once they're in attacked, or 3) the Storm Knights If they sneak on board Amethyst's
the water. It uses its Possibilities to charmed the Uvwe delegate very well ship instead of attacking, go to the "on
cancel players' card play or Possibili- during their brief parlay. board" section of "Cat and Mouse."
ties when their die roll is 21 or over. Romance Subplot: If the romanu
U the Storm Knights battle the sea subplot is in effect, the character auto--

•• 54
Act Four

T he Important Statistics

The Ships Equipment: broadsword, Possibilities: 17.


The Viking Longship: Tech damage value STR+6; spears, Equipment: All spells except
7; 25 kph/15 rnph/value9. Pas· damage value STR+s; full scale aUXlY sight, mage light, sunstore,
sengers: 60; Toughness 20. mail, armor value TOU+7, and true fight. He also has
The ship is 30 meters long, (causes fatigue penalty). modified alteredfireball and wenk-
with leather shields decorating ness spells.
the sides;ust above the oarlocks. Viking Clerics Tactics: As the Knights close,
A crew of 30 rows below decks There are two viking clerics Amethystcasts strength and other
(15 on a side). A magical wind on board, in addition to the enhancement spells on the vi-
cast by Amethyst adds to the warriors (one at each end of the kings and himself (you don't
speed, making it faster than such ship). The clerics have the same have to handle this - the spells
a ship could normally be. stats as the warriors, but also account for the viking's height-
lt is mounted with a small include the focus skill at 11. ened stats, and make them
arbalest, requiring the heavy They do not fight unless at~ immune to all the Knights' folk
weapons skill to operate; the ar· tacked. Given the large commu~ spells that have a skill total of
balest is Tech 12, has a damage oity present on the ship, they less than 21).
value of 21, and has a range of will tend to sua:eed at most of When the Knights get within
40/80/150. It fires once every their miracles; if you wish, don't 40 meters, Amethyst places a
four rounds. bother rolling for their success. mage dark on their ship, then
instead, assume that once per unleashes lightning and altered
Standard Sailing Yacht: Tech round they automatically heal or fireballs (see below). When the
21; 35 kph/25 mph/value to. soothe a faUen comrade; if no one Storm Knights emerge from the
Passengers 10; Toughness 17. needs healing that round, the darkness, headds wenkness to his
This is the standard pleasure clerics ward danger against the attacks (see below).
craft the Stann Knights can find Storm Knights' guns, adding 6to By the time the Knights hoard
tied up at the docks. It has no the difficulty of all shots taken the longship (if it is a frontal
motor. with high~tech weapons that assault) Amethyst will be dis·
round. guised as a viking. If he is discov-
ered or if he simply needs to
The Viking Warriors escape, he will fly into the air,
There are 30 rowers below- Amethyst, the Dark Wizard heading for Norway.
decks. They do not fight, even if Amethyst is a very powerful Amethyst had previously
the ship is boarded, because Ayslish wizard, and one of prepared the magewind and
Amethyst ordered them to "row Uthorion'smosttrusted minions. weather control spells he uses
or die." He knows most of the spells in throughout this scene with Pol-
If Amethyst still has his body- the starting grimoire (the ones yphebo.
guard with him, there are 19 Amethyst doesn't know are listed Amethyst's fireball and
vikings plus Polyphebo. If the below). weakness: Amethyst's fireball has
vikings fought a delaying action Toavoid having to read about a range of 150 meters, and burns
to escape from the dungeons, every spell, only those that are for six minutes on the surface of
Amethyst has only nine warri- immediately useful are men- the water. Even if the fireball
ors with him now. tioned in the "tactics" section misses the Storm Knights' ship,
below. they must avoid its area effect to
Viking Warrior: DEX 12, STR avoid taking damage. It has a
12(8), TOU 13 (20), PER 9, MIN Amethyst: DEX 11, STR 10, base damage value of 20.
9, CHA II, SPIIO. TOU9, PER 13,MIN13,CHA 10, Amethyst's weakness spell has
Skills: heavy weapons 14, SPI9. a base effect value of 13, not 8.
jumping 13, melee weapons 15, Skills: dodge 13, prestidigita- These enhancements are due
missile weapons 13, swimming tion 12,stealth 12,swimming 12, to the Dark Wizard's use of the
13, climbing 14, trick 11, water alteration magic 18, divination magic manipulation rules found
vehicles 12, medicine 10, test 11, magic 16, first aid 14, trick 15, in the Aysle Fantasy Sourcebook.
faith 11, intimidation 12. apportation magic 17, conjura-
Possibilities: 1. tion magic 19, reality 12.

