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A TRIFLING MATTER TORG ETERNITY DESIGN TEAM


Design and Writing: Brian Reeves and Tracy Writing and Design: Shane Lacy Hensley, Darrell
Sizemore. Hayhurst, Markus Plötz, Deanna Gilbert, Ross Watson

Additional Contributions: Deanna Gilbert, Greg Contributors: Greg Gorden, Jim Ogle, Steve Kenson,
Gorden, and Darrell Hayhurst Ed Stark, George Strayton, Henry Lopez, Aaron Pavao,
Angus Abranson, Steven Marsh, Patrick Kapera, Bill
Editing: Ron Blessing Keyes, John Terra, James Knevitt, Jonathan Thompson,
Art Director: Aaron Acevedo, Alida Saxon Andy Vetromile, Joseph Wolf, Jasyn Jones
Art Director: Aaron Acevedo
Graphic Design: Aaron Acevedo, Jason Engle
Graphic Design: Aaron Acevedo, Jason Engle
Cover: Federico Musetti
Playtesting: Jimmy Macias, Michael Conn, Damien
Interior Illustrations: Bad Moon Studio, Alberto Coltice, Michael Mingers, Michelle Hensley, Ron
Bontempi, Talon Dunning, Alex Elykov, Bien Flores, Blessing, Veronica Blessing, Tracy Sizemore, Golda
Gunship Revolution, Ahn Lee, Indre Lelertaviciute, Lloyd, Andrew Harvey, Dale Davies, Ed Rugolo, Scott
Joyce Maureira, Carly Sorge, Dimitar Spasov, Jon Walker, Darrell Brooks, Melvin Willis, James Dawsey,
Taylor, Brad Rogers, Jamal Hassan, Jeremy Dawsey
Playtesting: Nathan Smith. ULISSES SPIELE
Administration: Christian Elsässer, Carsten Moos,
ORIGINAL DESIGN TEAM Sven Paff, Stefanie Peuser, Marlies Plötz Marketing:
Mythos and Game Design: Greg Gorden, Bill
Jens Ballerstädt, Philipp Jerulank, Derya Öcalan,
Slavicsek, & Douglas Kaufman, with Ed Stark, Greg
Katharina Wagner Publishing Team Germany: Zoe
Farshtey, Stan!, Brian Schomburg, Christopher Kubasik,
Adamietz, Jörn Aust, Mirko Bader, Steffen Brand, Tim
Ray Winninger, and Paul Murphy
Brothage, Frauke Forster, Kai Großkordt, Nikolai Hoch,
Additional Concepts and Playtesting: Daniel Scott Nadine Hoffmann, Johannes Kaub, Arne Frederic Kunz,
Palter, Denise Palter, Jonatha Ariadne Caspian, Michael Matthias Lück, Thomas Michalski, Jasmin Neitzel,
Stern, Richard Hawran, C.J. Tramontana, Martin Wixted Markus Plötz, Nadine Schäkel, Maik Schmidt, Ulrich-
Technical Assistance: Dr. Michael Fortner, Dr. George Alexander Schmidt, Alex Spohr, Jens Ullrich Publishing
Exner Team USA: Robert Adducci, Bill Bridges, Timothy
Brown, Eric Simon, Ross Watson Distribution &
Original Logo Design: Tom Tomita Customer Support: Florian Hering, Jan Hulverscheidt,
Revised & Expanded Developers: Eric Gibson, Jim Thomas Schwertfeger, Saskia Steltner, Stefan Tannert
Ogle, Gareth Michael Skarka, Nikola Vrtis, Stephen
Marsh, Talon Dunning
Original Orrorsh Design: Chris Kubasik, Greg Gorden,

Torg, The Possibility Wars, and all unique characters,


concepts, locations, and creatures are trademarks and
/ or copyrights of Ulisses Spiele. All rights reserved.

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INTRODUCTION 4 ACT THREE: THE CRAWLER 40
Adventure Background . . . . . . . . . . . . 4 Overview . . . . . . . . . . . . . . . . . . . . 40
Character Death in Orrorsh . . . . . . . . . . . 5 Scene One: Monsoon Season . . . . . . . . . 41
Sensitive Topics . . . . . . . . . . . . . . . . . 6 Scene Two: You Can Check In... . . . . . . . 42
Adventure Synopsis . . . . . . . . . . . . . . 7 Madness and Sanity . . . . . . . . . . . . . . . 43
Act Timing . . . . . . . . . . . . . . . . . . . 7 Scene Three: Down in the Dark . . . . . . . 44
The Nightmares . . . . . . . . . . . . . . . . 8 Sanjeev . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Basjas (Human Form) . . . . . . . . . . . . . . . . . . . . . 9 The Crawler . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Basjas (Giant Spider Form) . . . . . . . . . . . . . . . . . . . 10 Scene Four: Gray Matter . . . . . . . . . . . 48
Disorderly . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
ACT ONE: THE HERO OF GAEA 12 Dr. Melgrath . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Aftermath . . . . . . . . . . . . . . . . . . . . 51
Overview . . . . . . . . . . . . . . . . . . . . 12
Scene One: Twilight . . . . . . . . . . . . . . 12 ACT FOUR: THE SPIDER’S WEB 52
Riding the Rails in Orrorsh . . . . . . . . . . . 13
Overview . . . . . . . . . . . . . . . . . . . . 52
Scene Two: Home Is Where the Heart Is . . 15
Scene One: None but the Dead . . . . . . . . 53
Scene Three: Peering Into the Past . . . . . . 17
Scene Two: Ascending to Kathin Gad . . . . 56
Scene Four: Village of ghosts . . . . . . . . . 18
Sylvia Morris . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Scene Three: Watcher in the Walls . . . . . . 57
The Caretaker . . . . . . . . . . . . . . . . . . . . . . . . . . 59
The Making of a Nightmare . . . . . . . . . . . 20
Nathaniel Morris . . . . . . . . . . . . . . . . . . . . . . . . 21 Scene Four: Secrets in the Crypt . . . . . . . 61
Scene Five: The Old Well . . . . . . . . . . . 21 Aftermath . . . . . . . . . . . . . . . . . . . . 63
Scene Six: The Death of a Nightmare . . . . 22
ACT FIVE:
Aftermath . . . . . . . . . . . . . . . . . . . . 23
THE VILLAGE THAT WEPT 64
ACT TWO: THE RED LADY 24 Overview . . . . . . . . . . . . . . . . . . . . 64
Overview . . . . . . . . . . . . . . . . . . . . 25 Scene One: Dark Delta . . . . . . . . . . . . 65
Scene One: The Open Window . . . . . . . . 26 Scene Two: Flood Stage . . . . . . . . . . . . 66
The Arcane Optograph . . . . . . . . . . . . . 27 Scene Three: Detangling the Past . . . . . . . 69
Scene Two: If it Bleeds, it Leads . . . . . . . 28 Evil Builds on Evil . . . . . . . . . . . . . . . . 70
Kurst . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Scene Three: Arachnophobia . . . . . . . . . 29
Beetle Swarm . . . . . . . . . . . . . . . . . . . . . . . . . . 30 Scene Four: To Kill the Dead . . . . . . . . . 72
Undead Elephant . . . . . . . . . . . . . . . . . . . . . . . . 73
Scene Four: The Séance . . . . . . . . . . . . 30 Chandrima . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
Scene Five: The Face in the Cistern . . . . . 32 Aftermath . . . . . . . . . . . . . . . . . . . . 75
Head Thief . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Scene Six: Scratches in the Lid . . . . . . . . 34
Scene Seven: Behind the Curtain . . . . . . . 35
Scene Eight: Danse Macabre . . . . . . . . . 37
Aftermath . . . . . . . . . . . . . . . . . . . . 39

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ACT SIX: THE STEPS Scene Three: The Alchemist . . . . . . . . . . 95
OF THE TALLEST MOUNTAIN 76 Scene Four: Monster’s Ball . . . . . . . . . . 97
Navigating The Masquerade Ball . . . . . . . . 97
Overview . . . . . . . . . . . . . . . . . . . . 76
Scene Five: Facing The Nightmare . . . . . . 99
Scene One: The Last Livery . . . . . . . . . . 77
Aftermath . . . . . . . . . . . . . . . . . . . . 101
Boons . . . . . . . . . . . . . . . . . . . . . . . 78
Scene Two: Journey to Lukla . . . . . . . . . 79 THREATS AND VILLAINS 102
The Brain Fog Miasma . . . . . . . . . . . . . 79
Why Not Approach from the North? . . . . . . 80 Common Foes . . . . . . . . . . . . . . . . . 102
Disembodied Hand . . . . . . . . . . . . . . . . . . . . . . . 102
Scene Three: Gateway to Everest . . . . . . . 80 Gargoyle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
Scene Four: The Snow Wolf . . . . . . . . . . 82 Ghost . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
Snow Wolf (Full Form) . . . . . . . . . . . . . . . . . . . . . 82 Gravespawn . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
Haunt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
Scene Five: The Frozen Dead . . . . . . . . . 84 Hungry Dead . . . . . . . . . . . . . . . . . . . . . . . . . . 104
Dead Mountain Climber . . . . . . . . . . . . . . . . . . . . 86 Omen Bird . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
Scene Six: The Ancient Library of Monde . . 86 Orrorsh Gospog of the Third Planting . . . . . . . . . . . . 105
The Librarian . . . . . . . . . . . . . . . . . . . . . . . . . . 88 Poison Spider Swarm . . . . . . . . . . . . . . . . . . . . . . 105
Poppet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
Aftermath . . . . . . . . . . . . . . . . . . . . 89 Shadow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
What About the Actual Summit? . . . . . . . . 89 Shadow Bat . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
Typical Orrorshan . . . . . . . . . . . . . . . . . . . . . . . 106
ACT SEVEN: Wolf (Orrorsh) . . . . . . . . . . . . . . . . . . . . . . . . . . 107
Vampire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
THE END OF A NIGHTMARE 90
Overview . . . . . . . . . . . . . . . . . . . . 90 ORRORSH BY RAIL 108
Scene One: The New Operative . . . . . . . 91 Railroad Companies . . . . . . . . . . . . . . 108
No Way Are We Going in There! . . . . . . . . 92 Terror on the Bengali Express . . . . . . . . 110
Scene Two: Making Preparations . . . . . . 93

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A
Trifling Matter is a seven-act adventure
that takes place in the realm of Orrorsh

INTRODUCTION
during the latter half of the first year of the
war. The events it describes are not linked to or
dependent on the outcomes of other adventures, so
Game Masters may use this scenario before or after
other adventures set in the first year, including
other Orrorsh-based adventures. The outcome
determines the high-level makeup of the Hellion
Court, the Gaunt Man’s cabal of elite Nightmares
that influence his realm from behind the scenes.
It also provides crucial information on the
necessary means to destroy Nightmares forever—
understanding their darkest secrets, speaking them
aloud to the Nightmare, and slaying them with
their True Death, all of which require equal parts
research and courage in the face of certain doom,
or eternal corruption.
By the end of the adventure, the Storm Knights are
eyewitnesses to one of the most shocking events in
the first year of the Possibility Wars: the collapse
of the cosm of Gaea, upon which Core Earth truly
becomes the Gaunt Man’s home.

ADVENTURE
BACKGROUND
No High Lord can match the Gaunt Man’s
deviousness, age, or experience. Few other than
his closest allies even know how many worlds he
has conquered. Starting with Gorhagah, his first
victory, the Gaunt Man has traveled to countless
unique cosms, colonized their worlds with his own
parasitic Gothic horror reality, transformed their
populace, slaughtered their heroes, then drained
the worlds of every last Possibility.
When finished, he leaves behind the battlefields
and the stelae and the hordes of dead, marches
his armies of horrors and followers back across
the maelstrom bridge, then collapses it to leave
the cosm a dead husk. Over the eons its World
Laws fade out, and its axioms gradually dwindle
like cooling ashes until there is nothing but a cold,
lifeless cosm populated by mindless undead.
Some 200 years ago, the Gaunt Man repeated
this process on a world called Monde. This cosm
resembled our own in many ways, but for one

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major difference: On Monde, the French had
defeated its fiercest rivals—England, Italy, and
Spain—so thoroughly during the Middle Ages that CHARACTER DEATH IN
they enjoyed the benefit of being the sole empire to ORRORSH
arise in the 16th Century.
The Delphi Council has their reasons for
The French colonized most of their world in the wanting Alpha clearance agents going on this
way England spread colonies globally in our own, mission. In short, they have determined that
until there was not a continent or sea that was not higher-clearance Storm Knights are likely
at least partially under their control. to be less cautious, having cut their teeth on
direct conflicts in places like the Nile Empire
THE DELAUNAY FAMILY
or Living Land, where threats are usually best
In Monde’s equivalent to North America, the French
dispatched with force and bravery. Heroes
colony eventually rebelled against their king,
with less experience, they figure, are more
establishing a new nation called Aveline. There in
likely to move unnoticed through Orrorsh, a
1801, in the bustling port city of Champlainville,
realm that slaughters the bold and seduces the
a rope merchant named Henri DeLaunay and
confident.
his young wife, Colette, gave birth to a beautiful
daughter they named Sabathina. This entire adventure is, above all, about
investigation. While there are moments of
She was a happy girl with bouncy, curly black
combat, the heroes can expect to spend most
hair. She took joy in acting and singing, just like her
of their time exploring locations, gathering
mother. By the time she was 10, Sabathina dreamed
information, speaking to NPCs, and deciding
of becoming a world-famous opera singer, a desire
how to act on their growing body of knowledge.
which never truly left her, even in the dark days
Characters built for battle and little else might
awaiting her in the future.
be at a disadvantage—for once!
Henri and Colette never had another child. He
Also, Orrorsh is a deadly place—its World
traveled often for work, and his quick temper and
Laws make it so. It is harder here to Soak
cold disposition cast a pall over their home.
damage, many of the enemies gain a bonus to
By contrast, Colette was a warm, gentle mother. their Toughness in dim lighting, the Destiny
She had a beautiful voice and would regularly sing and Drama decks lean in favor of the forces of
a gentle, little-known lullaby to Sabathina. darkness, the realm constantly seeks to corrupt
Like other women in Aveline, Colette wasn’t much the good-hearted, and Nightmares refresh
more in society’s eyes than a mother, homemaker, Possibilities each round until their secrets are
and dutiful wife. But she always yearned for more. revealed. It’s quite possible one or more of the
She started organizing women for local political Storm Knights could end up dead.
causes, particularly women’s voting rights, which Some players might understandably be
earned her admiration among her peers but disdain nervous to send their characters into such a
from the patriarchal society at large...and growing place. Remind them the only way to defeat the
wrath from her husband. Gaunt Man is to venture here to learn his secrets.
To preserve his family’s “dignity”—and his own They should succeed if they remain cautious,
reputation among his peers—Henri consulted an stick together, and focus on smart card play
apothecary to secretly administer small doses of and teamwork. After all, anyone who has faced
a sedative in Colette’s food. He hoped to merely a T-Rex, Ayslish dragon, or Tharkoldu knows
discourage her from taxing social activity, but as Orrorsh isn’t the only dangerous realm!
a result Colette suffered from odd memory lapses. If they are still reticent, allow them to make
Henri used these as an excuse to sequester her in or choose new Alpha clearance characters and
the house for longer periods of time. Eventually leave their more seasoned characters at home.
the drug caused Colette to develop fits of manic

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confusion, leading Henri to confine her to the attic
SENSITIVE TOPICS permanently “for her own good.”
After a year of this isolation, Sabathina’s mother
The nature of horror means it often deals with finally committed suicide by throwing herself from
and exposes difficult topics. This adventure the window. Sabathina was 14 years old.
contains scenes and themes that include
child abuse, body horror, captivity, mental THE ASYLUM
illness, suicide, depravity, cold-blooded Over the next couple of years, Sabathina became
murder, disease, and so on, which might be strong-willed and rebellious, following in the
upsetting or distressing to some players. Also footsteps of her mother and the values she held
those with a phobia of spiders might have dear. Her father would have none of it and arranged
an especially difficult time with some of the to have her committed, under similar claims as
encounters in this adventure. those of his deceased wife: that she suffering from
“hysteria.”
A successful Torg Eternity session set in
Orrorsh (or in any game, for that matter) Unspeakable torments awaited her at the hands
relies on communication between the game of Dr. Melgrath, the director of the Sanatorium
master and players. The well-being of the Nouvelles Bénédictions. His experimental treatments
players should take precedence over the increasingly bordered on torture. For three years
story, plot, or attempts at “accuracy.” Sabathina suffered under his “care.”
We recommend starting with a “Session During this time, Monde became the Gaunt Man’s
Zero” to clearly establish play styles, goals, new target.
expectations, and boundaries. Techniques Monde’s axioms were similar enough to those
such as “Lines and Veils” or the “X-Card” the Gaunt Man brought with him that the changes
(created by John Stavropolous) allow players were subtle, at first. Dr. Melgrath became worse,
and game masters to set personal boundaries if that were possible, and despair washed over all
and communicate their comfort levels in a of Aveline as rumors spread of unkillable night
socially safe manner. We also recommend creatures, the dead rising, and other horrors.
ending with an after-session check-in to make Corruption grew in Sabathina’s heart, borne from
sure all players feel okay to continue or need her lifetime of ill treatment and magnified by the
to revisit the group’s boundaries, especially World Laws of this new reality. From her room in the
after sessions which include particularly isolation ward, she gradually discovered she had
troubling scenes. a strange control over the many spiders dwelling
The Torg Eternity Session Zero document, there. One night she summoned thousands of them
available for free at the Ulisses Spiele website, and used this tiny army to escape.
contains helpful guides for establishing safe
play for all involved, with tips and suggestions A NIGHTMARE IS BORN
for navigating potentially upsetting themes Sabathina spent a few months getting by in the
from every realm in Torg Eternity. big city, working various schemes to improve her
situation, but never once contemplating going
The key is to make sure everyone at the
home. She wanted her father to believe she was
table feels safe, supported, and comfortable
dead. Before long, she caught the attentions of a
during every session. If a player expresses
young accountant, Lucas Bouchard, and they were
discomfort, they should be under no pressure
soon married.
to explain or justify their feelings.
But happiness would again elude Sabathina. While
riding through the forest on their way home from
their wedding, a vampire attacked their carriage.
The vampire seized Lucas and drained him of blood

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while Sabathina lay trapped beneath the toppled with his own daughter, the team seeks out clues
carriage, gradually being crushed. In desperation, to Nathaniel’s dark past and destroy him, thus
she once more called on her long-dormant ability learning the method they’ll have to employ to bring
to summon spiders. A carpet of them flooded out a permanent end to the Red Lady.
of the trees to devour the screaming vampire. Traveling to Mumbai, the team gathers clues as to
However, now her boon became a curse, for her the identity of the Red Lady, learning more about
indelible link to the spiders she controlled caused the full scope of her reign of terror. At last they
her to become a vampire herself. determine she is actually a vampire who by night
For the next ten years she grew in power until she acts in a “Grand Guignol” theater in the city under
was the most powerful of her kind on Monde. Her the name Lady Basjas. They gather clues which
unique affinity to spiders instead of bats caught the point to places around India where they may learn
attention of the Gaunt Man, who arranged to help more about her—crucial information they’ll need
her gain more power. When Monde finally fell to to succeed in their deadly mission.
the darkness fifteen years later, Sabathina had risen They may approach all but the final act in any
to become one of the Gaunt Man’s most powerful order they wish. Following their trail of clues,
Nightmares. they journey to an asylum currently run by the
She had one last request of the Gaunt Man: spare nefarious doctor who once tormented Basjas when
her father. By this point Henri had lost his fortune she was a girl. They also invade Basjas’ manor
and was reduced to grave robbing. Sabathina spun home high up in the mountains, contending with
him in her preserving threads and for all the long zombies, phantoms, and her spawn in the process.
centuries since, has kept him artificially alive, In another act, they seek out one of Lady Basjas’
moving him from cosm to cosm as she traveled former suitors in his home deep in the Ganges
with the Gaunt Man as part of his Hellion Court. delta, dealing along the way with a cursed spirit
This act, and her relentless torture of his undying which traps them in the flooded village. And in yet
body over the centuries, is what finally made what another act they must undertake a perilous mission
little was left of “Sabathina” fall away. up the slopes of Mount Everest to a Ravagon-
guarded repository of Gaean lore in search of a link
She forgot her original name and became “Basjas,” to Basjas’ past.
a word from one of the Gaunt Man’s conquered
worlds. The adventure culminates in the heroes infiltrating
a masquerade ball hosted by the Gaunt Man
It’s meaning? “She of the Undying Thirst”. himself to learn Basjas’ “True Death,” followed by
a tense pursuit through the night streets of Mumbai
to finally catch and slay the vampiress for good.
ADVENTURE SYNOPSIS During this exciting conclusion they also witness
A Trifling Matter opens with the heroes being the collapse of Gaea and the next terrifying chapter
summoned to a meeting with Quinn Sebastian for in the Gaunt Man’s plans for Core Earth!
a special mission: learn how to kill a Nightmare,
“undying” members of the Gaunt Man’s legion.
The target is “The Red Lady,” a bloody specter ACT TIMING
hunting the foggy streets of Mumbai. Act One takes the characters to Kolkata in search
Only one man is known to have killed a Nightmare, of Nathaniel Morris and the knowledge he took
a Gaean named Nathaniel Morris. The first step on to the grave. In Act Two they investigate leads in
their mission is to find Nathaniel in Kolkata and Mumbai to learn the identity of the Red Lady. Acts
learn his secret. There they discover Nathaniel Three, Four, Five, and Six may be played in any
was consumed by the act of destroying the Black order the players wish, based on location clues
Dog, a Nightmare which plagued Gaea. He has they discovered in Act Two. Then they return to
become a dark spirit. The only way to destroy him Mumbai in the Act Seven finale to confront Basjas
is to piece together his own dark secrets. Working and permanently destroy her.