6...----------------_._.
~. 55
TORG. The PoMibility Chalice

bodies freeze in the icy waters. Flags


SCENE THREE: If they've got any smarts at all, the
Sunk! Storm Knightssubmerge, salvage what
equipment they can, and hold on to
Nnnesis subplot: If it is appropri-
ate, the Knights' nemesis can show up
the viking ship. It isn't moving at the ina submarineorplane,and add to the
moment, as the vikings effect emer- confusion and danger. If the nemesis
The Situation gency repairs totheirdamaged vessel.
After a suitable amount of time, the
was something like the Dead Fish
Gang, then perhaps one of them snuck
Standard. The Storm Knights close shipbeginstomove. Require Toughness aboard the Knights' vessel and now
to do battle with Amethyst, having left totals of 11 or more from every charac- emerges to wreak havoc (or detonates
their Uvwe allies behind to face the ter. Those that fail can't hang on (the a bomb that sinks the ship).
wrath of the sea dragon. As they pre- Uvwe rescue them in a minute or two, Suspidon, Trueldentity:Thedwar-
pare to board, describe the following: having finally escaped the dragon - ves got left behind at the end of the last
From behind, far in the distance, but by then the character is in no con- act; now they appear on an extremely
you can see geysers of steam and hear dition to fight, and must be taken to fast dwarven ship, acting to either help
the screams of the dying seal people. the home of the Uvwe, Uvwedragge, the Knights (drag them out of the
But there is nothing to be done, for for healing. He's out of the battle). water, give them breathing spells) or
here before you lies the culmination of Those that make it can climb aboard to hinder them, depending on the
your quest: somewhere on that ship is the viking ship when no one's look- subplot.
the Possibility Chalice! ing. Weak, bedraggled, and with half
their equipment gone, the Storm
Knights must prepare to face Ame- Variables
The Action thyst once and for all. For dramatic
effect, night falls as theyclimb aboard. They have no smarts: It's possible
A huge roll from Amethyst on one Theyhaveafewminutestomakeplans that the Knights will give up when
of his fireball spells might just put a before a guard spots them - then the their ship is sunk, and cling to the
crimp in theStorm Knights' plans (and Scene Five: "Border Battle" begins. floating bits while awaiting rescue. If
act as a sort-of punishment for the
Storm Knights leaving the Uvwe be-
hind as dragfln food).
Amethyst probably needs a total of
34 to sink the Storm Knights' ship, but .'
he may need more if they spend a
Possibility to save it or if they have a
tougher ship than the standard yacht. -----:::
Perhaps a 40 would do it. To get such
a total, it's likely Amethyst would need
to roll around a 71. Thisisn't likely, but
it can be done in Torg-and Amethyst
does it.
Describe the tremendous shout of
triumph from the wizard. The crack·
ling energy of fire smashing down
onto the characters' ship. The roiling
clouds. The shouts of the vikings. A
fireball more powerful than any the
character.; have ever seen. Amethyst
has put every iota of energy he's got
into this spell, and gotten extremely
lucky to boot.
The fireball smashes into the Storm
Knights' ship and it begins to sink..
Equipment is washed overboard.
Fire and lightning continue to play
over the top of the ship as it goes
down. The vikings laugh as they hurl
spears and taunts over the side of their
ship. The player characters' high-tech
weapons start to malfunction in the
cold water of the North Sea. Their

•• 56
Act Fo=

this happens. the Uvwe show up in tion of the Dark Wizard - and the go back to what the Knights ared.oing.
time to help them sneak aboard the pursuit is on again! Once the Storm Knights are in posi-
viking ship, although the Storm If all else fails, the Uvwe begin a tion, or once they are discovered,
Knights end up in even poorer fight- search pattern, scattering far and wide you're ready to go on to the final scene.
ing condition due to their long wait in to locate Amethyst. The drawback to If they attempt to find the chalice and
the cold water. Have them subtract this method is the amount of time it escape overboard without ever con·
one from all totals. takes - several hours, dUring which fronting Amethyst, then the "Event"
time a contingent of soldiers sails out can trigger a guard stumbling on the
to meet Amethyst, bolstering his forces Knights, which starts the fight.
Cut To... considerably. There are two vikings in the central
Once they locate Amethyst, the cabin, guarding the trapdoor that leads
The Knights are now on board Storm Knights can again try to attack, to Amethyst's travel quarters. There
Amethyst' sship. preparing fo,the finaJ or to sneak their way aboard the Dark are two more vikings, with Amethyst
rescue of the chalice. Go to "Scene Wizard's ship. With the Uvwe along, and Polyphebo, in the lower cabin.
Five: Border Battle." the latter is far Simpler than it would The chalice resides in a small, locked
have been, and the Uvwewill strongly strongbox in the romerof thecabin. A
urge this course of action. rough wooden ladder leads from the
This requires the Storm Knights to upper deck to the lower chamber.
SCENE FOUR: heave to about half a mile away from One viking is standing on a cr0ss-
Cat and Mouse the Dark Wizard's ship{s), and swim
the intervening ocean. With Uvwe
bar at the top of the single, central
mast. Two others patrol the front of
help, they need only generate a swim- the vessel, and two more the rear (their
ming total of 9 or more to reach the positions are marked on the longship
The Situation vikings. If the total is too low, that diagram). If there are any more vi-
character suffers a 1(" condition. kings, they are below decks, half near
Su.ndud. This scene occurs if the If the Storm Knightsoumght attack the forward hatch, and half near the
Knights stayed behind to help the the viking ship, run "Sunk!" How· rear.
Uvwe defeat the sea dragon. [0 that ever, with Uvwe right there to save
case, Amethyst pulls away from the them, the characters are able to sneak
battle and disappears into the haze. aboard the viking ship with a mini· Events
Now the Storm Knights must find him mum of loss and damage. See below.
again. Describe the scene: At some point during the prepara-
On Board tions for the attack, one of the Knights
You sit for a moment, perfectly still, spots a small fleet of reinforcements
and from somewhere there is a creak· Once at the longship, each Knight approaching on the horizon, flying
ingofoars, very faint The longship is must generate a sftalth total of 9 or the black flag of Uthorion. They are
still somewhere nearby. but you can- more in order to climb on board the coming to meet Amethyst and escort
not see it. For now, you've lost them. ship. When the fus' Knight fails, an him to Norway,where Uthorion waits
Uvwe makes a disturbance in order to to get his hands on an eternity shard.
distract attention from the clumsy Among the reinforcements are a
The Action Storm Knight. If any other characters longship with more viking warriors,
fail the sletllth test, they are spotted by and what appears to be a Core Earth
the vikings and the battle begins. destroyer under diesel power. Be sure
Finding Amethyst Once on board the ship, use the to point out to your players (if they
viking longship map and ask the play- haven't figured it out for themselves)
There are a variety of ways for the ers what their characters are doing. that if Amethyst meets this group, the
Knights to find Amethyst. There are They can try to sneak belowdecks to Storm Knights won't stand a chance of
several spells that, with Uvwe help. light fires, get to the central cabin to defeating him. It's now or never.
can track the Dark Wizard's ship. and steal the chalice, etc.
get the Stann Knights back on track. For each move the Storm Knights
If someone can make two
consecutive find totals of 18 or more,
attempt that would bring them out in Cut To...
theopen or that would require a noise
they can get a sense of the direction of to be muffled, call for another stealth This scene ends when the Knights
the creaking noises. By adjusting as total of 9 or more. Remember, the first are ready to or are forced to fight. Co
they go, they can home in on the vi· total that's too low is covered. by an to Scene Five: " Border Battle" for the
Icings. Uvwe (in case no one failed while exciting conclusion of The Possibility
Utheycancommunewithaspiritin climbing aboard). After that, they're CIulliu.
the area (particularly a water elemen· on their own. While they're sneaking
tal), they are able to pinpoint the loca- around, enact the "Event'" below, then