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As a vampire, Basjas has most of the classical
THE NIGHTMARES weaknesses of her kind: allergy to sunlight,
During their mission, the Storm Knights must aversion to garlic, and loathing of holy symbols.
contend with two main Nightmares­—one they are But her vampiric affinity is to spiders, rather than
pursuing, and one pursuing them! bats. Her “purest” form is that of a huge spider,
but her vanity causes her to strongly favor her
LADY BASJAS human appearance. Just as vampires may turn
into mist, Basjas may turn into a swarm of spiders.
As a member of the Hellion Court, Lady Basjas In this form she is much weaker—use the Poison
(pronounced ba-ZHA; rhymes with Rajah) is the Spider Swarm profile on page 105, but retain her
most powerful Nightmare from Monde, one of the Possibilities. She scatters to reform later if Defeated.
Gaunt Man’s drained worlds in which France was
the greatest colonial power instead of England. Most of the time, Basjas appears as a beautiful
woman in her 30s. She has dark curly hair, fair
She was born 200 years ago as Sabathina DeLaunay. skin, a heart-shaped face, and captivating eyes. She
Her father imprisoned her mother in the prefers high fashion of the style common
attic on false pretenses, leading her in Orrorsh—fancy dresses, large
mother to kill herself. When hats, and parasols—with spider-
Sabathina became a rebellious or web-like embellishments.
teen, her father had her Around her neck is a fine
committed in an asylum chain bearing a ruby, a
run by the demented wedding gift from her
Dr. Melgrath. There, long-dead husband.
she learned how to
control spiders and Basjas’ mission for
used that ability to the Gaunt man is to
escape. do nothing more
than she would do
By that point naturally: inspire
her world had just enough hope
been invaded by with her beautiful
the Gaunt Man performances to
and his horrors. bring the horrors
Sabathina got of Orrorsh into
married, but when focus, and then
her husband was subvert that
slain by a vampire, hope by using
she summoned her “other talents”
spiders to slay to spread all-
the fiend, thereby consuming fear,
becoming a vampire corruption, and
herself. death.
Sabathina took the Her personal goals are
name “Basjas” and went less clear-cut. She barely
on to become a powerful remembers the details of
Nightmare, traveling with her past, but she suspects there
the Gaunt Man on his rapacious was never anything wrong with
invasions across many cosms as her mother aside from being strong-
a member of his elite Hellion
Court. BASJAS willed in an age where that was
not acceptable for women. She’s

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positive all her mother’s other mental maladies streetwise 19, survival 13, taunt 18, telepathy
were to do with the horrific treatment by Basjas’ 16, tracking 15, trick 16, unarmed combat 18,
father. willpower 20.
As a major Nightmare, Basjas is a very powerful Move: 15, Tough 14, Shock 15, Wounds 4.
and complex being who transcends the normal Equipment: Fine clothing, parasol, ruby necklace.
bounds of reality. She was not born this way. She Perks: Bolster, Hard to Kill, Psionic (cloud mind,
was made through a series of horrific events, the confusion, mind control), Vampire,
loss of key memories and people who grounded Possibilities: 5 (5 Refresh)
her, and the festering corruption brought on by the Special Abilities:
Gaunt Man and his conquest of her world. • Allergies: Sunlight causes 10+1BD damage
each round.
She has several secrets, all of which need to be • Bite: Damage Strength +2 (16) against a
discovered and communicated to Basjas herself to Grappled foe. Automatically hits the lowest
bring about her True Death. Armor value. Shock and Wounds dealt by a
Origin: Uncover Basjas’ original identity, bite are recovered by the vampire.
Sabathina DeLaunay, and speak her name to her. • Blood Sense: Tracking against a target becomes
Habit: Discover Basjas’s favorite way to feed is to Favored once a Vampire deals a Wound.
target male audience members who attend one of • Claws: Damage Strength +2 (16).
her shows at the Oubliette Theater and behave in a • Change Form: Basjas can change at will to
way that shows disrespect toward her performance. one of her several different forms. The process
takes a full round to complete, during which
Desire: Discover Basjas yearns above all to be she can take no actions other than to defend.
adored, a desire which is linked to her love of acting, The exception is her spider swarm form which
her lost years without human contact during her she can assume instantly on her action.
institutionalization, the loss of her mother, and her • Cloak of Darkness: Basjas gains a bonus
emotionally detached father. to Toughness equal to the current Darkness
Link: Locate the lullaby once sung to Basjas by her penalty.
mother and sing it to her. • Dread: Any Standard Scene with Basjas
Token: Find Basjas’ father still alive—preserved in becomes a Dramatic Scene instead.
an undead state through centuries of torture by his • Enthrall: Basjas may enthrall a single foe who
daughter—and slay him. can see her with a contest of willpower or Mind.
She has a –4 penalty if the target is in a hostile
True Death: The only way to permanently kill state. If she fails, she cannot enthrall that target
Basjas is to bind her in the way she binds her prey, for the rest of the scene. She may direct his
then destroy her body with the cleansing nature of actions until the end of the target’s next turn on
fire. She must be enshrouded in twine or rope that a Standard Success, for one minute on a Good
has been blessed, then her body must be burned success, or until the end of the current scene
to ash. Unlike other vampires, a stake through the on an Outstanding Success. Commands which
heart or exposure to sunlight only temporarily drastically oppose the target’s nature, such
destroys her body, and she is formed once more a as harming himself or an ally, force another
few days later. contest of willpower or Mind.
• Fear: Upon first seeing Basjas as a vampire,
BASJAS (HUMAN FORM) a hero must test willpower or Spirit or become
Attributes: Charisma 16, Dexterity 15, Mind 12, Very Stymied.
Spirit 15, Strength 14 • Minions: Basjas may roll reality to divert any
Skills: Beast Riding 16, dodge 18, evidence analysis hit to a nearby Vampire or mortal minion.
14, find 16, intimidation 18, language (French) • Labyrinth of Lies: Basjas’ secrets can only be
16, maneuver 17, persuasion 20, profession: actor discovered through research. Spells, miracles,
19, reality 18, scholar 15, science 13, stealth 17, and the like simply fail. Cards used to discover

9
her secrets are lost, but the entire team receives can see her with a contest of willpower or Mind.
a Possibility. She has a –4 penalty if the target is in a hostile
• Undead: Basjas is immune to poison and state. If she fails, she cannot enthrall that target
other effects that require breathing, eating, or for the rest of the scene. She may direct his
other “living” processes. actions until the end of the target’s next turn on
• Wallwalker: Vampires can cling to walls and a Standard Success, for one minute on a Good
ceilings and move at their normal rate along Success, or until the end of the current scene
such surfaces. on an Outstanding Success. Commands which
drastically oppose the target’s nature, such
BASJAS (GIANT SPIDER FORM) as harming himself or an ally, force another
In this form, Basjas appears as a massive spider. contest of willpower or Mind.
She retains all the Special Abilities of her regular • Fear: Upon first seeing Basjas as a vampire,
form but gains additional Shock, armor, and her a hero must test willpower or Spirit or become
spinnerets. Very Stymied.
• Large: In this form Basjas is the size of a
Attributes: Charisma 16, Dexterity 15, Mind 12, rhinoceros. Attacks against her gain a +4 bonus.
Spirit 15, Strength 14 • Minions: Basjas may roll reality to divert any
Skills: Beast Riding 16, dodge 18, evidence analysis hit to a nearby Vampire or mortal minion.
14, find 16, intimidation 18, language (French) • Spinnerets: Basjas can bind foes in thick silk
16, maneuver 17, persuasion 20, profession: actor when she Grapples them. Restrained foes are
19, reality 18, scholar 15, science 13, stealth 17, immobilized until cut free or they wriggle out—
streetwise 19, survival 13, taunt 18, telepathy Toughness 18 or a Heroic (DN 18) Dexterity test.
16, tracking 15, trick 16, unarmed combat 18, • Undead: Basjas is immune to poison and
willpower 20. other effects that require breathing, eating, or
Move: 17, Tough 17 (3), Shock 17, Wounds 4. other “living” processes.
Equipment: ­— • Wallwalker: Vampires can cling to walls and
Perks: Bolster, Hard to Kill, Psionic (cloud mind, ceilings and move at their normal rate along
confusion, mind control), Vampire, such surfaces.
Possibilities: 5 (Nightmare)
Special Abilities:
• Allergies: Sunlight causes 10+1BD damage
each round. THE LUDOGHAST
• Armor: Thick chitin +3. One of the Gaunt Man’s most mysterious
• Bite: Strength +3 (16). Nightmares is the Ludoghast, a bizarre spirit of
• Blood Sense: Tracking against a target becomes regret and despair. It seeks out those who pry too
Favored once a Vampire deals a Wound. deeply into the nature of Orrorsh’s reality, never
• Claws: Damage Strength +2 (16). directly targeting its foes but instead leaving a trail
• Change Form: Basjas can change at will to of innocent victims in their wake in hopes they give
one of her several different forms. The process up in horror.
takes a full round to complete, during which In this adventure, the Ludoghast is automatically
she can take no actions other than to defend. set on the Storm Knights’ trail from the beginning.
The exception is her spider swarm form which However its identity and purpose remain a mystery
she can assume instantly on her action. until later in the adventure.
• Cloak of Darkness: Basjas gains a bonus
to Toughness equal to the current Darkness The Ludoghast was once Vahid Pasdar, a generous
penalty. Storm Knight in one of the many worlds the Gaunt
• Dread: Any Standard scene with Basjas Man invaded. Discovering almost by accident that
becomes a Dramatic Scene instead. Nightmares are always born of a troubled history,
• Enthrall: Basjas may enthrall a single foe who Vahid made the connection between a Nightmare’s
darkest secrets and its True Death. He employed

10
this knowledge to slay countless Nightmares, Skills: Dodge 9, find 15, intimidation 16, maneuver
bringing much-needed hope to his world. 10, reality 16, stealth 15, taunt 12, trick 9, unarmed
All this ended when Vahid started researching the combat 15
Gaunt Man’s own secrets... Move: 8, Tough: 6, Shock 15, Wounds: 3.
Equipment: ­—
Confronting the hero in the narrow catacombs of Perks: —
an ossuary, the Gaunt Man offered him a brutal Possibilities: 3 (Nightmare)
choice: the Gaunt Man would immediately leave his Special Abilities:
world only if he abandoned his quest and agreed to • Chill of the Grave: Tendrils deal Damage 13
stop others from following in his tracks. Thinking against the target’s least armored location.
of the greater good he agreed—then watched in • Cloak of Darkness: The Ludoghast gains
horror as the Gaunt Man deactivated hundreds of a bonus to Toughness equal to the current
stelae and consigned nearly everyone in the world Darkness penalty.
to a fiery death. It was worth it to gain a new attack • Dread: When the Ludoghast is present, any
dog. And there would be other worlds. Standard Scene becomes a Dramatic Scene
Now bound to the Gaunt Man’s service, whatever instead.
is left of Vahid’s spirit • Fear: Upon first seeing
is the Ludoghast, the Ludoghast, a hero
following him from must test willpower or
conquest to conquest Spirit or become
to ensure the secret Very Stymied.
of the Nightmares • Manifest: The
remains Ludoghast senses
unrevealed. the location of
Origin: its next target
Discover that the with a find test
Ludoghast was against their
once human and Spirit, then
fought against manifests into
the Gaunt Man. and out of the
material world
Desire: through seams
Learn that in and cracks.
life Vahid was While ethereal
motivated by it is invisible,
altruism and service to immune to physical
the greater good. attacks except by magic
Habit: Find out that the weapons, and can pass
Ludoghast only kills those who through solid objects, though
were recently in contact with its it can still be effected by magic,
prey in order to discourage them. miracles, and psionic powers that can
True Death: The only way to destroy the affect ethereal beings.
Ludoghast forever is to trap it between two • Undead: Immune to poison and other
mirrors. effects that require breathing, eating, or other
Attributes: Charisma 7, Dexterity 8, Mind 8, “living” processes.
Spirit 15, Strength 6
THE LUDOGHAST

11
T
his act introduces the team to Adelaide
Morris and her daughter Sylvia from
Gaea. The two women enlist the help of

HERO OF GAEA
the Delphi Council to find Adelaide’s husband

ACT ONE: THE Nathaniel Morris, the so called “Hero of Gaea”,


who is the last surviving member of a team that
successfully accomplished the True Death of
a powerful Nightmare called the Black Dog.
The heroes’ investigation soon reveals the high
price of Nathaniel’s success was the result of an
almost unbearable decision—a terrible secret that
eventually drove him mad.

OVERVIEW
Scene One: The Storm Knights go to New Delhi
to track down the wife and daughter of Nathaniel
Morris.
Scene Two: In New Delhi, the heroes need to
locate Sylvia, Nathaniel’s daughter, who has run
away to find her father herself.
Scene Three: The heroes visit the Victorian district
office in Kolkata to investigate Nathaniel Morris’
records.
Scene Four: The heroes journey to the family’s
old home in a now-abandoned village. There
they find clues that point to an old well outside of
town, which suggest something horrible happened
there. Sylvia has followed the heroes to the village,
determined to find out the truth about her father.
Scene Five: Sylvia’s worst fears are realized when
they find her sister Annie’s body at the old well.
With Nathaniel’s secrets discovered and laid bare,
they can finally confront his ghost
Scene Six: After a confrontation with the spirit
Nathaniel Morris, he pleads with the Storm Knights
to find a way to defeat Nightmares without losing
their own soul. He also reveals Gaea’s destruction
is imminent, and Earth is next. The outcome of the
war against the Gaunt Man hangs in the balance.

SCENE ONE: TWILIGHT


Standard Scene. Core Earth Dominant Zone.
Quinn Sebastian summons the Storm Knights to
Sittwe on the coast of Myanmar. The Storm Knights
get a chance to rest, clean themselves up and are

12
treated to a delicious dinner of local Myanmar
cuisine at a Delphi Council safe house. During the
meal they are joined by Quinn Sebastian himself.
FIELD RESOURCES
He is accompanied by a Victorian in a tweed suit Quinn Sebastian knows the Storm Knights are
Read or paraphrase the following: facing a difficult—yet vital—mission, so he has
“Friends, I’m sure you’re wondering why I’ve asked arranged extra resources for the operation.
you here. Why the fancy digs, the nice dinner? Well, First, he has coordinated with Sir Darrington
I want you to enjoy yourselves. Lord knows we’ve all at Devon House to provide material aid when
earned a decent meal and a nice place to sleep. But I possible to the Storm Knights. Based in Kolkata,
also want to offer you something, however small, in Devon House is a newly-formed agency of the
exchange for what I’m about to ask of you. Now, I want Victorian government tasked with studying
to be clear. This mission is volunteer only. I wouldn’t and destroying the horrors plaguing Orrorsh.
have brought you here if I didn’t believe in you, and Its investigators and monster hunters work out
we need good people to do it. Not necessarily the best of secret offices scattered around India. Once
shooters, or the strongest fighters. Good people.” per act and while in a populated area (i.e. not
He gestures for the man to step forward. “This here traveling or at a remote site) the Storm Knights
is Sir Edwin Darrington, head of Devon House, a new may call on a local Devon House chapter as if
branch of the Victorian Office of Crown and Country playing a Connection card.
tasked with coordinating efforts with the Delphi The Delphi Council has also purchased open
Council. We’ve been working together on this project. tickets for the Bengali Express, the most upscale
I’ll turn over the floor to you, Sir Edwin.” and widespread train line in the realm. These
Edwin thanks Quinn, and shows you a black and tickets are good for travel anywhere they need
white photo of a woman in her thirties dressed in a to go, or at least close enough to make the rest
simple Victorian era dress, flanked by a light-haired of the journey by hired carriage. You can find
teenage girl. a lot more information on the Bengali Express
and some optional scenes in the chapter Horror
“This is Adelaide Morris and her daughter, Sylvia. on the Bengali Express at the end of this book
They are fellow Gaeans now living in New Delhi. Mrs.
Morris has asked us for help with her husband, a man Lastly, at Quinn Sebastian’s direction the
named Nathaniel. Mr. Morris is the last surviving Delphi Council has cleared an Eternity Shard
member of the Light Brigade, a crack team of soldiers for the Storm Knights’ temporary use.
who managed to hunt down and kill a major Nightmare SIR GREGORY’S CRUCIFIX
back in Gaea known as the Black Dog. Now, the bloody Cosm: Orrorsh
thing’s been killed before, but it’s always come back—
haunting dark streets, killing children at night. This Possibilities: 3
time, though, it’s truly gone. It hasn’t reappeared, it Tapping Difficulty: 15
hasn’t risen from its grave. The Black Dog is dead, Purpose: To defeat the scourge of undeath.
permanently. We’ve taken to calling this phenomenon
‘True Death,’ and if we could understand it, and learn Description: This book-sized gold cross once
how Morris and his team did it, we might be able to owned by legendary Gaean monster hunter Sir
get a leg up in Orrorsh. Gregory Croft is inset with red and blue gems.
“The problem is Nathaniel Morris has gone mad. At Powers: Undead threats with a Spirit score of
least that’s what his wife tells us. He might not be the 10 or less may not willingly touch the wielder
man he once was. Still, he’s is the only living person of the crucifix, though may still use spells,
who has accomplished the True Death of one of these powers, or attacks that work at range.
horrific beings. If there’s even a tiny sliver of hope he Restrictions: The crucifix may not be used by
might still be in there, we have to find him. We need anyone Corruption.
those answers.

13
“And that brings me to the other half of your answer questions, though they don’t know much
assignment. Once you know how to destroy one of more than has already been said. If asked why
these things by finding its True Death, we need you Sebastian isn’t recruiting more experienced
to test that knowledge on a much greater Nightmare.” Storm Knights, he levels with them.
Here the photo changes to a decapitated body lying on “Let me ask you: What would you do? I could send
a cobblestoned alleyway. experienced operatives in there. Agents with bigger
“They call her ‘the Red Lady.’ She’s been terrorizing muscles and bigger guns who’ve made their names
Mumbai for weeks, now. Nobody knows who—or with great deeds in places like the Nile Empire or
what—she is, but she stalks the streets at night. Every the Living Land. Someone like that is more apt to
man she kills is completely drained of blood, but the get killed in Orrorsh. I’d rather send in someone like
strangest part is, his head is missing as well. People you—someone who may not have as much experience
in Mumbai are spooked. All this is coming at the same but is more apt to think out of the box when they run
time that a plague called “Black Vein” is decimating into something they don’t understand”
the slums, and a rash of premature burials has
everyone on edge. We don’t know if there’s a REQUISITIONS?
relationship between these things, but we need Obtaining basic requisitions is possible here
to do what we can. Once you know how to with a persuasion test, but Sebastian outright
destroy a Nightmare with its True Death, find denies any requests for more powerful
the Red Lady and do whatever it takes to free weapons, or anything indicating the Storm
Mumbai from her grip. Whatever it takes. Knights intent to escalate
“I’ve arranged a contact for you once violence. It’s not that he
you’re ready to track the Red Lady, a doesn’t sympathize, but
pair of investigators named Shackley and Orrorsh punishes those
Lakhavani. Look them up as soon as you who seek resolution
arrive in Mumbai. We’ll send you with the through combat. Instead
address. he encourages the acquisition of
“Last, I would be remiss if I didn’t items that help them investigate and
offer you a rather stark warning. understand their surroundings,
Orrorsh is a terrible place. It’s maybe even supplies that can
dark. It’s terrifying. Even help them communicate and
the strongest among us curry favor with different
can lose ourselves there. people.
It’s not a place where He even encourages them to
you just point a gun bring something personal that
at threats. It’s a place helps them feel connected to
of despair and death, those who are important to
and of horrors that them. Read or paraphrase:
don’t make any sense. “Sometimes,” he says, “a
We Victorians have been simple photograph can remind
fighting these devils longer you of what’s really important when
than we care to remember. Outsiders you most need to be reminded. Connection
can easily lose themselves to the ghastliness and is a rare and valuable commodity in
corruption. Be vigilant and have a stiff upper lip. Orrorsh—remember that friends.”
“Right! Have you any further inquiries for either
Mr. Sebastian or myself?”
It’s clear this is a high priority mission.
Both men remain for a few hours to SYLVIA MORRIS

14
ENTERING ORRORSH they once were. Where once there was a bustling
life blood of cars and buses along the arteries
The Storm Knights have a long way to go to get to
of its streets, now the markets are peopled by
New Delhi, and the Delphi Council has arranged
pedestrians and rickshaws, mostly serving only
transportation via the Bengali Express train line—
dwellings within walking distance. Though one
the most efficient way to travel long distances
might see occasional petrol-powered vehicles like
(see Orrorsh By Rail at the end of this book).
horseless carriages, petrol itself is hard to get a
The Bengali Express is a luxury passenger train
hold of, so many of those vehicles stand idle, or are
with sleeper cars and dining service, pulled by a
very limited in their range.
black iron, steam powered locomotive. Read or
paraphrase the following: An electrical grid exists in parts of Delhi, but it
is unreliable and, because of its generation of DC
The train itself is transformed, a feeling of age around
current, incompatible with most modern devices.
it. The passenger car is hot and humid, with visible
The city is a grimy place with a fine layer of soot
dust particles floating in intermittent shafts of deep
dusting the structures and buildings. The people
yellow sunlight. People on the train generally keep to
go about their business as best they can while
themselves in quiet pairs or trios. Everyone seems on
trying to avoid the dark shadows of back-streets
edge as you board.
and alleys and generally steering clear of the
The sun’s brightness is somehow permanently parts of the city the electrical grid doesn’t reach—
diminished here. While no less stiflingly hot in especially at night.
the summer, the environment during the day is
characterized by diffuse, gray light with an occasional THE RUNAWAY
yellow beam as the sun struggles to shine through
intermittent breaks in a seemingly permanent The Delphi council have given the heroes an
formation of ominous clouds. At times, the day appears address in the city to find Adelaide, but New Delhi
almost as dark at night, with black clouds that seem to is a large city, and the streets are not well labeled.
come out of nowhere and blot out the sun at the worst The day is already late by the time the team locates
possible moments. the right place.
The train stinks of burning coal, and its inner walls Adelaide Morris works as a seamstress and
are covered in a film of sticky deposits from the boiler launderer. She rents a small hovel in a nondescript
and smoke stack. It rattles and sparks on the imperfect neighborhood of New Delhi. When the Storm
train tracks as it slogs forward through a stark Knights catch up with her, she is distraught and
landscape of Victorian style buildings transformed crying in her house, clutching a piece of paper in
into the Orrorsh reality. her hands.
During this trip, they experience the first of the A Challenging (DN 12) persuasion test convinces
seven mini-scenes outlined in the “Terror on the her to trust the heroes enough to confide in them.
Bengali Express” section of the Orrorsh By Rail Alternatively, a Hard (DN 14) find test reveals the
chapter at the end of this book. These encounters are contents of the letter she’s holding, which says:
optional but provide a chance to gain information, “Mom, I left to find dad. I’m sorry. Please don’t
gear, Possibilities, or other useful advantages. Run worry about me. I love you. Sylvia.”
the first encounter, “Visions of Death.”
A failure on either test costs precious time, as
Adelaide’s daughter, Sylvia, ran away and is about
to depart the city on a train to Kolkata (see the
SCENE TWO: HOME IS consequences of failure in Finding Sylvia below).
WHERE THE HEART IS If the team manages to gain Adelaide’s trust, she
Standard Scene. Orrorsh Pure Zone. New Delhi reveals the following:
is a large city, but its transformation has left its
inhabitants more isolated and separated than

15
“My husband—he was hunting in Gaea for a long Step C: With a successful Standard (DN 10)
time. I tried to send him word after our youngest streetwise test, the heroes locate Taarush. He tells
daughter Annie disappeared, but he was so obsessed. them Sylvia is already in the baggage car of a train
He said he was on the verge of destroying that… that’s about to leave the station.
horrible thing. The Black Dog they called it. It was Step D: When the Storm Knights arrive at the
a nightmare. Truly a nightmare. Children would station, the train is already beginning to depart.
disappear, and later turn up dead. It kept happening Catching the car in time is a Hard (DN 14) strength
and it was horrible. Nathaniel said he and his team test. The heroes may attempt another kind of test
were close to killing it. For good. for this step depending on their approach (for
“Anyway, I guess they did it, but when he came home, example, persuasion to convince someone to stop
he wasn’t the same. Annie had just…disappeared. the train) but the difficulty remains the same. If the
There was no sign of her. I had to stay strong for Storm Knights failed either test when first meeting
Sylvia—who was sick with grief. And when Nathaniel Adelaide, they suffer an additional –2 on this step.
returned, he seemed broken. He sat in a chair in our Possible Setback: The heroes are barking up the
house for weeks at a time, angry, muttering to himself, wrong tree about Sylvia’s contact, or they go to the
unapproachable. He refused to talk about anything— wrong train station, or pursue the wrong train.
how he destroyed the Black Dog, our future, nothing.
He even broke out into tears several times. Sylvia and Complication: Sylvia covered her tracks, traffic
I were beside ourselves. We didn’t know what to do. It causes delays, the Mumbai streets are like a maze.
was horrible. Critical Problem: Unlike typical Dramatic Skill
“Finally, in one of his fits of rage, he even threatened Resolutions, failing to pass any of these Steps
to kill us. That’s when I knew I had to take Sylvia and during a Critical Problem means the Storm Knights
leave. So, we came here. And now my daughter has simply fail this DSR. Perhaps Sylvia’s trail goes
run off to find him and bring him back. My God. cold or they train left before they could catch it. In
this case, they’ll find her in Kolkata.
“I told her he’s gone. He might as well be dead to us,
but she wouldn’t listen!” If the team is successful catching up to Sylvia, they
may return her to her mother (see below).
She breaks down into tears, clearly sick with
worry for her daughter.
BACK AT THE MORRIS HOME
FINDING SYLVIA Sylvia is a short, determined sixteen-year-old who is
not at all happy to have been stopped from running
Sylvia believes her dad is still in the village near away. Though she clearly loves her mother, she’s
Kolkata where they all used to live when this also convinced her father is in terrible pain.
occurred. Catching up to Sylvia before she departs
on a train requires a Dramatic Skill Resolution with “Something happened to him, mum!” she says. “All I
the following steps: wanted to do was help. We should never have left him
alone.”
Step A: Although Sylvia likely plans to leave the
city by train, there are several train stations in New Before the heroes depart, Sylvia reluctantly
Delhi, and time is of the essence. Searching Sylvia’s approaches one of them and offers a small, beat up
room for clues requires a Standard (DN 10) find journal. With tears in her eyes, she says:
test. Success reveals her diary and several train “It was my sister’s. There are missing pages. I
schedules. thought maybe you’d need it.”
Step B: A Challenging (DN 12) evidence analysis She then sniffs and runs away to her room. If
test reveals that Sylvia didn’t have any money, but asked about it, she’s inconsolable and refuses to
had a contact named Taarush, who promised to get comment further, but her mother tells the Storm
her on a train to Kolkata in one of the baggage cars. Knights ever since her sister went missing, Sylvia
has had a kind of gift—instinctively understanding

16
connections between people and events that no one At this point, the heroes may visit the Victorian
else does. Field Office, or go straight to Venkati Village. If they
If the Storm Knights don’t catch up with Sylvia, go to the village first, skip to Scene Four below.
she gives them the diary when they find her outside The Victorian Field Office isn’t going anywhere.
Kolkata (see Scene Three below).
If they come back without her daughter, Adelaide THE VICTORIAN FIELD OFFICE
is beside herself with worry and pleads with the Whenever they do visit the Field office, the Storm
Storm Knights to find her and bring her home. Knights find a stern-looking woman behind a beat
Whether or not Sylvia made it home, Adelaide up mahogany counter, gazing at them through
offers a map to a small village outside of Kolkata. a pair of dusty spectacles. The woman, Grace
Stewart, runs the Kolkata office and claims to be
“This is where we lived,” she says. “Also, there’s a very busy.
Victorian satellite office in Kolkata. They have records
on Nathaniel there. You might be able to find out more Grace allows the heroes to access Nathaniel Morris’
about his work there. Maybe you can find out what personnel file with a Hard (DN 14) persuasion or
changed him?” intimidation test. Mentioning Sir Edwin Darrington
or having a Victorian in the group grants +4 on
“Please, bring him back if you can, and if you can’t…. this test. With a Good Success or better (persuasion
Maybe you can bring him peace.” only), she makes coffee for everyone, grateful to
have the company.
ANNIE’S DIARY Poring over the records on Morris and his team,
An Easy (DN 8) evidence analysis on the diary tells which dubbed themselves the Light Brigade,
the story of a troubled little girl who loved her requires a Standard (DN 10) evidence analysis test.
dad, but she expressed disappointment he didn’t On a failure they still retrieve the information, but
come home more often. And when he did take the somehow they damage the files physically. This
odd break from hunting the Black Dog to come upsets Grace to no end and she kicks them out of
home, he seemed more and more distant and even the office, barring them from returning.
unfriendly toward her and the family. Whether they succeed or fail, the records confirm
A Good Success reveals Annie skirted around all the Light Brigade members except Nathaniel
the subject of her dreams. Though she couldn’t were either killed or went missing during the
remember much, what she could remember scared hunt and are presumed dead. Nathaniel, being
her. She mentions she dreamed about her father, the only surviving member after their success,
but there are missing pages that may contain a lot was awarded the Medal of “Grand Defender”
more information about it—if they can find them. from the Home Office in Gaea for his efforts.
The file indicates he accepted the honor with
uncharacteristic arrogance, taking all the credit
SCENE THREE: PEERING and without a word mentioned about the rest of his
team. A note in the file characterizes his acceptance
INTO THE PAST speech as, “a travesty of dishonorable behavior.”
Standard Scene. Orrorsh Pure Zone. Another It goes on to say, “Nevertheless, the award stands.
long and uneasy train ride deposits the heroes into It was a remarkable accomplishment.” Finally, the
Kolkata. As they enter, in the distance, they see file includes a portion of Nathaniel’s acceptance
the horrific maelstrom bridge Nathaniel no doubt speech:
traveled on to get back and forth from Gaea. It’s “I killed the Black Dog. Only me! Only I was
a terrible structure made of bones and decayed prepared to do what was necessary. None of you can
flesh—an almost formless shadowy nightmare of possibly understand. I accept this award because I,
death that stretches beyond Earth’s reality and into alone, deserve it.”
the realm of another world.

17
On discovering this, a collective understanding crumbling before they should, rotting as if eaten away
seems to wash over the Storm Knights. Each of by the environment of dread itself. Wooden roofs are
them understands they have found something blackened and deformed. Brick chimneys look melted
significant—a clue to what Nathaniel became and blurred as if obscured by some fuzzy lens through
after his victory. The award is in fact, a curse. which your eyes must view everything.
To Nathaniel, it doesn’t honor him. It mocks Standing water looks black and mirror-like under a
him. Deep down, he knows he is unworthy of it seemingly constant cover of gray clouds. Somehow the
because of a much deeper, darker secret they may color of everything around you seems washed out—
not yet have discovered (i.e. the murder of his almost black and white as if in an old film. The Morris
daughter—see Scene Four below). Regardless, just house stands at the end of a muddy road. A feeling of
by understanding this, they instinctively feel they what was once great, deep love, now lost, washes over
have an advantage in confronting him they didn’t you as you walk toward it. The loss of it is palpable—a
have before—particularly if they confront him swing set in the yard and a cheery welcome mat on the
with it directly. This is one of Nathaniel’s secrets porch, now both worn and neglected as if the warmth
(see The Making of a Nightmare sidebar). of the house has been stripped away by the stink of
A Good Success or better reveals a distinct lack despair and sorrow.
of information about the method the Light Brigade If Sylvia managed to escape the Storm Knights
used to destroy the Black Dog, suggesting the when she ran away, she is hiding in the village. As
Light Brigade actively avoided documenting their they explore the village, the Storm Knights may
methods. make a Standard (DN 10) find test. Those who are
If the heroes ask Grace about the medal, a successful see fresh intermittent footprints with a
Challenging (DN 10) persuasion test (+2 on this roll small shoe size present in the mud. A Good Success
if they received a Good or better result on their or better means they catch a glimpse of Sylvia
last interaction with her) gets her to lament that hiding behind an abandoned building. Calling
Nathaniel had always been an upstanding and out to her with reassuring words coaxes her into
kind person, but during his hunt of the Black Dog, the open. An Easy (DN 8) persuasion test does it. If
and especially upon returning from Gaea after they want to scare her instead, they may make the
defeating it, he wasn’t the same. Being awarded same test with intimidation, but she’s already very
the medal just seemed to make him worse— frightened, and that makes it worse.
resentful, bitter and arrogant. She says it’s almost If Sylvia was caught before she left New Delhi,
as if accepting the medal itself drove the last of his unless the Storm Knights take specific action to
empathy and compassion away. He went home prevent it, she sneaks out a second time and catches
after that, and she hasn’t seen him since. the same train as the Storm Knights. Either way,
she likely ends up in the village.

SCENE FOUR: VILLAGE Sylvia is determined to find her dad and try and
talk with him. She also has an eerie connection
OF GHOSTS with her sister and has been drawn here in a way
Standard Scene. Orrorsh Pure Zone. The Village she can’t understand or explain. She doesn’t know
of Venkati is about thirty miles outside of Kolkata. why, but she’s sure she’s where she needs to be. She
Based on the map provided by Adelaide, it’s not insists on staying with the group and seeing their
hard to find, but once the heroes get there, they investigation through.
quickly discover no people live there. The reason “Please, I have to know what happened to my dad! I
why is obvious the minute the Storm Knights enter can’t explain it, but somehow I know he needs me!”
the outskirts. Read or paraphrase:
A crippling feeling of dread and despair washes
over you as you walk down the abandoned center
street. Transformed buildings of wood seem to be

18
Dust and decay hang heavy over Annie’s room, but it is largely undisturbed

is indomitable. If Sylvia spends a few hours


SYLVIA MORRIS with someone she knows well (GMs call),
Quote: “I’ll always be on your side.” that character may make a Standard (DN 10)
Attributes: Charisma 10, Dexterity 6, Mind 8, Charisma test to gain the one-time benefit of
Spirit 11, Strength 5 halving the normal cost of increasing his or her
Skills: Dodge 6, find 9, evidence analysis 9, first Charisma stat upon advancement. She may only
aid 9, lockpicking 8, maneuver 7, persuasion 11, do this once per character.
stealth 8, streetwise 12, trick 9, willpower 12.
Move: 6; Tough: 5; Shock: 11; Wounds: —
Equipment: — THE OLD MORRIS PLACE
Perks: —
Any investigators brave enough to enter the Morris
Possibilities: None
home must make a Standard (DN 10) willpower test
Special Abilities:
to avoid being overwhelmed by fear and sadness.
• True Friend: Instinctively, Sylvia has the
Those who fail are Stymied for the entire scene, or
ability to see through the corrupting influences
until conditions change. Inside they see evidence
and jadedness of people, understanding the
the family lived here, with furniture still present
power and the difficulties of true friendship.
and decorations still on the walls. The most obvious
Her spirit and belief in those she is close to

19
piece of furniture is a well-worn old chair in the
THE MAKING OF A middle of the main living area. It almost seems as
if the chair’s seat is being depressed by the weight
NIGHTMARE of someone sitting in it. The Storm Knights even
hear uneven breathing from somewhere around
Nightmares don’t die, they must be researched
the chair, but when tested, there is nothing there,
and understood to destroy them, but to truly
nor does the chair respond to spells, miracles, etc..
understand them can break a person’s soul.
The bedrooms are similarly neglected and
This is what happened to Nathaniel Morris.
abandoned, but the smallest bedroom has the same
Nathaniel Morris was indeed a hero. Along air of dread within it as the chair in the living room.
with the rest of the Light Brigade, he tracked Pictures of a young girl line the walls, and there is
down and achieved the True Death of the Black a perfectly made bed in the corner. Above the bed
Dog in Gaea—a remarkable accomplishment is torn and tattered home-made sign, made from
for sure, but it didn’t come without sacrifice. craft paper, glitter and glue that reads, “Your bed is
His unhealthy obsession during his pursuit always waiting for you, Annie.”
of the Black Dog, and the creeping corruption In the master bedroom the team discovers two
that slowly overtook his mind, transformed crumpled scraps of paper with red mud on them.
Nathaniel. In an effort to truly understand the They are the missing pages from Annie’s diary.
Black Dog’s final secret, he murdered his own
The diary pages tell a story of fear.“I’m scared of the
daughter by throwing her down a well outside
bad man. The man who used to by my daddy. I don’t
the village and became what he was hunting.
think mom or Syl know. They can’t find out cuz he’ll
Once the deed was done, the award of “Grand get them too. I don’t know what to do.”
Defender” only seemed to mock his self-hatred
On the last page she says: “I had a dream last night.
and the bitterness of his sacrifice. Instead of
It was about my daddy. It was about the bad man. He
making him feel like a hero, the award stripped
came home. Mommy and Syl didn’t know. He covered
away what was left of his humanity, stoking his
my mouth and carried me to the old well—the scary
arrogance and corruption.
one outside the village. I woke up, but there was more.
The final push came when Adelaide and Sylvia I know there was more. I can’t tell anyone, or he’ll get
abandoned him and left for New Delhi. It was them too.”
at that moment, when he knew all his most
The last entry reads: “I’m scared the bad man’s going
beloved treasures were gone for good, that he
to hurt me!”
turned from a man into a Nightmare.
Success on a Standard (DN 10) scholar test suggests
Nathaniel has two secrets (one for each of his
that Annie likely wrote these pages while she
possibility refresh):
slept—the supernatural instincts of a gifted child
1) He killed his daughter Annie as a final with no other outlet to express her horrific fears.
sacrifice. The body of his daughter, Annie must Indeed, just reading them conjures up auditory
be discovered, and her murder understood as a hallucinations of Annie’s voice saying the words
condition for bringing about the True Death of on the page in quiet terror.
the Black Dog.
It may take time for the Storm Knights to realize
2) The “Grand Defender” medal must be Nathaniel has become a Nightmare himself.
understood for what it really is to him: a symbol Once Adelaide and Sylvia left him, he killed the
of mockery. It was given for bravery, but its true remaining inhabitants of the entire village. His very
effect was to mask his shame and self-loathing presence is why the village has the air of dread it
(Continued on next page) does. In attempting to learn more about Nathaniel,
the heroes are discovering for themselves exactly
how to hunt a Nightmare, along with the sacrifices
required of those who want to destroy it. Reward

20
the players with Possibilities for this discovery as
they make it and guide them with this objective in THE MAKING OF A
mind. NIGHTMARE (CONT’D.)
True Death: Nathaniel’s True Death can only
SCENE FIVE: THE OLD occur after a family member learns the truth
of what happened to his daughter Annie.
WELL
Standard Scene. Orrorsh Pure Zone. No roll is NATHANIEL MORRIS
required to find the old well on the outskirts of the
village. All they need do is follow the feeling of Nathaniel appears as a hazy, skeletal figure
dread. cloaked in wisps of shadow. He still wears his
old service hat, and his medal of honor hangs
As you approach a crumbled, neglected brick well, on his spectral chest.
long dry and abandoned, the mud under your feet
shifts into an orange red color, matching that of the Attributes: Charisma 4, Dexterity 11, Mind
mud on the two diary pages. The area around the well 10, Spirit 11, Strength 12
is humid, and the atmosphere is almost blurry—with Skills: Dodge 12, find 12, intimidation 15,
sunlight unable to fully penetrate the area surrounding maneuver 12, melee weapons 13, reality 12,
it, placing the well into a semi-permanent shroud of stealth 12, survival 11, tracking 12, taunt 6,
gray. trick 11, unarmed combat 13, willpower 13.
Move: 11; Tough: 12; Shock: 11; Wounds: 3
If no one has told Sylvia about what her father Equipment: —
might have done, she timidly asks what they are Perks: —
doing there—but the tears in her eyes suggest Possibilities: 2 (Nightmare)
she instinctively knows. If she has been told, she Special Abilities:
is somehow sure she needs to be there, and she • Bite/Claw: Strength +2 (14).
demonstrates remarkable bravery while doing her • Cloak of Darkness: Nathaniel gains a
best to stay out of the heroes’ way. bonus to Toughness equal to the current
Once in sight of the crumbling brick mouth of the Darkness penalty.
well, long since abandoned, the air above it almost • Dread: While Nathaniel is present, a
seems to shimmer, and a swarm of what seem to be Standard Scene becomes a Dramatic Scene
flying, bat-like shadows floods out of the well and instead.
converges on the heroes. • Fear: Upon first seeing Nathaniel, a hero
• Shadow Bats (3 per Storm Knight): See page must test willpower or Spirit or become
106. Very Stymied.
• Insidious: Discard a Destiny card
from each target’s pool when Nathaniel
ECHOES OF THE PAST succeeds at an Approved Action.
Once the shadow bats are dealt with, the Storm • Shadow-Walk: Nathaniel can travel
Knights hear voices echoing faintly from the between shadows within 30 meters of one
bottom of the well. They instinctively know this another as though they were connected.
happened in the past. • Undead: Nathaniel is immune to poison
“No daddy! Please, no! I’m scared daddy!” and other effects that require breathing,
eating, or other “living” processes.
“Forgive me, baby… I’m so sorry. It’s the only way
to win,” a man’s voice says. “God help me.”
“Daddy! No!” Annie screams, and then… silence.
Sylvia hears this too and begins to silently cry, but
she insists on seeing this through.

21
Getting down the well is not a simple matter. It’s she’s not with them, the Storm Knights know they
a tight space and requires some ingenuity. With won’t be able to permanently destroy him until
a Standard (DN 10) survival, science, or similar either she or Adelaide know the truth.
test, depending on their approach, the heroes can Back toward the village, there is a cry of anguish—
successfully jury-rig something to lower one of the cry of a man in a voice that’s amplified and
them down. Failure results in the climber falling distorted. It’s Nathaniel Morris. Sylvia immediately
down the well, which deals 10+1BD damage (or tries to take off toward the voice to confront her
10+2BD on a Mishap). father if the Storm Knights aren’t keeping an eye
At the bottom they find what they already suspect on her.
is there: Annie’s little body, still dressed in her
nightgown—cold, silent, and dead.
Upon seeing her, all present in the vicinity of SCENE SIX: THE DEATH
the well must make a Spirit or willpower test. Just
knowing the truth and seeing it in front of them
OF A NIGHTMARE
risks them becoming jaded and hardened. Failure Dramatic Scene. Orrorsh Pure Zone. Discovering
results in the Storm Knight taking Fatigue which Annie’s body summons Nathaniel.
does not fade until the end of the Act., a Although it takes a few minutes for him
result of the dark truth worming its way to arrive, he is in full pursuit of the Storm
into their heart. Knights. Depending on their actions, the
heroes meet him somewhere close to the
Either way, once the moment of old well, on a muddy field outside the
understanding and acceptance of the village, or in the village itself.
truth passes, the stifling oppression
of despair surrounding the well Nathaniel is no longer human.
is suddenly lifted. If it’s daytime, His sacrifices to defeat the Black
a tight beam of bright sunlight Dog and the deeds he’s done
penetrates the clouds, shining into have deformed and transformed
the well before it broadens into the him into a gnarled shadow
surrounding area—a rare feeling of his former self—literally.
of hope. At night, the moon Nathaniel exists only partially
comes out instead. A great weight in the corporeal plane. That
has somehow been lifted, and was him sitting in the chair in his
although the heroes may not fully house, breathing yet dormant.
understand it, they instinctively At will, Nathaniel may become
know the significance of their solid and visible, and he uses
discovery. They have unlocked claws and teeth to rip and rend
one of Nathaniel’s secrets. the flesh of his victims. He
moves very quickly from
If Sylvia is with them, both shadow to shadow, seemingly
she and the Storm Knights ignoring the physics of human
now know why she needed movement.
to see this as well—why
she needed to know what He also brandishes his
happened. His True Death “Great Defender” award
condition is revealed. If on his chest—a gleaming,
decadent symbol of his
ultimate hypocrisy—a
NATHANIEL hero, but at a terrible
price.
MORRIS

22
The heroes may try to avoid fighting him, in for the sake of the world, you must find another way
which case the conflict turns into a Chase using to win! The Victorians…they were wrong. We were
Dexterity, giving Nathaniel a +2 bonus for relative wrong. We aren’t your saviors. We’re the instruments
speed (see Torg Eternity). If they fight, he begins of your downfall.”
with two Possibilities and automatically refreshes • Nathaniel Morris: See page 21.
those Possibilities every round (his refresh) until
one or more of his secrets have been discovered,
those who know about them are in his presence,
and they confront him with them during the fight.
AFTERMATH
All three of those conditions must be met to reduce If Nathaniel has not met his final end, the heroes
Nathaniel’s refresh. should now have a good idea why, since the
confrontation with Nathaniel reveals at least one
If Sylvia (or her mother) somehow doesn’t know hint about his secrets they might have missed.
what her father did, Nathaniel can’t be killed as his
final True Death condition will not have been met. If Nathaniel has met his True Death, the Storm
Sylvia’s entire reason for coming out here was to Knights now understand what it means to hunt a
fulfill this condition, even though, consciously, she Nightmare and destroy it. Nathaniel himself was a
didn’t know it—such was the singular connection minor Nightmare. There are far worse Nightmares
she had to her sister. out there with many more corrupting secrets to
discover—Nightmares that beget Nightmares, just
Unless his True Death secrets are known, like the Black Dog.
understood, and communicated to him sometime
during the fight, Nathaniel may be defeated, but Sylvia is quiet after Nathaniel’s defeat, but is
he returns sometime, somehow in the future. now more visibly at peace than they have seen
Regardless, Nathaniel reveals hints about his past her previously. She thanks the heroes for bringing
and what he knows during the fight. her sister peace, but it’s clear, while she is certainly
wiser than she was and formidable in her own way,
“Defeating evil comes at a terrible price. It’s only she may have tasted a bit of the corruption her
a matter of time before you will truly suffer for your dad succumbed to herself. She obediently agrees
heroism just like I did.” to go back home on the train, but just before she
“I am the Great Defender of Gaea!” he says, pointing leaves them, she looks at the Storm Knights with a
to the medal on his chest “I alone defeated the Black sobering air of understanding. Read or paraphrase
Dog! Only I alone could make the sacrifices required!” the following:
“Gaea is doomed. Gaea is about to fall, just like all “Hey. I know this may sound dumb but, if you need
the other worlds the Gaunt Man has conquered. Earth me, you know where to find me. If, you know, I can
will become Orrorsh, and there’s nothing anyone can help? We’re in this together, aren’t we? Us? The good
do about it.“ guys?”
If the heroes do achieve Nathaniel’s True Death, Her eyes flash with fleeting hope before a tear rolls
after the killing blow is struck and before he dies, down her cheek, and she says, “I believe in you; I
Nathaniel remembers. He understands. He’s who always will.”
he used to be for just a moment. He grieves over Heroes may make an Easy (DN 8) reality test. A
the loss of his daughter and begs the forgiveness success gives them a feeling of belief in her as well.
of Sylvia if she is present—which she bravely gives Sylvia is different. Somehow the heroes know. She
him. He cries over the decimation he wrought on is a valuable ally, though her true value may not
his family, but in a moment of clarity before he yet be understood.
expires, he says to the Storm Knights:
“Don’t become me. You must find another way. I
destroyed the Black Dog, and yet I became like the Black
Dog. Don’t you understand? Even when the Gaunt
Man loses…he wins. Promise me. For my daughter,

23
I
n this lengthy act, the heroes begin their
assignment to put a stop to the “Red Lady,”
a mysterious figure terrorizing the streets of
Mumbai. Gradually their inquiries capture the
attention of the titular vampire, culminating in a
dangerous encounter—and the knowledge they’ll
need to seek out her darkest secrets and her True
Death!