I.
57
TORG: 1M POlISibility Chalice

SCENE FIVE: The Action hold, they possess the ultimate means
ofdefeating him (although they proba-
Border Battle The battle can be quite variable, bly don't realize it at this point).
dependmg on many events that have The: Vikings: If the viking guard
come in the scenes before. sacrificed themselves to stop the Storm
Knights back in act three, then Ame-
The Situation The Forces thyst has only a core group of nine
warriors plus the two viking clerics.
. Drnniltic. The Storm Knights are The Storm Knights and friends: In If the group escaped with Ame-
etther ready or forced to take violent thyst, then there are 19 of them.
the worst case scenario for the Storm
action against Amethyst. to defeat the
Knights. they are weary and be- . If the ~torm Knights took a long
evil presence and rescue the chalice time find 109 Amethyst after fighting
draggled after crawling aboard the
fromhisclutches.lftheStorm Knights the sea dragon, increase that number
longship foUawing the destruction of
are preparing for battle, describe the to24due to additional reinforcements.
their own vessel. In this case, their
following:
equipment is damaged (keep an eye Other Forces: Depending on
out for Hero Setbacks) or gone, and circumstances, Polyphebo may also
There are several guards milling bealong. Heuses his listed spells(earth
they all take two points of shock
about, and you can hear one of the shield still works, but causes the deck
damage just before the battle begins. If
vi~ings hail the approaching fleet of
they failed swimming rolls, they might to buckle slightly) and tries to protect
remforcements. It's time now to at- Amethyst.
also have a "K" condition.
tack, before reinforcements arrive! . If the Storm Knights took a long
If they've had Uvwe help and have
snuck aboard of their own accord, then time to find the ship after fighting the
If they are forced to fight, describe sea dragon, additional forces have
they're fresh and ready for action. If
the following: arrived in the form of six human fight-
they were sunk but have the Uvwe
with them. their equipment is okay ers. Treat them as "Top Guard" for
The man stares at you. then screams stat and weapon purposes.
and they begin the battle with only
an alarm. Theentireshipis mobilizing Amethyst: Amethyst is drained
one shock point apiece.
against you. and the reinforcements after the events of the previous scenes,
If they have the medallion from
are on their way. It looks like it's now and has taken a wound from spell
Amethyst's quartersback at the strong·
or never.
Act FouT