THE RED LADY


Like all mysteries, the Storm Knights begin this
act with only a few sparse clues, and must use
their skills in deduction, inquiry, and observation
to make connections. Any clue which is vital to
progressing the plot comes easily to the Storm
ACT TWO:
Knights—as long as they know where to look.
Optional clues are a little harder to spot.
Along the way they learn more about the terror
gripping Mumbai, including the link between
Basjas and her spawn, but by the end of this act,
the Storm Knights must learn the following:
• Basjas, an actress from the Oubliette Theater, is
the “Red Lady” behind all the murders. She is a
vampire and the Horror they must destroy.
• She only targets men who attended one of her
performances that evening—this is her “Habit,”
one of the five secrets they’ll need to learn by the
end of the adventure if they hope to destroy her.
• There are several locations scattered around India
which might hold additional clues: A castle in the
Eastern Ghats mountains which is her true home,
an asylum near Agra which is somehow connected
to her past, a strange monastery in the Himalayas
which serves as a repository of knowledge from
dead cosms, and a remote village in Bangladesh
where one of her enemies fled. These places are
explored in future acts to learn additional secrets.
It’s best to be up-front about the significance
of a clue when the heroes find it. If the heroes
don’t seem to recognize the value of a piece of
information, especially if it pertains to the three
crucial discoveries in this act (Basjas’ identity, her
“habit” secret, and the links to other locations), be
sure to inform them directly. The Storm Knights
have an profound moment of clarity and know
they’ve found something important.
If the players somehow bypass scenes intended to
present those clues, be sure to find other ways of
getting the above information to the players.

24
The Red Lady pursues her latest victim through the foggy streets of Mumbai

Scene Five: Optional scene. Looking into a


OVERVIEW possible connection with a blood disease, the
Scene One: The Storm Knights travel to Mumbai, heroes encounter the horrific creature poisoning
where they discover one of their local Delphi people in a Mumbai slum.
contacts has been bizarrely murdered. Scene Six: In this final optional scene, the Storm
Scene Two: In this optional scene, the Storm Knights look into reports of premature burials and
Knights seek information at a local newspaper, and witness one for themselves.
are marked for a horrible death. Scene Seven: When they have enough clues,
Scene Three: Another optional scene. The heroes they investigate a bizarre morbid playhouse that
find a specialist in insects who can help them learn is somehow connected to the murders and finally
more about a peculiar spider. come in contact with their prey.
Scene Four: Optional scene. The Storm Knights’ Scene Eight: Tracking Basjas leads the Storm
contact arranges a séance to seek information from Knights to her secret-filled apartment, then down
one of the deceased victims of the Red Lady. into her deadly basement lair.

25
You locate the three-story building on a quiet cross
SCENE ONE: THE OPEN street in the Byculla East neighborhood. As you knock
WINDOW on the door to announce yourself, you discover the
door is unlatched.
Standard Scene. Orrorsh Pure Zone. The Storm
The main office occupies the ground floor, with
Knights travel to Mumbai, where they are to begin
a small library and living quarters for Herbert
their investigations. If you are using the optional
Shackley on the second floor, and a largely unused
encounters in Orrorsh By Rail, insert “The Veiled
storage area on the top floor. His partner, Radhika
Woman” here.
Lakhavani, lives elsewhere. Nobody answers the
When the heroes finally arrive in Mumbai, read or door, and the building is quiet.
paraphrase the following:
The office on the ground floor is a well-appointed
Mumbai is a stark contrast to the small village of main room with a large fireplace, tiger skin rug, and
Venkati. This truly massive city of nearly 20 million two heavy oak desks upon which are a profusion
people steams in the tropical heat of the afternoon of notes, none of which are any interest to the
along the edge of the Arabian sea coastline. Where Storm Knights. Stairs near the front door lead up
once stood skyscrapers, now her transformed wooden an upper landing where a door stands ominously
edifices vanish into the perpetual haze from a thousand ajar. Something feels terribly wrong.
smoking chimneys, coal-burning engines, cooking
meats, and burning rubbish piles. Looming over
everything is the twisted, towering maelstrom bridge,
A GRISLY DISCOVERY
which rises from the wooded hills of Sanjay Gandhi Inside the library is the body of Herbert Shackley,
National Park many miles north of the city. By day, the his body contorted in pain and horror, dead eyes
streets are packed with pedestrians weaving between seeming to gaze at the heroes as they enter!
a near-constant stream of horse-drawn carriages. The open second-story window looks down on
Victorians hustle here and there in top hats or high- a narrow alley. There are no signs of forced entry
necked dresses, intermingling with Indians in more or footprints, but the office has been ransacked.
traditional clothing. The air is redolent with the scent Hidden in his pocket is a spool of silver thread. The
of cooked food, horse dung, and coal smoke. heroes instinctively know the thread is a vital clue
Beneath the veneer of frantic modernity is a sinister of some sort, though what they cannot say.
sensation, as though someone—or something—is An Easy (DN 8) medicine or evidence analysis test
peering at you from every dark window or narrow reveals two small puncture wounds in his neck and
alley. The sun is a frail disc, barely able to penetrate that his body has been drained of blood. A Good
the haze clinging to the city. The residents walk with a result also indicates he has been dead for about 12
nervous glance behind them, as though they expect to hours, and on an Outstanding result the examiner
see phantoms reaching for them with clammy fingers. discovers a coin-sized spider egg sac in the back
They have good reason for their paranoia. Mumbai of his throat containing a pale embryonic spider
is gripped in the terror of a strange blood disease about the size of communion wafer.
spreading in the crowded slums, and growing reports Unknown to the Storm Knights, this is the egg sac
of premature burials splash across the headlines of the of a “head thief,” one of Basjas’ hideous spawn.
lurid newspapers. All this comes as the mysterious They are described in greater detail on page 33.
“Red Lady” hunts the city by night. Quinn wants you
Shackley ran afoul of Basjas due to his investigation
to find the Red Lady’s True Death and then destroy
into the Red Lady rumors. He did not attend a
her, before it is too late for Mumbai.
show at the Oubliette Theatre to get her attention.
Quinn Sebastian gave you the address to the office of By that point his research had turned up clues as to
a pair of private investigators in the city, “Shackley her True Death (despite not yet knowing her actual
& Lakhavani,” with instructions to rendezvous with identity). Unfortunately, Basjas scoured his office
them to see what they can tell you about the murders. for any useful research the heroes might have used.

26
MEETING RADHIKA Immediately, a blurry image appears on the far wall.
It shows a woman with curly black hair and a red dress
Moments later, Radhika Lakhavani arrives at
seeming to hover outside the night-darkened window.
the office. She wails in horror at the sight of her
Shackley’s hands appear in the image as he appears
dead associate, and it takes some time to calm her
to willingly open the latch. The woman leaps on him
enough for her to explain he was alive and well last
and he falls onto his back. The last thing you see is the
night when she left. He had been poring over his
woman looming over Shackley’s head, her curly black
notes on The Red Lady in anticipation of the arrival
locks framing a pale face and fanged mouth.
of the Storm Knights. Alas, those notes are missing!
Radhika tells the heroes everything she knows.
• The Red Lady: The appellation “The Red
Lady” is based on sightings of a beautiful
THE ARCANE
woman with ebony hair and pale skin gliding OPTOGRAPH
silently through dense fog. Her mouth and red
Cosm: Orrorsh
dress are soaked in blood, hence the nickname.
Possibilities: 3
• Beheadings: The last two months have seen
a dozen seemingly-random beheadings. Every Tapping Difficulty: 15
victim so far has been male. Men across the Purpose: To communicate with the dead.
city live in terror of being next, though so far
Description: The optograph is a tripod-
the murders are localized to South Mumbai.
mounted camera and projector that swivels out
In fact, there was one just yesterday in an
on a velvet accordion. It can be collapsed into a
alley not far from here. Like the rest of the city,
small portable box when not in use.
Radhika suspects the Red Lady is behind the
beheadings, though she has no solid evidence. Powers: If the optograph is placed over the
eyes of a person who has been deceased less
• Blood Disease: Mostly confined to slums and
than 24 hours, it can project a moving image of
other impoverished areas, this weird disease
the everything the victim saw in the last minute
has doctors baffled. It has only been observed
before her death. Since it uses local spiritual
in the last two months, but during that time the
energy it needs no power source.
numbers are growing exponentially. Those who
contract the disease undergo several phases, Restrictions: The optograph’s Possibilities may
from lethargy to hyperphagia, then finally only be used on Mind or Mind-based skills.
wither away and die. Radhika doesn’t see a
connection to the Red Lady or beheadings.
• Premature Burials: Radhika knows little
about these, and is sure they’re nothing more
than sensationalistic falsehoods peddled by
the tabloids, but apparently there have been a
rise in premature burials over the last couple
of months, with reports of knocking sounds
under graveyards and bodies climbing off
funeral pyres.

THE ARCANE OPTOGRAPH


Radhika has an Eternity Shard which projects the
image of the last thing a deceased person saw. If
they want to use this machine, the heroes need to
do so quickly because Radhika needs to report the
murder to the authorities. Read or paraphrase:

27
Radhika has no doubt this was the Red Lady, • Radhika suggests a medium who could
but has no particular idea why she would have connect them with the spirit of one of the
attacked Shackley inside his own home. If the victims (detailed in Scene Four).
Storm Knights express an interest in the Arcane • The Storm Knights may want to visit one
Optograph, Radhika allows them to keep it for of the slums to investigate the blood disease
their mission. (detailed in Scene Five).
• Finally, the graveyard where a premature
REPORTING THE CRIME burial took place might hold some additional
When the Storm Knights are satisfied they’ve clues (detailed in Scene Six).
searched the crime scene and body thoroughly, As always, clever players might come up with other
Radhika fetches the constable. Before long, potential avenues for investigation not covered by
investigators come to take statements, photograph this adventure. As long as the clues they uncover
the room, and haul away the body. can eventually lead them to the Oubliette Theater,
The lead investigator is Inspector Gopal Stanway. they are on track to discover the true identity of the
If the heroes are present, Stanway is immediately Red Lady.
suspicious of them and takes the chance to grill
them as potential suspects. He is also troubled by
the mysteries in Mumbai. SCENE TWO: IF IT
Depending on the heroes’ actions during this act, BLEEDS, IT LEADS
Stanway could end up being a significant recurring
character. Should their activities around Mumbai Standard Scene. Orrorsh Pure Zone. One
cause them to interact with the police again, of Mumbai’s most popular, if sensationalist,
Stanway might decide to pursue the heroes—or newspapers is the Union Daily, available at
become a valuable ally! newsstands or from newsboys all across the city.

Now, working with their clues and leads, the Today’s headline reads, “MAN RETURNS
team must track down new information. Scenes FROM DEAD—CRAWLS FROM OWN GRAVE;
Two through Six describe these encounters and SCIENTISTS BAFFLED.” The story tells about a
investigations, in which the heroes travel to several man named Vakpati Sirasikar who died several
locations to learn more about the Red Lady, days ago of the blood disease and was interred
and possibly some of the other terrors afflicting in a cemetery in Lower Parel. Yesterday evening,
Mumbai. These optional scenes may be played in a mourner discovered a hole over Vakpati’s grave
any order, or in some cases skipped entirely. and his body missing. It appears as though the
deceased dug his way out of his own grave.
Radhika won’t accompany them, but continues to
pursue leads of her own. Once during this Act the The newspaper is headquartered in Bandra
team can return here and see what she’s turned up. West, a short trolley ride north from the office of
Treat this as though they had played an Idea Card. Shackley & Lakhavani. The editor-in-chief allows
the Storm Knights to peruse earlier editions, but
The Storm Knights need to decide on a direction demurs at any specific questions, citing reporter
to begin their investigation: confidentiality.
• The Mumbai Union Daily newspaper might Offices for the editors and writers are found on the
have further information on the beheadings, ground floor, but the printing press is downstairs
Red Lady, or premature burials (detailed in in the basement, a hot brick room with several
Scene Two). high windows near the tall ceiling. It can only be
• If they discovered the spider egg sac, an accessed via a slow, noisy metal lift. The closest
arachnologist might be able to help (detailed in half of the basement is dedicated to the printworks:
Scene Three). layout tables, typesetting stations, and the press
itself, a huge machine that churns night and day,

28
chuffing as it prints out stacks of newspapers. Two Step A: Move through the tight quarters created by
members of the newspaper staff are hard at work stacks of newspapers. Standard (DN 10) Dexterity
on tomorrow morning’s edition. The other half is or Mind.
a maze of file cabinets, stacks of newspaper, and Step B: Resist the incredible heat from a pile of
unused furniture. burning newsprint. Challenging (DN 12) willpower
Poring over earlier editions corroborates reports or Strength.
that the Red Lady wears a red dress that is drenched Step C: Climb a teetering stack of newspapers to
in blood, but on a Hard (DN 14) find or Mind test reach a window. Challenging (DN 12) Dexterity or
the heroes find a report that says she was crawling Mind.
on a wall.
Step D: Open the wire-screened window. Hard
A Challenging (DN 12) evidence analysis or Mind (DN 14) lockpicking or Strength.
test turns up an interesting correlation between
Red Lady sightings and the beheadings—every Possible Setbacks include a collapsing ceiling
sighting (of which there are few) was only a few beam, a fallen pile of newsprint, or one of the
blocks from where a headless body was discovered newspaper staff needing to be pulled from danger.
the next day. On a Good result, the heroes establish A Complication could mean the fire intensifies or
the exact locations for each of these murders and smoke makes it harder to see. A Critical Problem
sightings (see map), while on an Outstanding could mean an entire portion of the ceiling
result they realize every victim is a man who had collapsed.
attended the Oubliette Theater just before his death If the Storm Knights reach Step D in five rounds
(see Scene Seven). they escape as the entire newspaper building is
At this point one of the Storm Knights notices engulfed. Thankfully, most everyone escapes. If
tomorrow’s headline, hot off the press: “NEW DELHI they fail to reach Step D, the last thing they recall
WOMAN FOUND MURDERED—AUTHORITIES is being overwhelmed with smoke and flame—
SEEK ANSWERS.” The photograph shows a place and then they awaken in a carriage on their way
the heroes know well, the Morris family home! In somewhere else, as if it never happened, but
the picture, a withered, almost blackened corpse Radhika Lakhavani (or another notable NPC) is
lies in the front hallway, appearing more like an deceased!
exhumed mummy than a murder victim. The
story explains that Adelaide Morris was found in
an advanced state of decay despite having been SCENE THREE:
seen alive and well the day before. Sylvia is not
mentioned—if she stayed behind, she is reported
ARACHNOPHOBIA
as “missing.” The resourceful young girl finds the Standard Scene. Orrorsh Pure Zone. In previous
Storm Knights at an inopportune moment later in investigations, Radhika has occasionally employed
this act as they close in on Basjas. the services of an entomologist, Walter Keening,
whose office is located nearby. Read or paraphrase:
Moments after reading the newspaper, one
of the Storm Knights notices something in the Walter is a mousy, stammering old Victorian whose
background of the photo. It looks similar to a obsession with insects has led him to fill his entire flat
half-seen Rorschach inkblot. This is their first with specimens both living and dead. He leads you
introduction to the Ludoghast pursuing them. past hundreds of jars, terrariums, and display cases in
which creepy crawlies of every shape, color, and size
Suddenly the newspaper bursts into flame! writhe and squirm on spindly legs. In the sepulchral
The fire spreads incredibly fast in this fuel-rich quiet of the house, the mass of all those millions of
environment, and to their horror the elevator isn’t clicking legs and sliding exoskeletons makes a constant
working. They’ll have to escape through the high background whisper.
windows. Run this as a Dramatic Skill Resolution.
If alive, the spider they extracted is already the size
of a human hand and closer to being fully-formed.

29
Walter is clearly disturbed. Peering at it through a and taunt interactions, as well as telepathic
magnifying glass he says the small abdomen and powers.
skull-like pattern identify it as a squelette spider, a • Swarm: Unarmed attacks and crushing
species native only to Monde, one of the long-lost weapons deal base damage normally, as do area
worlds the Gaunt Man conquered 200 years ago. of effect attacks. Blades, bullets, or weapons
He’s only seen pictures in decaying old books, that can’t hit dozens of creatures at once deal
and wasn’t sure they were real. Their venom no damage at all.
is purported to return those they’ve killed to a
mindless, half-alive state, something like a zombie.
Whether alive or dead, in response to Walter’s
SCENE FOUR: THE
probing, the spider suddenly bursts to life, racing SÉANCE
across the floor to take refuge among the shelves. Standard Scene. Orrorsh Pure Zone. If the Storm
With surprising strength it pushes aside jars Knights are interested in contacting the spirit of
which shatter and unleash their buzzing, crawling one of the Red Lady’s victims, Radhika arranges to
contents all over the office. Targeting the spider for the services of a medium, Madame Vishwani.
with a spell, attack, etc. is Very Hard (DN 16) due This scene must happen at night, as then the veil
to its size and speed, but any successful hit kills it. between the living and the dead is at its thinnest.
On the second round, it shatters a terrarium full Madame Vishwani is sightless old woman who
of flesh-eating beetles, which immediately swarm. wears a purple silk sari and veil and keeps her salt
After three rounds, the spider escapes. and pepper hair pulled back in a tight bun. She
• Beetle Swarm: See below selects a large table in the main office to conduct
• Walter Keening: Use the profile for Typical the séance.
Orrorshan, page 106. With only candles for illumination, Madame
Vishwani urges everyone to sit close together and
BEETLE SWARM hold a pen and sheet of paper in their hand. She closes
Attributes: Charisma 5, Dexterity 6, Mind 3, Spirit her eyes and becomes very quiet and still, then starts
8, Strength 8 calling out the names of the beheading victims, calling
Skills: Dodge 8, maneuver 10, stealth 8, tracking 8, for any who might still be bound to the plane of the
trick (8), unarmed combat 11 living. When she speaks the name Sanjay Singh, the
Move: 6; Tough: 8; Shock: 13; Wounds: 4 candles gutter in an undetectable breeze. Keeping her
Equipment: — eyes closed, she entreats Sanjay to come forth and
Perks: — communicate. The room grows ice cold. A faint creak
Possibilities: Never comes from the wood in the corners of the room, as
Special Abilities: though something is forcing its way into your world.
• Mandibles: Each round, a creature in contact Contacting the spirit of Sanjay without allowing
with an insect swarm automatically takes 3 him to materialize is a delicate process that is
Shock at the start of their turn. represented as a Dramatic Skill Resolution. Even
• Shred: Once per turn the swarm may attack though Madame Vishwani is there, she is merely
each target it is in contact with without taking the conduit which allows Sanjay to enter the world.
a Multi-Targeting penalty. A hit inflicts damage It is up to the collective will of the Storm Knights to
12 that affects the target’s weakest Armor. make the most of her as a medium.
• Burrowing: Can move at regular speed
through small cracks. Each step must be done as a team using Combined
• Fear: The horror of flesh eating giant insects Actions. The primary character may change each
inspires terror. The first time a character round, and teams may also try “extra effort.”
encounters a swarm in an act, he must make a Step A: The primary must convince Sanjay to
Spirit test or become Very Stymied. come forth with a Standard (DN 10) persuasion or
• Mindless: Insects are immune to intimidate Charisma test.

30
Step B: Sanjay attempts to connect through Madame Vishwani, who is now channeling his
automatic writing. The primary must pass a spirit. Sanjay can only offer short, simple answers
Challenging (DN 12) language or Mind test. The of a few words. The team gets three questions
message is “help” written over and over. for completing the DSR, plus two more for every
Step C: Hurting and scared, Sanjay hurls books round they saved by completing it before its five-
and other objects around and causes the table to round maximum. Then his spirit dissipates and
buck wildly under the characters. The primary cannot be called back.
must pass a Hard (DN 14) Strength or Dexterity test. If the Storm Knights fail to reach Step D in the
Step D: As Sanjay’s last exertion he attempts to time allotted, Sanjay’s spirit manifests as ectoplasm
control the primary, who must pass a Very Hard emerging from Madame Vishwani’s eyes and
(DN 16) willpower or Spirit test. mouth, then forms a ghost which attacks everyone
in the room. Madame Vishwani collapses in a
Possible Setbacks might come from the heroes swoon. Defeating Sanjay or waking Madame
losing concentration. A Complication could be the Vishwani with a Hard (DN 14) first aid or Mind test
heroes losing their nerve or Sanjay’s spirit becoming (or through appropriate magic, miracles, and so
weak or confused. A Critical Problem might mean on) purges his spirit, never to return.
Madame Vishwani is falling unconscious from the
strain or Sanjay’s spirit is slipping away. Sanjay does not know the identity of the Red
Lady, the origin of the plague, etc. On the night of
If Storm Knights reach Step D within five rounds, his death, he attended the Oubliette theater alone.
they may ask questions of Sanjay through the

31
As he walked home it became very foggy, and a The hospital is run by Sister Margaret Ames, a
woman in a red dress followed him and caught up fussy but good-natured woman who employs
with him on an empty road. She seemed familiar several nurses. She knows the following:
but he couldn’t see clearly. Her arms seemed too • The disease is not contagious, but appears
long for her body as she reached to embrace him, to be contracted from some sort of bite. Each
and when her mouth dropped open he saw four victim has two puncture wounds on their neck.
needle-like fangs. While he was dying of blood loss
on the ground, she placed something in the back of • Victims do not recall being bitten, and the
his throat, then crawled away up the side of a wall. attacks seem to happen at night while they are
He passed out as she drank his blood, then she sleeping.
placed something inside his throat. Despite being • The first symptom is nausea and fever,
dead, he remembers it coming alive some time followed by increasing fatigue, delirium, and
later and cutting off his own head from within, vomiting. Capillaries near the bite blacken,
taking the head with it. radiating outward gradually across the
• Ghost: See page 103. neck until they wrap around the entire head
and down the shoulders. At this point the
victim becomes hyperphagic, possessed by
SCENE FIVE: THE FACE an insatiable desire to eat. The final stage is
mania, sometimes so strong the victim must be
IN THE CISTERN constrained to avoid harming others. Most die
Standard Scene. Orrorsh Pure Zone. If the Storm within ten days of contracting the disease.
Knights seek out one of the hotspots for the blood • So far, nobody has recovered, nor has the
disease, the hardest-hit location is Jijamatar Nagar, disease responded to transfusions or medicine.
in Mumbai’s Worli neighborhood. • If asked about a link between victims of the
Half a million people live in this densely-packed disease and premature burials, she becomes
shantytown, a square kilometer of muddy earth troubled, noting that all those who have
tucked between a canal, a waste treatment plant, been buried alive died of Black Vein Disease.
and a Hindu charnel ground. Even before the However, many are burned in a typical Hindu
Invasion, life in this maze of makeshift homes was ceremony rather than being buried as is the
a constant struggle, but transformation has robbed Sacellum custom, so she believes there might
the residents of even modern medicines, tools, and be many more than previously thought.
communication. Tin rooftops nearly touch over Sister Margaret allows the heroes to interview
narrow alleys, mosquitoes swarm over the muddy some of the victims, but they know even less about
tracks, smoke from cookfires mingles in the air, it than their caregivers. However, one man in his
and those without even a modest plank house last hours beckons the heroes to come closer. He
sleep under tarpaulins in every nook and cranny. is strapped to the bed with leather belts, and his
And yet, those who live here retain a fierce dignity, entire face is a web of black capillaries:
making the most of any opportunities that come
their way. “I saw it,” he says. “They don’t believe me, but I saw
it. The thing that bites. It wore the face of my best
It is safe to move about in this place, so long as friend, Navneet, who was murdered one month ago.
the Storm Knights treat the residents with respect. They never found his head, but I know where it is!
Asking anyone about the blood disease (locally The drainpipe by the footbridge. It crawls—” at this,
called “Black Vein Disease”) directs the heroes to he bursts into a fit of foam-flecked coughing, followed
a tiny wooden hospital near the center of Jijamatar by a crazed spasm of violence against his bonds. “She
Nagar, run by Sacellum nuns. There, resting on calls me! She calls me!” he screeches. Nurses run to his
cots or blankets, are dozens of men, women, and side and inject him with chloral hydrate. In moments
children in various states of the disease. he collapses into a catatonic sleep.

32
THE DRAINPIPE If they Defeat the head thief, the spider falls out
of its “shell,” and Navneet’s stolen head dies. The
Just as the dying patient described, a footbridge
heroes can identify this as the same type of spider
midway down the canal connects Jijamatar Nagar
from the body of Herbert Shackley.
with other neighborhoods to the south. Just above
the stagnant water is a drainpipe leading into the • Head Thief: See below
bank. Anyone peering into its dark depths can
make a Challenging (DN 12) find test to spot a man HEAD THIEF
looking at them from the far end. He appears to be
These horrific spiders hatch within a few hours
obscured behind a ledge, so only his head is visible.
from an egg sac that has been placed in the back of
He darts back into the shadows.
a dead creature’s throat. When it hatches, the head
Calling for Navneet gets no response. Another thief sends tendrils into the victim’s brain, then
Challenging (DN 12) find or Mind test picks up the cuts off the head to use as a “shell,” leaving its legs
sound of something scraping rapidly on stone. and face visible below the head. It can access the
The culvert is only a meter across, so anyone victim’s memories and language centers (though
crawling into it is at –4 to all physical tests due to not well—memories are murky, and the voice
the confined space. Read or paraphrase: wavers) for as long as it maintains the head.
The pipe ends in a neglected cistern that echoes with Attributes: Charisma 6, Dexterity 12, Mind 7,
the sound of dripping water. The only light filters Spirit 7, Strength 9
down from a clogged grate above. All manner of trash Skills: Dodge 15, find 10, intimidation 11,
and filth floats in the water, creating a near-solid mat maneuver 15, stealth 15, taunt (8), trick (8),
over the contaminated water. A network of pipes lead unarmed combat 15.
in all directions from the cistern. Move: 12; Tough: 9; Shock: 7; Wounds: 1
Equipment: —
Then, from somewhere nearby, you hear a quiet sob. Perks: —
A wavering man’s voice says, “Please…please help Possibilities: Rare (2)
me.” Navneet moves into the beam of light, Special Abilities:
up to his neck in the muddy water. His • Bite: Strength +2/11.
glazed eyes pass over you as if only • Borrowed Mind: Head
half-seeing. “Please…kill me,” thieves may use their own Mind
he croaks. Then, to your horror, value or that of their victim.
you realize he isn’t neck-deep They access memories and
in the water at all, but his head knowledge possessed by their
is moving about on a pair of victim, but have a –2 penalty to
slender, hairy spider legs! any tests that use the victim’s
The hideous thing seems to own mental skills.
be keeping his head alive • Cloak of Darkness: The
as a sort of shell, while creature gains Toughness equal
it’s pedipalps, eight to the darkness penalty for
eyes, and dripping any attacks against it.
chelicerae quiver • Enhanced Senses:
under his chin. Enhanced senses of smell
The head thief and hearing allow the
takes full advantage creature to ignore
of the tight quarters Darkness penalties.
and Dark (-4) • Fear: The first time a character
lighting, plus. the encounters a head thief in an act, he
waist-deep cistern water imposes must make a Spirit test or become
a –2 penalty to physical tests. Very Stymied.

33
It can be unnerving exploring a mausoleum at night.

• Poison: Victims of a successful bite attack from Jijamatar Nagar, a place where both Sacellum
must test Strength or contract Black Vein Indians and Victorians are interred. Since the
Disease. Until cured, the victim loses 1 point emergence of the Black Vein Disease, this cemetery
of Strength per day, dying when their score has seen a rise in premature burials. Since Hindus
reaches 0. traditionally cremate their dead, those of Hindu
• Small: Attacks against head thieves suffer a faith who die of the disease do not return.
-2 penalty. The groundskeeper is Rahul Vedekar, a soft-
• Undead: Immune to poison and effects which spoken but stern man with a passion for rules. The
require breathing, eating or other “living” chaos and fear spreading through the community
processes. due to the premature burials is a sore spot for him,
• Wallwalker: A head thief can move freely and and he denies any such thing is happening. Getting
run on vertical surfaces or ceilings. permission to examine the site requires a Hard
(DN 14) persuasion or Charisma test. He does not
SCENE SIX: SCRATCHES respond to intimidation.
Should the request be denied, sneaking onto the
IN THE LID grounds is a Standard (DN 10) stealth or Dexterity
Dramatic Scene. Orrorsh Pure Zone. The best test. Approaching by night grants the usual bonus.
place to look into reports of premature burials is Once in, finding one of the emptied graves is easy.
Saint Peter’s Cemetery, located across the road The ground is sunk inward around a heap of dirt.

34
Examining it with an Easy (DN 8) evidence analysis zombie here (from Scene Six), he enters through
or Mind test shows someone dug their way through the back door unseen and unchallenged by the
here. Unearthing the coffin reveals the telltale signs staff.
of fingernail scratches on the inside of the coffin lid
near where the victim finally broke through. THE OUBLIETTE THEATER
During the examination, the heroes hear a thump The theater occupies most of a brick building,
from the ground nearby under a fresh burial. with the entrance facing a side street and an alley
Should they wish to exhume the body, they only permitting access to the stage entrance in back. A
need a few minutes with shovels they can find hatch allows roof access from the grid in the Fly
close by, but anyone digging must pass a Hard (DN Loft. Getting through any locked door, including
14) stealth or Dexterity test to avoid alerting Rahul, the roof hatch, requires a Hard (DN 14) lockpicking
who immediately calls the authorities if he catches or Strength test.
them in the act.
Double doors lead from the lobby into the 160-
The victim is one of Basjas’ zombies. It isn’t seat auditorium, while a pair of stairs go up to the
aggressive and simply leaves the graveyard unless 40-seat balcony. Hidden in a tiny room underneath
attacked. If followed, it leads the Storm Knights to the balcony is a “magic lantern,” a special projector
the Oubliette theater (see Scene Seven). which casts images of ghosts or other objects onto
• Hungry Dead: See page 104. an invisible screen onstage, thrilling the audience
with eerie illusions.
The stage itself has four different trap doors that
SCENE SEVEN: BEHIND lead into the Trap Room. Both wings connect to
THE CURTAIN “crossovers” that lead to the backstage area, which
has several dressing rooms and a wardrobe/prop
Standard Scene. Orrorsh Pure Zone. When the room. A locked service door leads to the back alley.
Storm Knights have discovered the existence of
the Oubliette Theater, and choose to investigate, Above the stage is the Fly Tower, accessible by
this scene begins. By the end of this scene, the ladders in both wings. A grid of catwalks allows
team should at least be able to identify Basjas as the stage crew to raise and lower props or actors
a possible suspect. They should also learn the with booms, adjust lighting, or activate other
victims were chosen because they failed to show special effects.
proper manners during a show. Below the stage is the Trap Room, a large, dusty,
The Oubliette Theater is a small, independent dark area littered with stored props and old
playhouse in the “Grand Guignol” tradition, costumes. Short wooden ladders lead up to each
specializing in shocking, graphic plays about murder of the trapdoors on the stage. In the brick wall
and the supernatural. It is located on a sidestreet in near the dusty back corner is a secret door that
Girgaon, a dense part of old Mumbai. Its bright electric leads to Basjas’ Lair, but it cannot be discovered by
marquee, elegant woodwork, and red paint adds a accident from this side. Not even the cast or crew
splash of color to this otherwise dull street. Playbills know of this entrance, and Basjas uses it only in
advertise several shows: “The Mad Strangler,” emergencies.
“Blood of the Man-Wolf,” “It Came from Hell,” “A
Phantom’s Vengeance,” and their signature show, GETTING INTO THE THEATER
“Die, Vampyre, Die!” Each poster features lurid art If the Storm Knights sneak into the theater at night,
of lovely victims cowering from a menagerie of terrors. they run the risk of encountering actors or crew
The Storm Knights have two clear options: They until right around midnight. Then the place is
may investigate the theater by day or by night. deserted until dawn, save for a few zombies placed
Which they choose changes greatly how they’ll in the Trap Room as guards, or possibly Basjas
approach this location. If they followed Basjas’ herself coming back from a new feeding.

35
By day the place is busy. Stage crew work on with a mutton chop beard. The wife is a pale, beautiful
the sets or make repairs and the house manager young Victorian woman with curly raven hair and a
handles business in the front office. Even paying transfixing voice.
customers aren’t allowed to walk freely in the place Suddenly a wheel pops off the carriage and rolls
outside of show hours. Read or paraphrase: across the stage, forcing the couple to climb out and
The lobby is done in a neo-Classical style with a heavy fix the carriage. They’re in a lonely forest with an
emphasis on red and gold. The decorative scrollwork eerie graveyard nearby. As they bicker over what to
featuring cherubs is unsettling, though it’s hard to do, a gaunt figure glides out of the graveyard and
tell why. A red carpet leads past a cloakroom and approaches, feet bathed in stage fog—a vampire!
concessions stand to the auditorium. Rows of chairs in His sinister approach is amplified by music from
a sloped semicircle seat over a hundred people, while the four-person orchestra near the stage. Springing
a balcony overhead can seat a couple dozen more. The forward, the vampire sinks his teeth into the husband,
gilded Proscenium arch is even more lavishly decorated who falls to the floor with a fountain of prop blood
than the lobby, with great red curtains pulled to the spurting from a squib in his collar. To everyone’s
side to reveal a lonely graveyard and mausoleum. shock, however, the wailing wife crouches down and
Slipping away from the common areas is a Hard covers her face, and when she looks up again she has
(DN 14) stealth or persuasion test, increasing to Very transformed into another vampire!
Hard (DN 16) during a performance due to the “Mistress!” the first vampire shrieks, cowering. “I
actors and crew moving about constantly, making did not recognize you!” The woman towers over him,
it almost impossible not to get caught without stage lights casting her in a hideous glow. She booms,
employing magic, disguises, and so on. “This one was mine! Now I summon all the creatures
A red dress matching the description of the Red of the night to feed on your wretched soul!” A carpet
Lady hangs on a dummy in Basjas’ dressing room, of prop rats slides across the floor and covers the
and can serve as a clue placing her as a suspect. vampire as if devouring him, and after a minute of his
Either questioning the manager or breaking into howls and thrashings, he “disappears” through a trap
his office reveals he’s figured out the victims had all door and the wife kneels over her husband’s dead body,
attended a show on the night of their murder and promising to return him from the land of the dead. As
had been disrespectful during the performance, the curtain falls, she leans over to bite his neck.
but he doesn’t yet suspect a cast member. If the Storm Knights saw an image of the Red Lady
(in a photograph, vision, etc.) they recognize this
GRAND GUIGNOL woman and the dress she wears. They may also
make the connection with a Hard (DN 14) evidence
The easiest way to get into the theater is to purchase analysis or Mind test or by playing an Idea card.
a ticket for a show. This assures they won’t be
accosted by theater staff during show hours, at least This short play is followed by two more featuring
while in the common areas. Tickets are inexpensive equally gory, supernatural stories. Then, after
enough to not require a roll. The Storm Knights the show, the actors mingle with the audience in
have enough local currency to afford entry. the lounge for a few minutes, giving the Storm
Knights the chance to speak with them if they
Not only are the heroes in for a treat, they get to wish. Obviously, they do not need to make Fear
see “Madame Basjas” perform with their own eyes. tests to be around Basjas at this time, but heroes
Read or paraphrase: with Perks, spells, or other abilities which allow
The house lights go down and the curtain peels back to them to sense supernatural evil may quickly figure
reveal a newly-married couple returning by horse and out her true nature. Hiding this discovery from
carriage toward their family home. A beam from the her requires each Storm Knight to individually
magic lantern lends an eerie life to the scene, adding test persuasion against her find. Remind the Storm
spectral faces that come and go in the background The Knights that direct confrontation in such a public
husband is Indian, played by a handsome gentleman space is foolhardy.

36
HER NEXT VICTIM Merely looking around the apartment (no roll
During the “meet and greet,” Basjas is visibly needed) turns up a number of interesting clues:
preoccupied by one of the male attendees. The • Lost Love. In the bedroom is a shrine to her
heroes recall that gentleman was loud and boorish deceased husband. Several tintype photos show
during the show, laughing at inappropriate him with a serious expression, sometimes with
moments, and being a distraction to fellow patrons Basjas herself. The words “To My Darling: Love
and the actors alike. Basjas lingers for a bit until her Forever -Lucas” is written on one of the photos.
intended victim leaves, then she departs the theater Also on the shrine are love letters from “Lucas
via the rear door to stalk her new meal. When sated Bouchard,” a pair of men’s white formal gloves,
(or if she is thwarted somehow) she returns to her and his-and-her wedding rings.
apartment (see Scene Eight). From there she uses a
secret door to descend down to her lair. • Hate Mail. On a desk is a half-written letter in
Basjas’ lovely flowing handwriting addressed
Should the Storm Knights confront her during to the director of an asylum in Sri Lanka
this scene, she does her best to avoid a conflict, (detailed in Act 3). It reads:
employing strategies like calling for police, playing
innocent, or fleeing. She resorts to changing form “Dr. Melgrath, It has recently come to my attention
only if necessary. Unless there’s no way to avoid a that for your dedicated service, our mutual master
fight, she prefers to confront them in her lair where has rewarded you with a new institution in which
she has the advantage. to pursue your depraved experimentations. He does
not know I alone among the Hellion Court have been
subject to your torturous ‘treatments.’ But I survived.
SCENE EIGHT: DANSE Surely you remember the night of my escape? I do. But
I wonder, after all these years, would you recognize
MACABRE me? Would you see the face of the scared little girl
Dramatic Scene. Orrorsh Pure Zone. This two- from Room 232 inside this womanly visage? Did you
part scene begins when the Storm Knights locate even know that a former inmate is now your superior?
Basjas’ home in Mumbai by following her, asking Mind yourself, little man, or I will come to your new
around, or by other means. asylum in Sri Lanka and show you how much that
little girl has changed.”
Investigating Basjas’ apartment is a crucial
moment in this adventure, as it provides the • Country Estate. Also at the desk is a Deed
heroes with an abundance of clues, some of which of Ownership for a fort in the Western Ghats
point them toward locations they need to visit in mountains. The deed, signed by a minor desk
upcoming acts. clerk in Pune, provides the location of Basjas’
castle home, detailed in Act Four.
This scene also culminates in a direct confrontation
with Basjas, an encounter necessary to learn her • Haunting Song. Among several standard
Refresh rate, but which puts them in mortal danger. songbooks are sheets of frantically-scribbled
song lyrics. Most are simply a stanza or two
in many different variations, as though Basjas
AN APARTMENT FOR A LADY was trying to write down a song which eluded
Madame Basjas owns a second-floor apartment one her memory, but was increasingly desperate to
block from the theatre. Getting through her door recall. Some are scribbled upon in a fury, and
without being heard by neighbors is a Challenging on the margins of one is written, “Why can’t I
(DN 12) lockpicking or Strength test. remember your song, mama? It haunts me, as does
The interior is refined and ladylike, with gas the memory of your face. Would that I could hear
lighting, crimson curtains and rugs accenting the you sing this song once more.” Among the papers
wainscoted walls, and fine imported furniture in is a map of Mount Everest. Basjas has circled
every room. It also feels unlived-in, as if it were a spot along the mountain’s flank, and wrote
here merely for show... “Library of Monde—Could it be here?!”

37
• Hunted Enemy. On a writing table is a memo A HOME AWAY FROM HOME
in someone else’s handwriting. It reads: Once used as an underground industrial storage
“Mistress, I’ve been tracking Mr. Patel. Rumors area, this forgotten complex of stone-walled
say he has taken residence in the village of Kalipur, rooms stretches twenty meters beneath the street,
deep in the Ganges delta, some twenty leagues from with entrances on opposite ends connecting from
Dhaka. He evidently believes you incapable of finding the Oubliette Theater and the other from Basjas’
him there—or anywhere in the world. Every day he Apartment.
remains on the run your secret is in jeopardy. Shall Basjas sleeps here during the day. She feeds,
I pursue him? On your word I shall hunt him down rehearses, performs, attends social outings, and
and show him true terror. Ever Your Favored Hunter other activities solely at night.
and Servant, Kurst.”
Anyone entering her lair passes through a few
• Secret Door. A slight breeze betrays the strands of cobwebs near the base of the stairs.
presence of a secret panel in the wall. On the These connect via a complex network of webs
other side is a spiral staircase leading down to along the corners of the hallways to her casket,
Basjas’ lair. alerting her if something enters. Basjas spins new
The Storm Knights may take these items if they ones each time she is about to sleep. Storm Knights
wish. Be sure to let them know each of these are can spend an Idea card or make a Heroic (DN 18)
significant leads. There is nothing else of interest evidence analysis test to realize these are anything
among Basjas’ effects. but typical cobwebs. They can be avoided with a
Very Hard (DN 16) Dexterity test.
BASJAS’ LAIR The hallways twist and turn past guttering wall
sconces, then open into an old underground store
When the Storm Knights enter Basjas’ underground
room of brick walls and arches. In the center of the
lair, they begin the final encounter in this act.
room, illuminated by four candelabra, is a black wood
Game Masters should be aware this encounter is casket with silver embellishments. Spider webs cling
potentially deadly, even for groups of Beta clearance everywhere, stretched across arches and plastered to
or higher, as they’re up against a powerful vampire walls, and even connect from the casket to the walls.
and her small army. At this point they might not Small, coin-sized spiders skitter here and there in the
fully realize she’s a vampire, but either way they webs. A pair of cocoons with human-like contours
haven’t had a chance to learn any of her secrets, so dangle from the high ceiling.
she meets them at full strength. Terrible as it is, this
The cocoons contain dead bodies drained of all
has to happen in order for them to learn how many
blood. (Searching the bodies might turn up tickets
secrets they need to uncover, which is based on her
to the Oubliette Theater, if the team still needs a
Refresh. As soon as she takes any action against
way to learn her Habit.) Basjas’ zombies congregate
them that requires a test, announce her Refresh and
in the dark recesses of the room, inert until they
let the players know this indicates the number of
receive a command, or unless the Storm Knights
secrets they must research before they can kill her
take a hostile action toward them, Basjas, or her
for good.
casket.
That also means the only real way out of this
Blessing, filling, or otherwise destroying her
encounter is death or escape. Basjas won’t pursue
casket brings her immediately from wherever she
Storm Knights who flee, but nor is she there any
might be. She can no longer use this location, but
longer if they return.
like any smart vampire, she has numerous backups
Dead Storm Knights might return as her vampire in hideaways throughout the city.
spawn, or reanimated as hungry dead. If she
• Hungry Dead (3 per Storm Knight): See page
wipes out the entire team, they awaken later with
104.
no recollection of how they escaped, but Orrorsh
exacts a toll by claiming an important NPC. • Basjas: See page 9.

38
but GMs may insert an attack by the shadow when
AFTERMATH the Stalked Cosm Card is played if a suitable
Facing Basjas immediately lets the Storm Knights environment is available for it to manifest. If her
know she has five Refresh possibilities, which means identity was made public, she goes into hiding in
she has five secrets which much be discovered one of her other secret lairs in Mumbai and sends
and spoken to her before she can be slain with her 1 vampire per Storm Knight instead of shadows to
True Death—something else they must seek. They hunt the heroes.
have her first secret: Her preferred feeding habit. In the unlikely event Basjas was “killed” during
In Basjas’ apartment they also found new locations this encounter, she is reborn stronger. Since she
with ties to her past and present. They must now has her full complement of Secrets already, simply
decide which destination to pursue first. increase her Mind attribute to 13. (Don’t forget to
After her encounter with the Storm Knights, adjust all her Mind-related skill totals as well.)
Basjas immediately hatches a retaliatory plan, In any situation she remains in Mumbai, with
using her resources to learn more about the Storm occasional trips to her manor at Kathin Gad, in
Knights and how much they know, and sends a order to continue her machinations as a member of
shadow to assassinate them (see page 106). There the Hellion Court, but now she knows she is being
are no specific keyed events for these encounters, hunted...

Lady Basjas is ready for those who would intrude upon her hidden sanctum!

39
A
s they closed in on Basjas, the Storm Knights
discovered a half-written communication
mentioning a mental institution run by
a Dr. Melgrath, someone by whom Basjas had
apparently once endured torturous treatments.
To learn more about this connection, the heroes
travel to Sri Lanka, a large tropical island nation
off India’s southernmost tip.

THE CRAWLER
Their goal in this act is to learn Basjas’ “Origin,”
her original identity. As one of her secrets, learning
her name and being able to speak it to her will
ACT THREE:
cancel one of her Refresh Possibilities when the
heroes finally make their move to slay her.
During this act they’ll also discover more general
information on the life of Basjas, her vampiric
origin, and perhaps even put an end to another
Horror threatening Orrorsh—“the Crawler.”
As always, players might not realize the
significance of a clue at first, so Game Masters are
encouraged to directly inform them when they’ve
located one of the core pieces of information they
need from this act. Should the team go “off script”
and miss opportunities entirely, Game Masters will
need to find another way to provide them with her
original name.