[II] The Possibility Chalice: Map 8


~ The Viking Longship

Below Decks Access Hatch

Equipment Bales

_. 25 Meters L o n g - - - - - - - - - - _

Craw's Nest

Amethyst's Cabin 1

I.
59
TORG: The Possibility Chalice

backlash. He is also terrified of the If there is no human guard, the Mood


Storm Knights, for he knows the vikings attack with spears and then
prophecy that one of them will slay swords, skipping the oil and torch The final battle is a heroic struggle
him if they come face to face. Thus, as phase. against high odds in a difficult envi-
soon as the alarm is given, he disguises Finally, the Storm Knights face ronment. Be dramatic. Describe the
himself as a viking and avoids con- Amethyst and his apprentice. If the smoke and the hellish glow from the
flict. [f things go badly. he will try to fly Storm Knights are relatively fresh and fires, the reinforcement fleet draWing
away. He will only attack if di.scov· have few functioning ranged weap- nearer and nearer, the shouts of the
ered and cornered. ons, then Amethyst flies away as the vikings and the effects of the spells
last viking falls, cursing the Storm and weapons as they fly thick and fast.
The Course of the Battle Knights' names and vowing revenge. When theconfrontationcomes with
Polyphebo surrenders, and the Storm Amethyst, build to the climax. Let the
Even if the Storm Knights can tell Knights have only to get the chalice Knights know how dangerous the
which one is Amethyst, they must fight from belowdecks and get off the burn- Dark Wizard is by describing the light-
through his defenses first. ing ship before the destroyer blows ning effects and dark power that seem
The human guard, if present, be- them out of the water. to emanate from him. And if the Dark
comes the first line. While they engage If they look weak and have lots of Wizard chooses to flee, let him give a
the Knights. the vikings prepare ranged weapons, Amethyst decides it dramatic and menacing monologue
spears. pots of oil, and torches. For would be better to duke it out here before he vanishes.
every round that the human guard than to try to escape and let them take
holds off the Storm Knights, one torch potshots at him as he flies away.
and pot of oil is readied. Wounded, hewades in with earth shield, Flags
Then, all the vikings hurl spears weakness, lightning and fireball spells.
and oil at the Storm Knights. If a char- A Knight with the true identity sub- Villain Setback: If this occurs, the
acter is hit with the oil, a torch follows plot card isalsoimmune to Amethyst's running battle crosses over into the
next round. A character hit with a spells while he can see the Dark Wiz- mixed zone between England and
torch suffers a base damage value of ard. That character can easily close Norway. This won't harm the villain
18 for the next three rounds, in addi- hand to hand and finish Amethyst off. much, actually, but it certainly makes
tion to the normal combat effects. Otherwise, run the combat nor- things easier on the Storm Knights!
Finally, the Vikings engage hand to mally. [f Amethyst is mortally wounded, Hero Setback: You can either have
hand. They fight to the death -ignore he tries to flyaway regardless of the someone fall overboard, or have their
any break results obtained from inter- risk. equipment fail, if they were sunk and
action attacks. waterlogged in the previous scene. If
someone goes over the side, the Uvwe
will get him back into the fray as
quickly as they can. If the Uvwe aren't
around, the character has to shed his
A methyst's Medallion armor if he wants to have any hope of
climbing onto the ship again.
The Dark Wizard's medallion with a sizeable chunk of the Dark Villain Inspiration: If the charac·
(found in his chambers in act Wizard's "soul," it has certain ters have been heaving unconscious
three) was created by Uthorion nasty effects which may be used (or conscious, for that matter) defend-
long ago, when Amethyst fool- against Amethyst. ers over the side, ignore villain inspira-
ishly engaged the High Lord in a The medallion wards the tion ifthe Uvwearein the water. They'll
Reality Storm. [n winning the character wearing it from any of take care of the "waking up" problem.
contest, Uthorion was able to Amethyst's spells - but only so If the Uvwe aren't around. the vil-
drain Amethyst of many of his long as the character can see the lains' hands appear, clinging to the
Possibilities. Dark Wizard. (therefore itdid not gunwhales, before they heave them-
The Possibilities which were work against his lightning and selves back onto the deck, berserk with
stripped away (mostly represent- fireball attacks earlier). The ap- rage.
ing Amethyst's moral and ethi- prentice wiD attempt to place that
cal values) were then magically character inside a mage dark, to
placed into the medallion and keep this from happening.
given back to their owner as a In addition, touching Ame- Awards
symbol. thyst with the medallion inflicts
Amethyst cannot restore these an automatic wound result. When the player characters recover
lost ~sibilities, and knowing Holding it on him for four com- the chalice. they have completed the
what they represent, he does not bat rounds kills the Dark Wiz· adventure objective. Give them nine
wish them to be restored. But ard. Possibilities each, up to 12 if they re-

....
because the medallion is imbued ally perfonned well (including a trip
to the demon plane). They also get the

;-;:------------------
---:.60 ~
'WOV
Act Four

standard drama and glory awards de- Group Power: Herald Over the side is the only way to go,
tailed on page 65 of the Torg Rule Book: Restrictions: Theshard's Possibili· unless an dwarven ship has shown up
In addition to the Possibilities, the ties may only be used for a skill that at some point. If so, they outdistance
Storm Knights have had access to a does not bring hann to another living the pursuit. If not, the Uvwe offer up
new Core Earth miracle, a new spell, a being. The "free'" Possibilities are only flippers and pull the characters to
new synonymous knowledge - and extended to those actions that involve safety and a well-earned rest in
an eternity shard. Not bad for a few communications with other Storm Uvwedragge as the music rises. If the
days' work. Knights, or anything that would help Uvwe aren't around, the characters
rally Storm Knights together. will have to dive for it.
The Possibility Chalice When it's over, they can return to
Cosm: Core Earth Babbidge and bring him back home,
Possibilities: 50 Epilogue where he'll share the knowledge he
Tapping Difficulty:20 has about the shard over a good meal.
Purpose: To "light the signal fire, The Storm Knights have to grab the But don't forget, the Storm Knights
and herald the news of Earth." To bea chalice from belowdecks and leave have a final quest to find the Forever
beacon for all Storm Knights, a rally· before the reinforcements show up. City and bring about thecondusionof
ing point of resistance to the High As soon as Amethyst leaves the ship, the Prophecy of the Relics of Power.
Lords. the destroyer starts shelling the
Powers: If a certain action is taken Knights - the exploding geysen; get
near the chalice (see below), it is p0s- closer and closer. The ship is burning.
sible that from one to three Possibili- They grab the chalice and get out.
ties may be extended to the character,
regardless of whether he attempts to
tap the shard or not.