OVERVIEW
Scene One: Arriving in Nivithigala during a
Monsoon, the Storm Knights have a chance to gather
some general information on the Tranquil Hills
Lunatic Asylum as they arrange for transportation.
Scene Two: The asylum appears to have been
abandoned for decades. As the Storm Knights
explore the grounds, they experience progressively
stranger incidents.
Scene Three: Entering the domain of “The
Crawler,” the heroes find themselves trapped in
a maze of ever-changing tunnels, and it appears
something knows they’re here!
Scene Four: Locating Dr. Melgrath’s office, the
Storm Knights gather valuable information on
Basjas then confront the sinister doctor to escape
with their lives!

40
It is said tormented spirits haunt the abandoned corridors of Tranquil Hills Asylum

Lights are on in a public house near the


SCENE ONE: MONSOON intersection. Inside it is crowded with farmers and
SEASON gem miners having drinks by lamplight. Most of
the locals speak a smattering of English, but initially
Standard Scene. Orrorsh Dominant Zone. The refuse to acknowledge the asylum even exists. A
Storm Knights travel to the town of Nivithigala, Challenging (DN 12) persuasion or Charisma test
deep in Sri Lanka’s interior, to learn more about gets a few tidbits of information from them, though
the asylum and its whereabouts. If you are using no amount of threats, bribes, or pleading gets them
the optional encounters in the Orrorsh By Rail to reveal its location:
chapter, run “Dark Cargo” at this time.
• Standard: The place is cursed and abandoned.
When ready, read or paraphrase the following: Only the foolish or suicidal go there.
You arrive in Sri Lanka during a monsoon, and the • Good: The asylum was once a sapphire mine,
entire island huddles under constant driving rains. but “ghosts” changed it many months ago (it
Deep in the forested interior you find the town of transformed).
Nivithigala at the convergence of three winding roads.
The lanes are crowded by dilapidated, two-story, • Outstanding: An ominous paddywagon
concrete buildings. Water buffalo stand like eerie drawn by a black steed comes through from
spirits in terraced paddies, while roosting bats gaze time to time on its way to the abandoned
down at you from high branches. Despite it still being building with a raving, screaming lunatic in
late afternoon, nobody is in sight. the back.

41
As soon as they leave to try their luck elsewhere, the the high canopy. From time to time along the bumpy
heroes are met by Sanjeev, a skinny, malnourished, road you spot candles flickering in small shrines in
barefoot man in hand-stitched clothes. He speaks the bases of trees, along with decomposing offerings of
in an odd way, and occasionally itches frantically fruit or dead animals. From somewhere in the dense
at his own skin. He claims to be a “forest guide” jungle comes a bone-chilling scream. It’s impossible to
who can direct the Storm Knights to Tranquil say whether it was human—or something else.
Hills Lunatic Asylum for a price—an Easy (DN 8) If they are accompanied by Sanjeev (or another
streetwise test. He also accepts any type of object local), he informs them the cry of the “Ulama”
from another reality (not realizing it will simply is a portent of death. The shrines are intended to
transform before long). Teams who prefer a less prevent evil from spreading down from Tranquil
transactional exchange can scare the information Hills Lunatic Asylum. Aside from these eerie sights
out of him with an Easy (DN 8) intimidation test. and sounds, the team reaches the asylum without
What the Storm Knights don’t realize is Sanjeev incident.
is a recent escapee of the asylum, originally sent However, if they declined a guide, passing through
there for a series of murders in Colombo. If the the forest safely requires a Hard (DN 14) find test.
team rejects his offer to serve as a guide, Sanjeev If they fail, they select one of the more dangerous
stalks the heroes to their destination then looks routes which takes them past a poppet tree.
for an opportune time to strike while they are lost
inside the asylum’s twisting hallways. • Poppets (2 per Storm Knight): See page 105.
In fact, once the Storm Knights enter the old
asylum, they have in a sense entered Sanjeev’s A DECAYING EDIFICE
own subconscious! His disturbed mind warps the The trail leads right to the asylum. Read or
reality of the place, causing eerie hallucinations, paraphrase:
impossible geometry, recursive loops, and even the After numerous switchbacks, the muddy trail emerges
existence of the Crawler itself! into a clearing at the top of the hill. There, looming out
Aside from Sanjeev, finding someone who is of the rain, is the huge stone asylum — but to your
willing to provide directions to the asylum is a shock the place appears long-since abandoned, its yard
Very Hard (DN 16) streetwise test. overgrown and its walls tangled with creepers. Several
misshapen human figures scramble in the empty
window sills. When they pause to gaze back at you
SCENE TWO: YOU CAN from the shadows you realize they are only macaques.
A sign hanging by a single nail reads, “Tranquil Hills
CHECK IN... Institution for the Criminally Insane.”
Standard Scene. Orrorsh Dominant Zone. Once A Standard (DN 10) evidence analysis or Mind test
they know the way, the Storm Knights need to indicates this place has apparently been abandoned
requisition transportation. Extremely reluctant for decades, despite the fresh carriage tracks that
townsfolk make this a Heroic (DN 18) streetwise make a loop near the front. A narrow path leads
test. If successful, the heroes can requisition a up to the rotting doors. There are no other signs
wagon pulled by a pair of oxen, or something anyone uses this place. Circling the building
similar. Otherwise, they’ll need to traverse the 20 reveals it’s the same on all sides.
kilometers through the dark and rain by foot. Read
or paraphrase: The heroes may enter at one of several doors
around the perimeter, including the main door,
The route meanders through monsoon-drenched but in each case they find empty, decaying stone
fields and silent homes before veering off onto a little- corridors littered with old papers and leaves, and
used dirt road that climbs the slopes of a tall hill. The invaded by vines. The macaques skitter for shelter
rain forest crowds in on all sides as vines drape from and aren’t seen again.

42
A Challenging (DN 12) find or Mind (modified
by lighting penalties as usual) reveals a line of
salt across the door. Footprints through the debris
MADNESS AND SANITY
lead into the interior of the building and end at a Unlike many horror roleplaying games, Torg
stairway down into darkness. Eternity does not incorporate a mechanism
to track the mental health of the heroes. Fear
OLD OFFICES tests are sufficient for handling the effects of
extreme stress. However, this asylum has a
The stairs end at a cluster of rooms and halls tendency to twist the mind, creating visual or
where staff conducted much of the administration auditory hallucinations, imposing a sense of
of maximum security prisoners. It is Pitch Dark paranoia and hysteria, and causing the hapless
(–6) down here, so the heroes need some kind of victim to doubt his or her own senses. In fact,
light source. If they don’t have one, they can either this entire place is warped by Sanjeev’s own
craft a torch from materials on the ground floor or disturbed mind, pulling the heroes into his
discover a working flashlight with a Challenging own madness.
(DN 12) find test.
Game Masters should sprinkle in small,
Old hallways and rooms, comprising the asylum’s individualized hallucinations as the heroes
administrative and intake center, branch out from move through the various levels: Something
the stairs. It has seen better days. Bits of detritus moves furtively down a dark hallway and
litter the floor: yellowed old intake forms, chunks of vanishes around a corner. A haunted, emaciated
plaster, a nurse’s abandoned shoe. Roaches scuttle face is momentarily seen through a cell window
among the debris. A pall of darkness shrouds and then vanishes. Faint whispers come from
everything. a different direction, but it’s impossible to
Signs in English point toward several locations: make out specific words. Something rattles at
Administrative Office, Bath Rooms, Boiler Room, a doorknob but never emerges. The hero finds
Dispensary, Examination Room, and Staff Room. electrodes taped to his or her head.

ADMINISTRATIVE OFFICE None of these mean anything if investigated,


This room was once finely furnished, with a leather but they add up to put the heroes on edge.
couch, upholstered chair, teak desk, and a painting In addition, every time a hero rolls a Mishap
depicting a ship at sea, but someone ransacked it on a test (any test), he accrues a –2 penalty to
long ago. File cabinets and shelves are toppled, all future Mind-based skill tests while in the
drawers and their contents are scattered around asylum. These penalties are cumulative and
the floor, cabinets are pilfered, and a layer of dusty represent his rapidly-degrading mental state.
papers and files covers the floor. A trio of speaking Players can spend a Possibility to remove all
tubes on the wall are labeled “Examination,” accrued penalties.
“Staff,” and “Attendant’s Desk.” The first two Keep in mind, some players may be made
connect to rooms on this floor, while the third uncomfortable or distressed by depictions of
connects to the ward in the basement. Anyone mental health institutions, their residents, or
listening to it can make a Hard (DN 14) find test to mental disorders. We encourage Game Masters
hear an eerie sliding sound which eventually fades to check in with their players, especially during
away. The files in this room hold nothing of value this act. Reframing the disorientation and
to the Storm Knights, but a Very Hard (DN 14) find mental decay imposed in the asylum’s lower
test spots the key to the Boiler Room among the levels as illusions readily identified as such by
wreckage. the heroes might help some players feel more
comfortable.

43
BATHING ROOM ELEVATOR
This tall-ceilinged, tiled room holds several iron Past the offices is an old-fashioned, electric elevator
tubs, shower stalls behind curtains, towel cabinets, with an iron cage door. The dial shows four floors,
and toilets. A word in Sinhalese is scrawled in old but the indicator arrow is broken. When the Storm
dried blood all over the walls. A Very Hard (DN 16) Knights are finished exploring this level, the lift
language or Mind test interprets it as “The Crawler.” can deliver them to the Maximum Security Ward
(detailed in Scene Three). The ancient machine
BOILER ROOM clatters, squeals, and groans ominously during the
The door to this room is locked, but can be bypassed trip, but is otherwise safe.
with the key in the Administrative Office or with a
Hard (DN 14) lockpicking or Strength test. Inside is
a room dominated by a huge rusty boiler. There SCENE THREE: DOWN IN
is still enough fuel in the boiler that the Storm
Knights can turn it on with a Challenging (DN THE DARK
12) science or Mind test. On a failure, the Boiler is Standard Scene. Orrorsh Dominant Zone. The
damaged and cannot be repaired, but it explodes noisy elevator lowers them down thirty feet into
on a Mishap, dealing 16 damage to anyone in the the basement ward, where the worst offenders
room. On a success some of the lights throughout were once housed. Read or paraphrase:
the ward turn on. They buzz and flicker fitfully but
The elevator bumps to a stop at the bottom of the shaft
create pools of light separated by Dark conditions.
and the iron gate shrieks open onto a dark hallway. A
DISPENSARY sign on the walls reads, “MAXIMUM SECURITY
The door to this room is smashed in two. Most of WARD—STAFF ONLY.” Nearby an open door is
the drugs that once lined the wooden shelves are labeled “Attendant’s Office.” Past it is a hall lined
gone, but a Standard (DN 10) find turns up a single with cell doors that stretches into the darkness.
dose of morphine which, if injected, halves all The tile floors and walls are stained with decades of
Shock damage for the duration of an Act, though it grime. Down here the darkness almost seems alive,
imposes a –2 penalty to all tests. encroaching on your light source as if resentful of the
intrusion. So far you have seen no sign this place is
EXAMINATION ROOM used, by Dr. Melgrath or anyone for that matter, but
This room holds a single rusty examination chair you sense someone has been down here recently. Dust
with restraints for the arms, legs, and head. A and debris on the floor shows where someone appears
tray of disturbing instruments stands nearby. An to have dragged a body. Perhaps your elusive doctor is
anatomic skeleton behind a privacy curtain catches using this place after all.
the heroes by surprise, forcing them to make an This floor is a maze of hallways with rooms for
Easy (DN 8) willpower or Spirit test or suffer Fatigue the asylum’s inmates. All the cell doors are heavy,
from the shock which lasts until the end of the Act. rusted iron with a small viewing window, a
name plate, and a clipboard hook. Each cell is 3x3
STAFF ROOM
meters, padded, Pitch Dark (–6), and empty unless
In here, the doctors, orderlies, and janitorial staff
otherwise noted. The hallways have a lockable
clocked in or out, stored their personal effects, and
security gate at either end. Unless otherwise noted,
took their breaks. Out of place in this room is an
the doors are closed while the gates are still open.
old chair leg with nails driven through one end and
Opening a door or gate requires a Heroic (DN 18)
stained with old blood. An Easy (DN 8) find test
lockpicking or Strength test.
turns up a punchcard for “Dr. Melgrath,” though
the date is listed as 1816, which to the Victorians Near the elevator door is the attendant’s office
would be over 80 years in the past. where the orderlies were stationed. Furniture
and items in this room are scattered about, desks
knocked aside and bookcases toppled, as though
this had been the scene of a battle. Among the

44
scattered equipment are straitjackets, restraints, When the team encounters the Crawler, it focuses
syringes, and empty bottles of sedative. All the its attacks on any hero who failed this test. If the
key hooks are empty. A speaking tube on the wall Storm Knights destroy the sculpture (by burning
connects to the administrative office above. it, etc.), they each immediately gain a Possibility.
The first time the group decides to retrace their
TREACHEROUS DOOR
steps, they discover they no longer recognize the
A row of cell doors bear the names of the Storm
way they came. Are they just disoriented, or did
Knights! They are all empty, but one random door
the halls change behind them?
opens with a creak. Inside, someone has written a
As they move through this floor, the Storm repeated phrase, “It hates the shocks,” over and
Knights must use a Combined Action to make over on the padded walls, but reading it requires
a Challenging (DN 12) tracking or Mind test to the Storm Knights to enter the cell. Moments after
navigate the maze of tunnels in their search for any at least one person has entered, the door slams
signs of Dr. Melgrath. On a Standard Success, they shut and locks. The lock is especially corroded,
have four of the nightmarish encounters below imposing a –4 to lockpicking attempts, but opens
(DM’s call). On a Good or better they only have with the Master Key (see below). Whoever is inside
three, while on a failure they experience all five. the cell suffers a psychic attack which reduces an
attribute of her choice by 2 points (or 4 points on a
CRIES FROM BEYOND Mishap) for the rest of the scene unless she passes
Behind a locked cell door comes muffled screaming. a Hard (DN 14) willpower or Spirit test.
Should the Storm Knights get the door open,
the screaming continues inside the empty room, DEMENTED TRAP
originating from an intensely-cold spot near the Four corridors meet at a small lounge. In the
far floor. Anyone who witnesses this unnerving center of the room is a badly decomposed body in
haunt must make a Challenging (DN 12) willpower a wheelchair. Slung around its neck is a lanyard
or Spirit test or suffer Fatigue that lasts until the with a key labeled “MASTER KEY.” Sanjeev has
end of the Act. concealed a spring-loaded trap inside the corpse’s
hollow chest, triggered to snap shut on the hand of
HAUNTED WHEELCHAIR anyone who takes the key. The trap can be avoided
From around a corner up ahead comes a metallic with a Very Hard (DN 16) find or Dexterity test. It
squeaking noise. An old-fashioned wheelchair, deals 10+1BD (or 10+2BD on a Mishap), and the
seemingly moving by itself, slowly rolls around target is immobilized until freed with a Standard
the corner and comes to a stop. Nothing further (DN 10) science or Strength test, dealing the same
happens, but anyone who touches the wheelchair damage again on a Mishap. As promised, the key
is overwhelmed with a burst of anguish and images opens any door on this floor or the one above.
of torturous brain surgery “treatments” and must
make a Hard (DN 14) willpower or Spirit test or
suffer Fatigue that lasts until the end of the Act. RECURSIVE REALITY
After the Storm Knights have completed the above
HORRIFIC SCULPTURE encounters, they make it back to the elevator—only
At the end of a hallway is a small open room for this time the shaft only continues down. There’s no
storage. Furniture and boxes have been pushed into way to go back up! It shakes and shrieks menacingly
the corners to make way for a gruesome sculpture as it descends. At the bottom the heroes once more
of twisted, bent human bodies lashed together find themselves in the administrative area (see
with wire. Anyone beholding this sculpture must Scene Two), only this time the walls are gray with
make a Challenging (DN 12) willpower or Spirit grime and mildew, the electric lamps dangle from
test or become marked by the Crawler. The hero is the ceiling as if torn from their base, and occasional
only aware that a dark presence has noticed them. smears of old, dried blood decorate the floor.

45
The layout of this floor is identical, but the rooms groan echoes down the tunnels from far away. The
are only littered with random detritus—broken heroes’ light source weakens until it barely emits
wood, rotting books, old bits of bent metal—and enough light to see a few meters. Every name has
any specific objects mentioned in the original room been scratched from the plates on cell doors, and
description are no longer there. the halls are identical.
Inside the staff room are several decaying bodies
on the floor. The bodies seem very familiar. In BETRAYED
fact, they are the bodies of the Storm Knights As the heroes explore, Sanjeev arranges to trap
themselves! All their equipment is missing and it the heroes with the Crawler. If he is with the
appears they were battered and broken by some party, he hangs back so he can slam shut one of
unknown force. Seeing this forces the heroes to test the lockdown gates throughout the halls. If he isn’t
willpower or Spirit or suffer Fatigue that lasts until with the party, he creeps up behind them and shuts
the end of the Act.. one. The Storm Knights may make an opposed find
One of the bodies clutches a wax cylinder labeled against Sanjeev’s stealth to notice him in time to act.
“Ave Maria.” There is no phonograph record in Those who passed the find test can dash to the gate
the office, but it can be played in the final scene to before it closes with a Hard (DN 14) Dexterity test.
cancel one of Dr. Malgrath’s Refresh Possibilities. Whether Sanjeev is successful or not, this triggers
As always, the heroes might not yet understand the the arrival of the Crawler. Read:
full significance, but have a sense this is important.
Sanjeev cackles maniacally. “I tricked you! I brought
An wobbly, hollow male voice comes from the you for the Crawler! He commands me to bring him
speaking tube in the Administrative Office labeled fresh victims and so I obey! I always obey! Soon he
“Attendant’s Desk.” It calls, “Hello…? Hello…?” It shall include you in his masterpiece!” Moments later,
only says a few phrases if spoken to: “Where am you hear an ominous sliding sound coming from a
I?” “Who’s there?” “It’s so… cold…” and “I can’t get corridor ahead. Your light source flickers as something
out!” Then it is gone. Hearing this ghostly voice heaves its way through the darkness, and in the last
calls for an Easy (DN 8) willpoweror Spirit test or moments before it goes out you get a glimpse of a
suffer Fatigue that lasts until the end of the Act. skinless, glistening thing pulling itself toward you on
Every other room on this floor is layered human arms, its body contorted in knots, its empty
under deeper decay but is empty, save for the eye sockets seeping with blood.
Examination Room, where the examination chair The Crawler is a Horror, eternally trapped inside
is now stained in blood. On the chair is a faded this maze of hallways. It does not eat, but instead
French newspaper with the headline “FAMOUS seeks new bodies it can add to its ever-growing
MENTAL DOCTOR DISGRACED.” The story sculpture, a twisted act of redemption for whatever
talks about how an investigation after a slaughter unspeakable crime it committed in life. But despite
at Sanatorium Nouvelles Bénédictions found its very real appearance, the Crawler is in truth
that Dr. Melgrath was performing unnecessary a manifestation of Sanjeev’s own disturbing
experimental psychiatric tests on his patients. He subconscious desires, just like the rest of this place.
was subsequently barred from practice and his
licenses revoked. This fact is one of his Secrets and If Sanjeev is separated from the Crawler by the
can be used to cancel one of his Refresh Possibilities. security gate, he assists it with taunts or other
interaction attacks. Failing this he picks the
The elevator they rode down here is simply gone weakest-looking target and attacks.
the next time they look, but an identical one at the
far end of this level is ready to take them deeper. If the Crawler is Defeated, it melts into a pool
When it clangs to a stop at the bottom, the Storm of black ooze. However, if Sanjeev is Defeated he
Knights are once again in the maximum security collapses into an empty sack of skin!
level, but this time the floor is covered with a few • Sanjeev: See below
centimeters of dark, cold water. A low, breathy • The Crawler: See below

46
The Crawler drags itself out of the darkness!

SANJEEV THE CRAWLER


Attributes: Charisma 7, Dexterity 8, Mind 7, Spirit Attributes: Charisma 4, Dexterity 10, Mind 7,
9, Strength 8 Spirit 10, Strength 13
Skills: Dodge 9, faith 13, find 10, intimidation 10, Skills: Dodge 13, find 13, intimidation 15,
maneuver 10, melee weapons 11, persuasion 10, maneuver 12, reality 13, stealth 12, taunt 5, trick
reality 10, stealth 13, streetwise 9, taunt 11, trick 8, unarmed combat 15, willpower 12.
11, unarmed combat 11. Move: 9; Tough: 13; Shock: 10; Wounds: 3
Move: 8; Tough: 8; Shock: 11; Wounds: 3 Equipment: —
Equipment: Knife (Strength +1/9) Perks: —
Perks: Brave, Endurance Possibilities: 3
Possibilities: 3 Special Abilities:
Special Abilities: — • Bite/Claw: Strength +1 (14).
• He is I and I am Him: The Crawler is really • Cloak of Darkness: The Crawler gains
a creation of Sanjeev’s subconscious. Neither Toughness equal to the darkness penalty for
will attack the other unless compelled to do so any attacks against it.
through magic or other means. • Dread: When the Crawler is present, any
• Gloater: When taunt or intimidation are Standard Scene immediately becomes a
Approved Actions, he may affect the entire Dramatic Scene instead.
party without a Multi-Target penalty. Affected • Enhanced Senses: The creature’s enhanced
heroes also lose a random card from their hand. sense of smell and hearing allow it to ignore