••
61
I G Iamemaster Character Records
Use this page to record the clarn-
age to and status of the gamemaster '1
Stun Damage (10)
.,
characters in the key encounters. Use Stun Damage (to)
the "status" line to record wounds, K 0 Status K 0 Status
stymied, unskilled and setback ~u1ts.
Each character's Toughness IS re- f2 t2
pealed on the "Stun Damage" line Stun Damage (to) Stun Damage (10)
for easy reference. K 0 Status K 0 Status

~ Act One '3


Stun Damage (to)
.3
Stun Damage (to)
Macrobots (3), DEX 8, 5TR 17, TOU K 0 Status K 0 Status
22, PER 14, MIN 8, CHA 3, SPI 3.
Owarven Wa.niors (6): DEX 13, STR t4
Skills: heavy weapons 15, un- 8 (4), TOU 8 (2), PER 13, MIN 8,
armed combat 15, test (l7), taunt (17), Stun Damage (10)
CHA 10, SPI 8. K
intimidation (17), 0 Slatus
Skills: dodge 14, melee weapons
Equipment. Personnel laser. dam-
16 missile weapons 16, stealth 15, Troll Soldiers (3): DEX 8, SfR 14 (21),
age value 17; 15 mm cannon, damage
value 25, range 4OO/2.5k/4k; 00-
f~d 16, tracking 14, medicine 9, faith TOU 14 (9), PER 7, MIN 7, CHA 6,
9. SPI8.
board propulsion speed 60 mph/4O
Equipment: longswords,damage Skills: melee weapons 10, unanned
kph (value 11).
value STR+6; bows, damage value combat 11, lifting 17, test of will (10,
STR+7, range 10/100/300; dwarven willpower 10, intimidation 10/(14).
t1
ring, TOU +4. Equipment: Clubs, damage value
Stun Damage (22)
K 0 Status STR+7; full ring mail, armor value
'1 TOU+5.
Stun Damage (8)
f2
Stun Damage (22)
K 0 Status '1
Stun Damage (14)
K 0 Status .2 K 0 Status
Stun Damage (8)
'3 K 0 Status .2
Stun Damage (22)
Stun Damage (14)
K 0 Status '3 K 0 Status
Stun Damage (8)
0
~
K Status t3
Stun Damage (14)
Act Two
K 0 Status
The Dead Fish Gang (tl): DEX 9.
5TR 10, TOU 10, PER 7, MIN 8, CHA ~ Act Three Cavalry Squad (6), DEX 11, 5TR 11,
7, SPI 7. TOU 10 (6), PER 8, MIN 8, CHA 9,
Human Guards (8-16): OEX 8. STR
Skills: fire combat 11, unarmed SPI9.
10 (6), TOU 10 (3), PER 9, MIN 8,
combat 11, running 10, first aid 9. test Skills: beast riding 14, dodge 14,
CHA 7,SPI8.
9 taunt 10, intimidation 11. maneuver 12. melee weapons 13, run-
Skills: dodge 9, maneuver 9, mis-
' Equipment: Saturday night spe- Ding 14 trick 9, test of will 9, taunt
sile weapons 10. melee weapons 10, (11), intimidation 12, reality 10.
dais (.38), damage value 14, range 3-
running 9, find 11, willpower 9.
10/25/SO.lfa 1 is rolled while firing, Possibilities: 1.
Equipment: Swords, damage
the gun falls apart, doing a 15 dam· Equipment: Lances,damage value
value STR+6; bows, damage value
age value to the firer. Knives (+21 STR+7 (18); swords, damage value
15, range 10/40/100; ring mail, ar·
12). Chains (+3/13). STR+5 (16); full chain mail, annor
mor value TOU+3.