47
Darkness penalties. Sanjeev is strapped to the chair in the Examination
• Fear: Upon encountering the Crawler, test Room, head immobilized in a peculiar metal device.
willpower or Spirit or become Very Stymied. Dr. Melgrath hums along with the opera as he
• Lights Out!: The Crawler can cause all fiddles with the device, while the semi-conscious
small light sources within 10 meters, such as Sanjeev screams, sobs, and moans. “I’m not dead,”
flashlights or torches, to turn off or go out. They he mumbles over and over.
can be re-lit with a Challenging (DN 12) reality The locked administrative office door now bears
test, but come back weak (Dark) on a Standard a plaque that reads, “Dr. Ezekiel Melgrath, M.D.,
Success, moderate (Dim) on a Good Success, M.M.S., Psy.D.” Getting through the door is a
or at full brilliance on an Outstanding Success. Hard (DN 14) lockpicking test or a Standard (DN 10)
This effect ends if the Crawler is more than 10 Strength test, but the latter forces another opposed
meters away or is Defeated. stealth against the orderlies’ find. The Master Key
• Relentless: The Crawler ignores Shock. also opens this door.
• Rend: If the Crawler succeeds in a Grapple,
he immediately deals Strength +3 (16) damage.
• Vulnerability: Successful attacks or other HOSPITAL RECORDS
effects that use electricity cause The Crawler to Inside, the office is neat and tidy, with the
become Stymied. upholstered leather chair, heavy teak desk, and
numerous cabinets and shelves in their proper
places. A kerosene lamp burns on the desk besides
SCENE FOUR: GRAY a phonograph which is currently playing an opera.
MATTER A portrait on the wall depicts a smiling woman
with the inscription “Emma Melgrath, 1780–1805”
Dramatic Scene. Orrorsh Dominant Zone. and beside it is a framed copy of sheet music for
The moment both Sanjeev and the Crawler are “Ave Maria.” Read or paraphrase:
Defeated, the heroes are subject to a new change in
their surroundings. Read or paraphrase: Searching through Dr. Melgrath’s files turns up
old records that date back nearly 80 years, many of
Down every hallway the electric lights overhead them from some place called Sanatorium Nouvelles
flicker on, bathing the entire place in a hellish red Bénédictions in “Aveline.”
light. To your shock you are back in the administrative
area, only the tile walls are no longer aged and stained, By chance the folders open directly to one labeled
and the floors are clear of detritus. A phonograph “Room 232.” Inside are yellowed old papers including
recording of an opera echoes from somewhere down an intake form, numerous observation notes, incident
the hall, drowning out the moans and screams of some reports, and so on. The name on the intake form is
person in distress. “Sabathina DeLaunay,” listed as 16 years old, born
in 1801 in Champlainville, Aveline to Henri and
The heroes are once again in the administrative Colette DeLaunay. No photo is available from this
area, only the elevator down to the maximum time period, but the detailed physical description bears
security level is no more, replaced by a double iron a resemblance to Madame Basjas. According to the
door leading into a trio of dead-end hallways from files, she was admitted after her mother committed
which constant gibbers, howls, and moans come suicide by throwing herself from an attic window, after
from the dozens of closed and occupied cells. which Sabathina’s strong-willed personality became,
Dr. Melgrath’s monstrous “disorderlies” shuffle at least according to her father, “hysteria, agitation,
here and there carrying out his orders. Moving and rebelliousness.”
around on this floor without alerting them requires Observations throughout her time in Room 232
a stealth test against their find. There are no longer describe a typical teenager who had suffered a loss,
darkness penalties—though the blood-red lights rather than someone with a true disorder. It mentions
are certainly unnerving! her begging for freedom, raging in her cell, crying, and
eventually sitting quietly for hours on end singing the

48
same lullaby. As a “treatment plan,” Dr. Melgrath Unless immediately attacked, Dr. Melgrath is
occasionally hauled her in for psychiatric experiments, happy to engage in a short conversation with the
including sensory deprivation, prolonged isolation, Storm Knights. As a man of “science,” such as it is,
“mild electrical shock to the frontal lobe,” injections he loves nothing more than to talk shop.
of nightmare-inducing chemicals, and waterboarding. • Sanjeev: “Ah, he is one of my most interesting
The files come to an abrupt end a year later, subjects. A serial killer, he believes there
followed by a clipping from a newspaper. In is a monster living inside him called the
French, it describes a slaughter that took Crawler that wants to build a sculpture
place at an asylum, where all the orderlies with dead bodies. I believe it is a product
were slain in a terrible bloodbath. Dr. of his guilty conscience.”
Melgrath, the sole survivor, reported • The Psychogenic Actualizer: “My
that was the doing of a single patient, most recent breakthrough. Guided
Sabathina, who was “engulfed pulses to various regions of
in spiders, and yet remarkably the brain harmonize with the
none did her harm, instead going crystals to create a physical
forth before her as if under her recreation of the patient’s
command.” innermost desires and fears.
Aside from this, the To observers this reality is
Storm Knights may make totally real. You can feel it,
a Challenging (DN 12) find smell it, interact with it. Even
or Mind test to turn up Dr. die because of it! It allows me
Melgrath’s rambling journal in which he to fully explore my patients’
mentions a perverse fear of having his innermost psyche.”
own brain removed. The Storm Knights • Basjas/Sabathina: “She was a
recognize this as his True Death. patient of mine back on Monde, one
of the many worlds conquered by my
THE DOCTOR IS IN master. I cannot discuss the particulars
The Storm Knights cannot leave until of her case—patient confidentiality,
they confront Dr. Melgrath, as he you know—but somehow during her
uses the Psychogenic Actualizer, still time in our care she gained the ability
connected to Sanjeev, to contort reality to control spiders of all the things. It
and trap them if need be. Most likely this was how she escaped from me, killing
confrontation occurs in the Examination the entire staff of the sanitorium in the
Room, but in case it happens elsewhere, process. She now goes by Basjas and
adjust the following details as needed. belongs to the Hellion Court. If you seek
her, you should be in an asylum!”
After initially being surprised by their
presence, Dr. Melgrath says “It makes • Hellion Court: “They are a secret society
sense. Something disrupted dear Mr. handpicked by our master himself to
Sanjeev here, just as I was exploring his help him rule the new Orrorsh. They
hippocampus with the Psychogenic direct from the shadows, allowing those
Actualizer. My apologies if you were pathetic Victorians to think they’re
trapped in his buried memories. It is somehow in control. But make no
not every day we have visitors at mistake, they know everything that
this center.” happens in their domain, and it all
ends up in the Gaunt Man’s ears.”

DR. MELGRATH

49
• Emma Melgrath/’Ave Maria’: “You speak of Round Two: All exits to the room simply
the love of my life, Emma. ‘Ave Maria’ was her disappear. Lights further tamp down to Dark (–4).
favorite song. I played it at her funeral. After Round Three: All lights go out and the room is
her suicide I decided our medical knowledge Pitch Dark (–6).
of the inner workings of the mind was not
sufficient. Would that I knew then what I know Round Four: The room floods to the knees with
now—I might have been able to save her.” cold, black water. Movement is reduced by 4
(minimum 1).
• Loss of Medical License: “Those damnable
fools at the Society of Psychological Medicine Round Five and Beyond: The Crawler is once
didn’t understand what I was doing. I was more manifested in the room, sloshing through the
on the verge of a breakthrough! Had they not cold water.
destroyed my work on Monde, I might have If the Psychogenic Actualizer (Size –4, Toughness
discovered the Psychogenic Actualizer decades 15) takes a Wound, it is destroyed and all
ago!” environmental changes instantly vanish.
As he speaks, any of his surviving disorderlies • Disorderlies (2 per Storm Knight): See below
immediately head toward the room. After a couple • Dr. Melgrath: See below
of minutes, or if the Storm Knights express a desire
to view Dr. Melgrath’s patient files, a change comes DISORDERLY
over him. He announces the heroes will make These hideously disfigured, undead attendants
excellent patients for further study then commands still wear their hospital uniforms, but their faces
his disorderlies to attack. have been replaced with a vertical mouth of fangs
During the fight he stimulates Sanjeev’s mind to that stretches from forehead to chin.
manipulate the environment in the following ways: Attributes: Charisma 4, Dexterity 8, Mind 6, Spirit
Round One: All lights sputter, making the room 6, Strength 10
Dim (–2). Skills: Dodge 10, find 10, first aid 9, intimidation
8, maneuver 9, medicine 9, melee weapons 11,
taunt (5), trick (7), unarmed combat 11.
Move: 8; Tough: 10; Shock: —; Wounds: 1
Equipment: Scalpel (Strength +1/11)
Perks: —
Possibilities: None
Special Abilities:
“HOW I LOOK FORWARD • Bite: Damage Strength +2 (12).
• Fear: On first encountering a disorderly, a
TO CUTTING OPEN hero must test willpower or Spirit or become
YOUR MIND. WHAT Very Stymied.
SWEET NIGHTMARES • Mindless: Disorderlies are immune to
intimidation and taunt interactions.
YOU MUST HAVE BURIED
• Relentless: Disorderlies ignore Shock.
DOWN IN THERE!” • Undead: Disorderlies are immune to poison
and other effects that require breathing, eating,
-DR. MELGRATH or other “living” processes.

DR. MELGRATH
The Nightmare, Dr. Ezekiel Melgrath, started off as
a typical psychiatric doctor (sometimes called an
“Alienist”) on Monde, one of the many invaded by

50
the Gaunt Man. Over time he developed an “ends • Mesmerism: By spending a Possibility, Dr.
justify the means” attitude. His experiments, while Melgrath may make a special persuasion test
definitely pushing the mental sciences in new opposed by the target’s willpower or Mind. If
and exciting directions, often troubled the other successful, he may control her actions for as
doctors around him. Then, after his young wife, long as he maintains concentration. These
Emma Melgrath, committed suicide due to her actions occur on her own turn using her
third miscarriage, Dr. Melgrath threw himself into own skills and abilities, but at Dr. Melgrath’s
his work. A darkness, already deep inside him, direction. He may not force her to spend her
emerged, and soon his sanitorium looked more own Possibilities. The target may break free by
like a dungeon than a place of healing. spending her entire turn and testing willpower
After the bizarre escape of Sabathina DeLaunay, or Mind against his Charisma, making this test
an investigation brought his unethical experiments at –1 if the initial Mind Control attempt was a
to light, and his licenses were summarily revoked. Good Success, or –2 if it was Outstanding. Once
By this point, though, he had caught the eye of the free, the victim cannot be controlled again in
Gaunt Man. Now Dr. Melgrath is over a century this scene. The doctor must be able to speak to
old, but looks no more than fifty. His pale skin is use this special ability.
perpetually clammy, with beads of sweat dabbing • Minions: The doctor may transfer any hit to
on his temples. He wears a fine suit under his lab lackey within a few meters if he succeeds at a
coat. reality test.
• Open Your Mind: Dr. Melgrath is an expert
Token: Play his wife’s favorite song, “Ave Maria,” at spotting the psychological weaknesses of
which reminds the doctor of her funeral. others. All his intimidation, persuasion, taunt,
Desire: Discover he was respected by other and trick tests are Favored.
members of his profession, and it was his own
corruption which stripped him of his license.
AFTERMATH
True Death: Having his brain removed. Orrorsh’s
diabolical reality means doing this also forces a If Dr. Melgrath is Defeated, any surviving
Corruption check! disorderlies collapse, inert. The elevator now
connects them to the surface and they may leave
Attributes: Charisma 9, Dexterity 7, Mind 12, this haunted, abandoned place. If they skipped
Spirit 9, Strength 10 Dr. Melgrath’s office before, and failed to learn
Skills: Evidence analysis 15, find 15, first aid 17, Basjas’ true name from Dr. Melgrath, allow them to
intimidation 11, medicine 17, melee weapons explore the office now that the threat is clear.
10, persuasion 15, profession (psychiatrist) 17,
reality 12, scholar 14, science 15, taunt 15, trick At this point, the Storm Knights know Basjas’
15, unarmed combat 8, willpower 13. original name (Sabathina DeLaunay) and some
Move: 7; Tough: 10; Shock: 9; Wounds: 3 other details of her identity, though her true name is
Equipment: Cranial saw (Damage 12), scalpel the key to canceling one of her Refresh Possibilities.
(Strength +1/11). But Orrorsh has one last dark trick up its sleeve.
Perks: Strong-Willed On their way back out of the asylum they discover
Possibilities: 2 (Nightmare) anyone they spoke to in Nivithigala is dead, their
Special Abilities: corpses withered and blackened, contorted in pain
• Cloak of Darkness: Dr. Melgrath gains and horror—the next victims of the Ludoghast!
Toughness equal to the darkness penalty for
any attacks against him.
• Insidious: If Dr. Melgrath performs a
successful Approved Action, he discards a
random Destiny card from each of the affected
player character’s Action Pools.

51
I
n the previous act, the Storm Knights learned
Basjas had acquired a property in the Western
Ghats mountain range in Maharashtra. Going

THE SPIDER’S WEB


directly into the lair of a Nightmare is a dangerous
prospect, especially one as powerful as Basjas, but
if such a place exists it must surely hold secrets!
The goal in this act is for the Storm Knights to
learn Basjas’s “Token,” that her father is still alive
deep under her manor, preserved for an eternity
of torment for what he did to Basjas (back when
she was Sabathina) and to her mother. In the event
the players’ choices prevent them from discovering
ACT FOUR:
her Token, the Game Master should find a different
way to present that information.
The heroes also get a chance to strike a heavy
blow against Basjas by destroying her main crypt, a
vampire’s most valuable sanctuary. It isn’t without
its guardians, however!
Unlike other acts, scenes in this act are linked to
specific portions of Kathin Gad and the surrounding
area. As the heroes get closer to Basjas’ crypt deep
beneath the manor, they trigger the next scene.

OVERVIEW
Scene One: The heroes arrive at a village near
Kathin Gad, only to find it is overrun with the
shambling dead.
Scene Two: Getting up to the manor turns out to
be a challenge in itself, as the heroes must choose
between a perilous climb or approaching via the
highly visible Widow’s Road.
Scene Three: Once inside Kathin Gad, the Storm
Knights must find their way through the manor’s
maze of rooms, and repel an assault by the mind-
bending apparition called the Caretaker.
Scene Four: At last reaching Kathin Gad’s basement
catacombs, the heroes encounter murderous
spawn under Basjas’ control, a swarm of poisonous
spiders, and a dark secret that threatens to corrupt
their very souls.

52
The hungry dead converge on the ruins of Kolechafesar village

was for “Kathin Gad Manor,” some 70 kilometers


SCENE ONE: NONE BUT from Mumbai. You made the long trek inland through
THE DEAD country which became more and more rugged with each
passing hour. The hills became mountains, great steps
Standard Scene. Orrosh Pure Zone. The Storm of towering cliffs and forested tablelands that force the
Knights must make the journey toward Kathin Gad road into switchbacks along steep escarpments. From
Castle. If you are using the optional encounters in time to time you passed small shrines on the road,
the Orrorsh By Rail chapter, run “Because I Could decorated with flags and bells hanging from the tree
Not Stop for Death” at this time. limbs. Wolves howled in the distance.
When that encounter is over the heroes reach the The sun is near to setting when you finally spot the
closest train station. From there they hire a carriage manor. It stands atop an astonishing pyramid-like hill
to reach Kathin Gad. They don’t need to pay for that crouches like a beast in the center of the valley.
this, but if they wish to requisition supplies this is A village lies at the base of the hill, and the ominous
the last chance to do so. Pawna Lake curves around it all like a grasping
The journey is uneventful unless the Game Master claw. A low mist already clings to the ground in the
wishes to insert an additional encounter or side gathering dark.
adventure. Read or paraphrase: If the heroes have horses, the poor things can
The Deed you found in Basjas’ apartment in Mumbai only be goaded to approach the village with a
Challenging (DN 12) beast riding or Charisma test.

53
Remind the Storm Knights they have arrived at At this point they hear something outside. Night
sunset after a long journey, not the most auspicious falls quickly at this latitude, so with the sun now
time to tackle a vampire’s lair. They are welcome set, conditions outside are Dark (–4). Nevertheless,
to try, of course, but they’ll either need to pass they can see scores of people emerging from the
through the village anyway or circle around to trees on all sides of the village. They move in an
attempt the flanks of the hill the hard way. If they awkward, jerky way as they stagger through the
venture into the village, continue with Ghost ground fog toward the heroes. These are zombies,
Town below. Otherwise they find The Crossroads created by Basjas in the same way as the zombies
near the slopes of the hill. the Storm Knights encountered in Act Two. Basjas
uses them as a first line of defense for the area
GHOST TOWN around her castle. Seeing this many zombies at
once forces the heroes to test willpower or Spirit at
The tiny village of Kolechafasar rests right at the –2 or be Very Stymied, losing a Destiny card from
base of the hill with Kathin Gad looming practically their hand on a Mishap. The zombies surround the
overhead. It consists of a single row of wooden town, mindlessly moving toward the heroes and
buildings with signs in Marathi indicating a small attempting to enter any structure they might be
hotel, general store, and a mandir for the faithful. inside.
However, the place seems deserted. No lights
shine in the houses clustered around the town, and If the Storm Knights have horses, the animals
weeds grow in the dirt road. have had enough and break free, running off into
the night.
A Standard (DN 10) evidence analysis test reveals
this village is indeed deserted: the window panes The Storm Knights are desperately outnumbered.
are broken, doors swing open in the wind, and Should they somehow miraculously Defeat every
once-colorful paint is faded. Time and weather zombie present, this valley is swarming with more,
have taken their toll on the buildings, whose no doubt on their way already. The Storm Knights
entryways and open rooms are leaf-blown and shouldn’t linger!
already starting to grow mildew. Rotten food still • Hungry Dead (40 per Storm Knight): See
sits in cupboards. Rats skitter everywhere as the page 104.
heroes move through buildings.
It is possible to scrounge some useful supplies THE CROSSROADS
among the abandoned buildings with a Challenging Just beyond the village, the road meanders through
(DN 12) find test: the woods at the base of a towering escarpment
• Standard Success: A working lantern with then splits. One branch circles to the north of
enough oil for five hours. Kathin Gad, ending at the Nandi farmhouse (see
Nandi Farm below). The southern road dead-
• Good Success: A single draught of Elixir of ends by the lake shore. Standing by the crossroads
Light. is a wrought-iron gate inside a crumbling brick
• Outstanding Success: A highly tarnished archway with KATHIN GAD emblazoned on the
Sacellum charm. nameplate. The gate is closed but not locked.
Examining the area for signs of what happened is a At the crossroads swing a half dozen decomposed
Challenging (DN 12) evidence analysis test. A success bodies with signs around their neck that read (in
lets the heroes know, from toppled furniture and Marathi), “Vampire Slayer.”
scattered personal items, that the residents fled in a Approaching the crossroads is a man holding
hurry. A Good Success discovers some of the doors a lantern and a machete. This is Amit, the son of
and windows had once been boarded hastily, the family who runs the Nandi Farm (see below).
and an Outstanding Success reveals some of the Realizing the heroes are alive, not more zombies,
scattered objects strewn inside have been disturbed he greets them and asks why they have come to
recently as though someone passed through. this “forsaken place.” There isn’t much time for full

54
explanations, but he invites them to come back to • Kathin Gad Castle: On the Night of Screams,
his family farm where it is safe. a fort miraculously appeared at the site of
Inspecting a body with a Challenging (DN 12) ruins at the top of the hill. The vetala (which
evidence analysis shows he or she died of a broken they simply call “The Mistress”) took up
neck from the hanging, but had also been bitten residency, and ever since they’ve seen lights in
hundreds of times by what look like insects or the windows at night. The only way up to the
spiders. Should the Storm Knights cut them down castle is the “Widow’s Road” which meets at
and give them a proper burial, they each earn an the crossroads gate and climbs the ridge.
Orrorsh Possibility for this kindness, but a pack of • The Mistress: Only Amit has caught a
starving wolves in search of a meal are drawn to glimpse of her. She’s a beautiful woman with
the activity. black curly hair who rides in a black carriage.
• Orrorsh Wolf (2 per Storm Knight): See page She comes and goes from Kathin Gad but he’s
107. never sure whether she is there or not.
• Zombies: Neither Charkravarti nor Amit
NANDI FARM know how many there are, but they believe the
Nestled at the base of Kathin Gad Hill is a disease spread to communities all around the
farmhouse. Encircling the house are dozens of area, and might be spreading still. Those who
Hindu holy symbols, statuettes of Buddha, stones succumb to it merge upon Kolechafasar village
covered with offerings and candles, and fluttering and the forests all around Kathin Gad.
orange flags. A Hard (DN 14) find or scholar test • Holy Charms: The holy symbols arranged
alerts the viewer that these are arranged into a giant around the farm repel the zombies as long as
mandala. These symbols prevent the zombies from they aren’t disturbed. Amit is always on the
approaching the farmhouse, as long as no blood is search for more on his supply runs (which have
spilled on the property. become more and more difficult).
The farm is run by Chakravarti Nandi and his When he gets a moment, Charkravarti asks
teenage son Amit. His wife, Meenal, never leaves the heroes for a terrible favor. Meenal’s mental
her bed, having lost her grip on sanity. Her constant condition has only worsened, and she is already
ravings and thrashings in the back room echo half-dead. He asks the Storm Knights to administer
through the small house. Chakravarti and Amit a mercy killing. He has a concoction on hand which
are beyond happy to see other living humans and can do the trick, but hasn’t the nerve to euthanize
drown the heroes in questions about the outside her himself. In exchange, he offers to tell them of a
world. They can share the following information: secret route into Kathin Gad hill.
• Kolechafasar Village: While the towns and If the Storm Knights agree, anyone who participated
villages nearby were scenes of horror on the receives an Orrorsh Possibility, but also must test
Night of Screams, a woman with dark hair rode for Corruption. In addition, the “spilled blood”
into town on a black carriage and declared it cancels the holy power of the symbols protecting
safe as long as the townsfolk proclaimed their the house, and zombies immediately converge on
loyalty to her, and did everything they could the homestead.
to prevent intruders. She was there to return • Hungry Dead (10 per Storm Knight): See
Kathin Gad to its former glory. The townsfolk page 104.
were loyal at first, but when they realized she • Amit: Use the profile for Typical Orrorshan,
was a vetala (vampire) they organized to march page 106.
on her castle and slay her. The guilty ones were • Charkravarti: Use the profile for Typical
hung at the crossroads, and within a week Orrorshan, page 106.
everyone in the village and the surrounding
area grew sick and died from a strange disease.
Now they wander this valley.

55
she comes and goes in her carriage. Adventurous
SCENE TWO: ASCENDING heroes might wish to scale one of the weedy, rocky
TO KATHIN GAD slopes on either side. If they honored Charkravarti’s
fell request, they know of a hidden tunnel in the
Standard Scene. Orrorsh Pure Zone. When the hill, allowing the heroes to reach Kathin Gad’s
Storm Knights are ready to venture to Kathin Gad, crypts and bypass the threats awaiting them in the
they begin this scene. Read or paraphrase: castle’s other floors.
Kathin Gad is built atop a rocky hill in the center of
A RISKY CLIMB
the valley. This location gives Basjas a commanding
Kathin Gad can be approached from the sides, if
view of the town, the lake, and the surrounding
the heroes are averse to taking the main road. The
countryside. Similar in shape to a crouched dragon,
eastern cliff, located adjacent to Tung village, is
both the north and south flanks are rough, craggy, and
certainly the hardest approach, but as a reward
weed-covered. On the east the hill ends at a promontory
the Storm Knights can get into the castle faster.
above a near-vertical cliff, while on the west the hill is
Climbing this cliff is a Dramatic Skill Resolution. At
a jagged ridge that slopes gradually down to the valley
each Step they must make a Challenging (DN 12)
floor. A cobbled drive snakes up the ridge toward the
Strength test to progress. Dilemmas while climbing
castle.
include crumbling handholds/footholds, strong
It is 400 meters from the valley floor to the peak winds, unreliable gear, a growing fear of heights,
where Basjas’ manor perches. The cobbled drive or interference by aggressive spiders. At the top
is the Widow’s Road, the route Basjas takes when they reach the balcony leading into the Dining Hall.