•• 62
~
value TOU+6, (mounted bonus can- combat 11, test (15). taunt (10, in- Viking Warnor (9-19): DEX 12, STR
eels fatigue penalty). timidation (12). 12 (18), TOU 13 (20), PER 9, MIN 9,
First attack is a charge, -5 action, +5 Equipment: giant lance (+8 STR, CHA 11, SPIIO.
damage, +3/+3 to be hit. Generate a takes STR 14 to wield). Skills: heavy weapons 14, jump-
betlst riding total against a difficulty set ing 13, melee weapons IS, missile
by the opponent's maneuver value. The Stun Damage (24) weapons 13, swimming 13, climbing
levels of success are a bonus to the K 0 Status 14, trick II, water vehicles 12, medi-
mounted soldier's action total. and a cine 10, test 11, faith II, intimidation
penalty to the defender's action total Mastiff" DEX 12,STR 12(14),TOU 12.
when striking back. 10, PER 13, MIN 6, CHA 4, SPI 6. Possibilities: 1.
Skills: maneuver IS, running 13 Equipment: Broadsword STR+6,
t1 (limit value 11), unarmed combat 14, spears STR+5 (17); full scaJe mail,
Stun Damage (to) find 14, test (10, intimidation 11- armor value TOU+?, (causes fatigue
K 0 Sbtus Natunl Tools: fangs STR+2. penalty).
Mastiffs cannot be knocked un-
n conscious from accumulated shock, t1
Stun Damage (to) only from wounds or KOconditions. Stun Damage (13)
K 0 Status Always attack with an action value K 0 Status
of 17, a damage value of 15; their ef-
*3 fective skill/Tollghness on defense is n
Stun Damage (10) 11/7. Stun Damage (13)
K 0 Status K 0 Status
t1
K 0 Status
Human "Top Guard" (5): DEX 12, '3
STR 11 (18), TOU9 (17), PER 9, MIN 8, Stun Damage (13)
CHA 10, SPI 7.
n
K 0 Status K 0 Status
Skills: dodge 14, fire combat 14,
maneuver 13, melee weapons 15, un- Amethyst.. The Dark Wizard: DEX

~
armed combat 13, trick 11, test of will 11, STR 10, TOU 9, PER 13, MIN 13,
10, taunt 12.
Equipment: Two-handed swords Act Four CHA 10, SPI9.
Skills: dodge 13, prestidigitation
STR+7; full Tech 15plateTOU+8;mus- The Viking Longship: Tech 7; 25 12, stealth 12, swimming 12, altera-
kets, damage value 15, range 25/40/ kmh/15 mph/value 9; Passengers: tion magic 18, divination magic 16.
150. 60; Toughness 20. first aid 14, trick 15, apportation
The ship is mounted with a small magic 17, conjuration magic 19, real-
11 arbalest, requiring heavy weopo"S to ity 12.
Stun Damage (9) operate; the arbalest is Tech 12, has a Possibilities: 17.
K 0 Status damage value of 21, and has a range Equipment: All spells exceptawoy
of4O/BO/I50.1t fires once every four sight, mJlge light, sunstore, true litht.
n rounds. and UJeQther control. He also as
Stun Damage (9) modified Illtered fireball and weakness

I
K 0 Status Stun Damage (20) spells.

*3
Stun Damage (9)
K 0 Status
I Fireball: Range 150m, damage
value 20.
Weakness: Base effect value of 13,
Standard Yacht: Tech 21; 35 kmh/
25 mph/value 10; Passengers 10; not 8.
K 0 Status
Toughness 17.
Stun Damage (9)
Lance, the Golem: DID< 7,STR 16(24),
TOU 24, PER 7, MIN 4, CHA 5, SPI7. Stun Damage (17) K 0 Status
Skills: melee weapons II, unarmed K 0 Status

. ~ 63
••
TORGIThe Possibility Chalice

Stacks
his page outlines sugges- other, even if it means holding up the they will veer off after alarming the
tions for incorporating action a bit. viking vessel.
the various subplots from If the subplot is played by a female
the drama deck into The Knight before Karinna appears, make True Identity Card: As above, this
• Possibility Chalice. Not all it KarloWaverunner,ahandsomemale subplot can manifest any time after
possible subplots are listed here, so if Uvwe, who leaps onto the boat. Act One through the beginning of Act
you can't come up with a reasonable Four. tn this version, Tolwyn recog-
use of the subplot, simply disallow it Mistaken Identity Card: If played nizes one of the Knights (belatedly, if
(see page 66 of the Torg RulebookJ. in or before Act Two, this subplot leads the subplot is played after their meet·
Included in the adventure text are the hoods in Chislethwaite to believe ing) as the one fated to slay the Dark
various "Flag" sections, which give that the Knight with the subplot is Wizard.
details on how to work specific sub- actually a well-known underworld However, the prophecy states that
plots into specific scenes, so keep an figure, "Father" Guido Capone. They this can only come about if the fated
eye out for them as well. will beextremely deferential and help-- one can meet Amethyst "face to face."
ful, but will occasionally ask embar· To this end, Tolwyn dispatches the
Martyr Card: The martyr card can rassing questions ("Tell us about the same party of dwarves as above, but
be used the same way as the true iden- Markos Heist, Father.") As noted in this time their mission is to protect the
tity card (see below), but without the the text, Basher will volunteer to ac- true identity Knight at all costs.
dwarven interference that comes with company the Storm Knights on their For dramatic purposes, you might
the true identity. The player of the mar- quest if this subplot is played. have Tolwyn recognize the fated one
tyrcard is indeed the one fated to slay not by look but by some action or
the Dark Wizard, as foretold in the Personal Stake Card: If this is word. Picksomethingthat Knightdoes
prophecies of old. Theonly problem is played before the Knights first see in Tolwyn's presence, and have her
that the slayer is also slain. Babbidge, then the bearer of the sub- react with surprise. If asked, she says
The Knight with this card is im- plot card knows the wizard well- if it was nothing. It will remain a mys--
mune to Amethyst's spells, and can Babbidge is in trouble, then it's per- tery to the Storm Knights (unless they
close with and slay the Dark Wizard. sonal! really push or investigate for an an·
Alternatively, that Knight has an in- lfthecard is played after the Knights swer).
tuition regarding the Dark Wizard's first see Babbidge, it makes less sense If you wish, you can have suspicion
True Name (it is "February") if he or for it "suddenly" to become personal. and true identity be mutually exclusive
she possesses the amulet. In eithercase, In Act Two, this can be handled by subplots.lf you want to get fancy, you
when Amethyst dies, the one respon- having Tolwyn explain Babbidge's could also let the dwarves havea dual
sible is slain by a magical eruption of past as a former Core Earth museum mission, suspecting the one Knight
power from the dying wizard. curator. At this point, the bearer of the and protecting the other.
subplot card realizes that he in fact
Nemesis Card: There are several does know this person, etc. After Act CampaignCard:Thesubplotsmost
possible nemesis subplots, depending Two, Scene Two, this subplot card has suitable for campaign play are neme-
on when this card is played, and which no effect. sis, romance, and misfaken identity. The
one you like the best. In Act One, the nemesis can simply survive the adven-
Nippon captain can become a nemesis Suspicion Card: Whenever this is ture, and reappear later for revenge
if the Knights escape from the rig site played (through the beginning of Act (as usual).
after the Nippon troops have arrived. Four, after which it has no effect), The romance can extend into new
In Act Two, BasherGalliosorthe leader Tolwyn discovers some evidence adventures, since Karinna is capable
of the Dead Fish Gang can be a neme- which leads her to suspect that the of holding human form indefinitely
sis.lt isalso possible to have Amethyst Storm Knights may actually have been (and her yearning to return to the sea,
himself be the nemesis, though this involved in the kidnapping of Bab- and to have her lover come with her,
can only ocpu late in the adventure. bidge. She dispatches a small party of could create some interesting plots as
dwarves to shadow the Knights, and well).
Romance Card: Karinna Waverun- to stop them if they contact Amethyst. The mistaken identity could have a
ner appears late in the adventure, but This can manifest itself quite easily in sort of running-gag effect: criminals
she makes a good romance for the last Acts Two and Three; in Act Four it all over the world keep mistaking this
act. The bearer of this subplot must act requires the dwarves to sail into the Knight for Guido Capone, with hilari-
to save Kannna, no matter what trouble fray at an inconvenient moment -but ous results - until the real Capone
she gets herself into. Give the two as it is unlikely that they would attack gets word that there's an imposter
romancers time to get to know each such a powerful wizard as Amethyst, running around out there!

_....~64~------------------~

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