Kathin Gad manor broods atop its rocky perch

56
Climbing the slopes on either the north or south take 8+1BD damage (or 8+2BD on a Mishap) from
side of the hill is a bit less laborious. In this case, the fall. Anyone below them must make a similar
the heroes need only pass a single Standard (DN test, but with a Multi-Action penalty equal to the
10) Strength test to reach the base of the castle wall, number of heroes involved in the fall.
though they must also test stealth as a multi-action The tunnel ends in the Basement (see Scene Four).
if they wish to approach unseen.
In either case, a fall deals 20 +1BD damage, or 20 CASTLE EXTERIOR
+2BD on a Mishap. Flying bypasses this obstacle,
but alerts the Caretaker immediately. When the heroes get close to Kathin Gad read or
paraphrase the following:
THE WIDOW’S ROAD Kathin Gad is not a large manor—the sharp conical
This bumpy drive of weedy cobblestones starts at shape of the hill leaves very little room for a structure
the crossroads where the villagers hang suspected at the top—but it makes good use of what space it has.
vampire hunters. Opening the iron gate causes it Its dark stone walls appear to plunge directly out of
to shriek, alerting anything that might be lurking the rocky hill itself. Aside from a carriage house and
nearby. garden out front, the castle is a great Romanesque
Not far beyond the gate, the drive emerges from Revival manse, with peaked gables, a steep roof, and a
the forest and starts to rise above the landscape. lone tower like a gaunt head perched atop its shoulders.
Here the road is edged by a low coping wall. Dozens Stone gargoyles glare down from the gables and the
of ravens pecking at a dead animal take to the skies windows are paned with Gothic stained glass.
at the heroes’ approach. The road becomes a zigzag If the heroes approached via the Widow’s Road
climbing a tight slope. Each hairpin bend is narrow the closest structure is the carriage house.
enough to give the heroes the feeling they might
The front door is locked, but can be opened with a
fall from the stone coping. Passing this way in a
Very Hard (DN 16) lockpicking or Strength test. A bell
carriage calls for a Very Hard (DN 14) land vehicles
pull beside the door rings a bell somewhere inside.
test, with a failure resulting in the road crumbling
This alerts the Caretaker to the heroes’ presence
and tipping the carriage over the side! A fall from
but also immediately opens the front door.
this height deals 14+1BD damage (or 14+2BD on a
Mishap). They may also enter by breaking one of the
windows (no roll needed, but alerts the Caretaker).
After cresting the hill, the Storm Knights reach
Climbing to an upper window requires a
a stone gatehouse. They are getting close to the
Challenging (DN 12) Strength test and attracts the
castle. If they wish to approach unseen they’ll need
attention of the gargoyles.
to leave behind any vehicle or mounts and make a
stealth test as a group. • Gargoyle (1 per Storm Knight): See page 102

HIDDEN TUNNEL
Charkravarti’s tip leads the heroes to a pile of SCENE THREE: WATCHER
boulders at the base of the northern slope. Tucked
behind the boulders is a small drainage tunnel that IN THE WALLS
burrows into the hill. It is impossible to find on Standard Scene. Orrorsh Pure Zone. This scene
their own. begins when the Storm Knights have gained access
After a few meters, the tunnel angles steeply to Kathin Gad’s main floor or upper floor. If they
upward. It’s quite a tight fit, requiring everyone entered via the Hidden Tunnel, they bypass this
climbing it to make a Very Hard (DN 16) Strength or scene entirely (see Scene Four). It is up to the heroes
Dexterity to make progress. Someone who reaches to determine the order in which they explore the
the top can use a rope to reduce the difficulty to grounds. See the map for more details.
Standard (DN 10) for the remaining team members. Most of the lamps in the building are perpetually
Failing a test drops the hero back down the shaft to lit, as though the mistress of the manor were

57
present. From everywhere in the house one can • A particularly difficult enemy the hero once
hear a faint wail of agony, but only in the study can faced
one determine it is coming from the basement. • A member of the Nandi family: Chakravarti,
Kathin Gad is a Haunt, a structure with a Amit, or Meenal
malevolent spirit of its own. It uses its powers to • Adelaide Morris, Radhika Lakhavani, Walter
interfere with the heroes at advantageous moments Keening, or another NPC they’ve encountered
(or if the structure is directly attacked) but mainly during this adventure
relies on the various horrors and ghosts dwelling
in this horrible place to do its dirty work, especially Roleplay out these encounters if the player is
the Caretaker (see below). The Haunt’s locus is the willing and able to do so. The apparition has access
portrait of Basjas in the Dining Hall. to any information about its subject known by the
targeted hero, and uses everything at its disposal
• Haunt: See page 104. to wrack the target with fear, doubt, loathing,
regret, rage, or any other powerful emotion. The
DIVIDE AND CONQUER Caretaker’s goal is to get the target to commit an
As the heroes explore Kathin Gad, they have to act that will trigger a Corruption check, such as
contend with the Caretaker, an evil spirit that goading them to “murder” the apparition in cold
drifts, unseen, about the manor. Despite a strong blood, and so on, and to this end it will never
feeling of being watched, the Storm Knights won’t outright attack the hero—merely taunt, provoke,
encounter the Caretaker for a short time, giving or insult them.
them an opportunity to investigate the manor. If a Storm Knight attacks an apparition, any
Keep track of how many distinct areas they visit. attack, spell, or other action that succeeds against
After the third area (or when they reach the Main a Very Easy (DN 6) difficulty is enough to Defeat
Hall), the Caretaker awakens in the Tower. If the it. It still appears as the chosen individual’s corpse,
Storm Knights rang the bell outside, the Caretaker essentially taunting them from beyond the grave.
is already awake and awaiting them. At the climax of this confrontation, the Storm
The Caretaker attacks its targets by plumbing Knight must make a willpower test opposed by
their mind for painful memories, desires, or fears, the Caretaker’s Spirit, taking 15+1BD damage and
always centered around a person the target knows. losing 1 Destiny card (or 15+2BD damage and
Even better if it is someone close to them. It first losing 2 Destiny cards on a Mishap) if the Caretaker
uses Orrorsh’s Law of the Uncanny to cause the wins. If it fails, the apparition fades away and the
target to lag behind, get distracted, or otherwise Caretaker cannot target that hero again during this
become isolated from allies. The heroes unwittingly act.
become scattered throughout the main and upper Aside from the Caretaker’s own subtle attacks,
floor of Kathin Gad due to this effect. it agitates the various ghosts in the castle: An
Then it creates an apparition, a walking, talking invisible presence plays a mournful dirge on the
image of the person in question, which confronts grand piano, a crowd of wispy forms spin as they
the target in a way that maximizes the emotional waltz across the dance floor, the spirit of the dead
anguish. Some potential personal apparitions: man in the larder sobs and begs to be released, the
table in the main hall is set with a maggoty dinner,
• Friends or family from the hero’s backstory a quiet whisper echoes from a dark hallway, blood
• An innocent victim the Storm Knight failed to seeps from a hole in a wall, a spot of intense cold
protect hangs in the middle of a room, and a poltergeist
• The subject of a Romance, Nemesis, or hurls books and other objects in the library (test
Connection card Dexterity or Strength or take 6+1BD damage, or 6+
2BD on a Mishap). The first time the heroes witness
• A deceased former ally one of these apparitions, they must test willpower
or Spirit or take Fatigue from fright which does

58
not fade until the end of the Act. These ghosts are images only they can see from their own painful
not sentient and (aside from the poltergeist) are memories. After an interaction with one of these
incapable of directly harming the heroes. apparitions, intense mental anguish forces the
Entering the Basement level or leaving the house target to test willpower against the Caretaker’s
removes the Storm Knights from the Caretaker’s Spirit, taking 15+1BD damage and losing 1
area of influence. Destiny card (or 15+2BD damage and losing 2
Destiny cards on a Mishap). The Caretaker can
• The Caretaker: See below create more than one apparition at a time.
• Undead: The Caretaker is immune to effects
THE CARETAKER that require breathing, eating, or other “living”
This spirit was created by an arcane ritual wherein processes.
a victim dies in the throes of torture, after which
MAIN AND UPPER FLOOR LOCATIONS
specially-inscribed iron spikes are hammered into
This section presents the various rooms and
his eye sockets. The resulting evil spirit is bound to
locations of the Main and Upper Level of Kathin
its creator’s demands, usually employed to protect
Gad in alphabetic order.
an area or seek out those who wronged the creator.
The Caretaker harms its target by finding their Ballroom: This large chamber is accented with
innermost hidden fault and creating an apparition floor-to-ceiling columns, brocaded red curtains,
which takes the life-like appearance of a person and huge wrought-iron chandeliers. A Challenging
connected to that flaw, then relentlessly berating (DN 12) evidence analysis test indicates it was used
the target to the breaking point. sometime in the last few months, perhaps hosting
the Gaunt Man himself?
Attributes: Charisma 8, Dexterity 6, Mind 6, Spirit
15, Strength 5 Bedroom: Each of these dusty rooms has a bed,
Skills: Dodge 7, find 13, intimidation 13, maneuver dresser, wardrobe, and vanity. The wallpaper
9, reality 16, stealth 14, taunt 10, trick 7, willpower is starting to peel and is stained with mildew in
15 places. A Standard (DN 10) evidence analysis test
Move: 6; Tough: 5; Shock: 15; Wounds: — shows these rooms have been used, but not in
Equipment: — some time.
Perks: — Carriage House & Stables: This stone building
Possibilities: 2 has a pair of large sliding barn doors that open to
Special Abilities: reveal Basjas’ gleaming black carriage. The building
• Cloak of Darkness: The Caretaker gains smells of horses, but all the stalls are empty save
Toughness equal to the Darkness penalty. for the one in the back where a black Percheron
• Ethereal: May move through walls and solid horse nearly blends into the shadows, save for its
objects, and is immune to physical attacks glowing red eyes. Despite looking very real, the
unless the weapon is magical or has a property horse is a spirit that, if harmed, breaks apart into
(like cold iron) that allows it to affect ethereal black smoke and fades away
beings. Magic, miracles, and psionic powers
Dining Hall: This impressive room is home to
affect the Caretaker normally.
a long dining table that seats a dozen people.
• Fear: On first becoming aware of this creature
Tarnished silverware and ceramic plates are set at
a hero must test willpower or Spirit or become
each seat, though they are empty of food, and the
Very Stymied.
candelabras are extinguished. Old portraits on the
• Immaterial: The Caretaker is usually formless
wall depict Basjas, along with people long dead.
and invisible. It can be sensed with Detect
magic and similar spells, miracles, or powers, Foyer: Twin staircases curve up on either side
but not seen. If desired, it can manifest as a of this room and meet at an upper landing. An
shrouded specter with skeletal hands. elaborate chandelier dangles overhead, its candles
• Apparitions: The Caretaker’s main method lit and fresh.
of attack is to drive the target mad by creating

59
Garden: This withered, dead garden has a dry • Standard Success: Geographical and
fountain in the center. A marble bench sits at the historical information about Monde, the world
southern end overlooking the valley. Basjas calls home, destroyed by the Gaunt
Kitchen and Larder: The plaster walls in this Man two hundred years ago. While this has
old kitchen are starting to crack. Two huge tables no direct practical application, this gives the
are blackened with old stains that turn out to be heroes further insight into her origins and age.
blood on a Standard (DN 10) evidence analysis test. • Good Success: The above, plus a ritual for
Flies buzz everywhere in here. The stench of death trapping a murdered spirit to ward an area
comes from a Hungry Dead trapped in the larder. against intruders. This is how Basjas created
• Hungry Dead: See page 104. the Caretaker. Included are instructions for
putting it to rest by removing and melting its
Library: This room is lined with floor-to-ceiling eye spikes.
bookshelves that practically groan under the
weight of thousands of dusty old tomes, most of • Outstanding Success: The above, plus a
them historical treatises on places the heroes have formula for a medicine against Black Vein
never heard of, but a few have titles that indicate Disease, granting a +6 bonus to Strength tests to
their arcane origins. A Challenging (DN 12) scholar resist the disease.
or evidence analysis test can dig up some interesting Master Bedroom: A fire crackles in the large
information among these books: fireplace in this well-furnished room, which also
features a large wardrobe and four-post bed. Under

60
the bed is a Disembodied Hand which waits until
an opportune moment to strike the heroes. SCENE FOUR: SECRETS IN
• Disembodied Hand: see page 102. THE CRYPT
Nursery: Driven by sentimentality and the Dramatic Scene. Orrorsh Pure Zone. This scene
same festering trauma that led to her becoming begins when the Storm Knights have gained
a Nightmare, Basjas has turned one of the empty access to Kathin Gad’s basement, either by finding
bedrooms into a child’s nursery similar to her own the staircase down or by climbing up the hidden
as a child. Among the dozens of eerie dolls is an tunnel.
evil poppet.
• Poppet: See page 105. CRYPTS
Parlor: This room for entertaining guests has Several dark archways lurk along this short
several comfortable seats, a divan, and a grand network of tunnels at the base of the stairs. Inside
piano. each one is a small crypt that holds a casket. These
Privy: This tiny room is empty save for a single are the home of Basjas’ vampire spawn, six men
toilet and wash basin. The one on the main floor is and women who betrayed her at some point in
directly underneath the one on the upper floor. the past, so are now doomed to languish here and
beg for her forgiveness. Though they hate her,
Servant’s Room: This simple chamber is intended their blood fealty to her is impossible to violate for
as a place for servants to work while staying out of long. Upon seeing the Storm Knights, the vampires
view. plead for just a drop of life-giving blood, mewling
Storage: Occupying the odd-shaped gap between and fawning in an attempt to appear weak. Clever
the tower and upper wall of the dining room, this Storm Knights might be able to pass through here
cobweb-choked room is a cramped maze of old without a fight—but the vampires won’t be able to
boxes, chests, discarded furniture, clothing, and fight their blood lust for long!
other assorted objects. The tight quarters impose If the heroes entered Kathin Gad through the
a –2 penalty to all physical tests in this room and hidden tunnel, they emerge through a drainage
reduce movement by half. grate at the base of the stairs.
Study: This large circular room is the base of • Vampire (1 per Storm Knight): See page 107.
the tower. It is occupied by a large desk, several
bookshelves, and an arcane diagram etched out on
the floor in red chalk dust. A Challenging (DN 12) BASJAS’ BOUDOIR
conjuration or scholar test lets the examiner know This stone chamber is hung with brocaded crimson
it is intended for dark summoning rituals, though curtains and a fine rug covers the floor. A divan,
hasn’t been used in some time. A staircase hugging fireplace, a bookcase (fiction, French), a vanity, and
the wall curves upward toward the top of the tower, a phonograph indicates this is the boudoir where
and under it is a staircase curving downward into Basjas spends some of her leisure time while at her
the Basement. The sound of moaning and wailing manor. A framed blueprint-style map depicts each
is louder in here, noticeably coming from below. floor of Kathin Gad. If the Storm Knights did not
Tower: The top of the stone tower is a single large know of the secret drainage tunnel in the crypts,
round chamber with windows on all sides. In the they see it on the map.
center of the floor is an iron maiden—a rusty iron An Easy (DN 8) find test turns up a few interesting
cabinet with a single padlocked door and a metal clues:
face appearing to wail in sorrow on the top. The • Standard Success: A painted portrait of a
door can be opened with a Hard (DN 14) lockpicking family that depicts a regal-looking blonde
or Strength test. Inside are the grisly remains of the mother and a young girl with dark curly hair.
victim used to create the Caretaker. Beside them is a male figure—presumably
the father—but his face has been so badly

61
scratched out his features are long gone. The BASJAS’ CRYPT
family’s archaic French-style clothes are similar
The Storm Knights have at last reached Basjas’
to those from Earth’s Georgian era. A plaque
inner sanctum—her main crypt, containing her
underneath reads “DeLaunay 1811.”
primary coffin...and one of her darkest secrets!
• Good Success: An extremely old porcelain
The stone tunnel emerges into an astonishing room.
doll, spider webbed with tiny cracks, and
Crimson pillars holding up the ceiling are nearly
wearing clothes that match those of the girl in
swallowed inside great mats of spiderwebs that stretch
the painting. Its clothing was stitched with a
in all directions from an elegant black lacquered casket
fine silver thread. (This is a sample of the type
on a small dais in the center of the floor. Peculiar
of thread that must be used for Basjas’ True
lanterns positioned around the room flicker with a
Death. The doll does not have enough, but this
spectral green light that gives off a faint graveyard
thread can be used in the creation of more.)
vapor. Dangling on the far side of the room is a man,
• Outstanding: Basjas’ journal. This rambling almost entirely shrouded in spider silk save for his
leather book skips many decades, and doesn’t face, screaming in torment. On a table beneath his feet
pick up until long after she was going by the are dozens of torture implements.
name “Basjas,” but it reveals that after the
To the Storm Knights’ good fortune, Basjas is not
fall of her home cosm Monde, Basjas served
in her casket—she is back in Mumbai, where they
the Gaunt Man for nearly two hundred years
last saw her. Destroying or blessing her casket does
during his invasions of dozens of worlds,
not bring her to this location, unlike last time, but
gradually working her way deeper and deeper
it does render it unusable to her. This being her
into his favor, then at last being inducted
primary casket, Basjas won’t take this loss well.
into the Gaunt Man’s “Hellion Court,” a high
council of Nightmares which were the sole The lanterns are occult devices (see below) which
surviving Horrors of the fall of their worlds. contain trapped ghosts. Besides illuminating
It also mentions someone named “Kurst” who the chamber, they whisper with phantom voices
was sent from the Gaunt Man to serve Basjas on whenever a threat approaches. As Basjas is their
this new world. current “owner,” that means they start whispering
a warning about the Storm Knights!
GALLERY This chamber is well-protected by swarms of
In this somber room, Basjas left a devious trap for Squelette spiders and vampires lurking among the
anyone who thinks they’ve located her sanctuary. high webbing. But her most trusted crypt keeper is
a reality-rated Gospog of the Third Planting. It stays
A set of narrow, steep stairs emerges onto a balcony in hiding behind a pillar until the Storm Knights
overlooking a cobweb-strewn chamber hung with feel safe to enter, then drops a heavy portcullis to
old portraits and ruby-red curtains. Candles in floor seal off the exit hallway and emerges at the same
candelabras of black wrought iron cast the room in an time as the chamber’s other threats.
eerie glow. On a stone platform rests an elegant black
coffin with gold trim. The lid is closed. • Poison Spider Swarm: See page 106.

The casket contains a gravespawn, an oily black • Vampires (1 per Storm Knight): See page 107.
pool of corrupt ooze placed here to foil would-be • Gospog of the Third Planting: See page 105.
killers. It waits inside the coffin to attack any who
open the lid. THE LAST RITES OF HENRI
Behind one of the thick curtains is the short DELAUNAY
passageway leading to Basjas’ real crypt.
When the Storm Knights have finally dealt with the
• Gravespawn: See page 103. room’s defenders, they can turn their attention to
the individual trapped in the webbing.

62
This is Basjas’ father, imprisoned and sustained But that isn’t all. As clearly as they understand
in undeath by her for nearly 200 years in revenge the importance of Henri, they know he cannot be
for what he did to both her and her mother. He is allowed to live. The only way to clear this secret
delirious and halfway insane, but upon becoming is to kill Henri! As a vampire spawn he may be
aware of the Storm Knights he comes around just killed in several ways, but simply burning him
enough to tell them his story in a mix of archaic alive in the webs is the most efficient. The webbing
French and English: goes up in a rapid inferno with Henri screaming
“I’ve been Basjas’ prisoner for longer than I can and thrashing in the middle. Killing Henri in this
remember. She torments me. And why? Because I fashion does not trigger a Corruption test since he
cared too much about her mother. Colette was sick. is undead, but might pose an ethical challenge for
She was defiant and stubborn, an agitator who fought some characters or those with Light Perks. If freed,
against the natural order of society by claiming that he instinctively attacks and fights to the death.
women should be the equal of men. An outrage! She • Henri Delaunay: Use Vampire profile on
organized a group of like-minded women to fight for page 107.
the right to vote, and that’s when I knew she was truly
unwell. I confined her to the house and had doctors NEW GEAR: GHOST LANTERN
call upon her, but she was so clever at disguising her Tech 20, Magic 14. Solid metal plates resembling
sickness in their presence that none found anything tormented faces cover all four sides of this handheld
wrong. She grew more agitated, so I moved her to the lantern Through the mouth- and eye-holes shines an
attic room for her own safety. To my embarrassment, eerie green light cast by a ghost magically trapped
the neighbors could hear her raving up there at night. inside. The ghost starts whispering whenever a
At last she flung herself from the attic window and took threat approaches within 10 meters of its “owner.”
her own life. Basjas was broken by this. She became The whispering imposes a –4 to stealth attempts but
sullen and rebellious, just like her mother. I heard of grants the owner a +4 to find tests to notice nearby
a new facility for the treatment of such cases run by danger. If the lantern is destroyed (Toughness 14)
the esteemed Dr. Melgrath, so I had her committed the ghost dissipates forever. Possessing the lantern
into his care. Not long after, the world turned to death for one full (very noisy) day transfers “ownership.”
and horror, and Basjas returned to me a changed girl,
having affected her own escape from the asylum. An
army of spiders came with her. Seizing me, she had me AFTERMATH
cocooned and for all the years since has subjected me Now that the Storm Knights have encountered—
to horror. What has my darling daughter become? She and killed—Basjas’ father, they have uncovered yet
is a monster, a fiend, a creature of darkness. Please, another of the five secrets that will help them put
you must destroy her. But I beg of you, free me. The an end to her. They may now escape this hellish
years… have been so long.” place.
If the Storm Knights have other questions, he If the Storm Knights wish to take one or more of
answers them as best he can: the strange green ghost lanterns, the thing doesn’t
• Who is he? His name is Henri DeLaunay. stop whispering until it has been in their possession
Basjas is his daughter. He was a merchant who for a day, after which it protects them­­—even if the
lived in Champlainville, Aveline (on the cosm effect is unnerving!
Monde) with his wife, Colette. Getting out of Kathin Gad is a simple matter of
• How long has he been here? His sense of sliding down the drainage tunnel in the crypts (no
time is gone, but he believes it has been “longer roll needed) or passing back through the manor,
than a lifetime.” then fleeing the countryside before the zombies
• Where is Basjas? He hasn’t seen her in a corner them again. Walking for a couple of hours
while, but again his sense of time is unreliable. lets them reach a safe village where the heroes
Upon finding Henri, the Storm Knights can arrange for transport to their next destination,
instinctively know he is one of her Secrets. wherever that might be…

63
I
n the previous acts, the Storm Knights
discovered that someone close to Basjas might
have information about her. He fled to a village
in Bangladesh, but it probably won’t be long before
Basjas or one of her servants tracks him down.
The goal in this act is to discover Basjas’ secret
“Desire,” her deep and abiding yearning to be
adored. As a girl, Basjas was raised by a father who
THE VILLAGE treated women as chattel and a mother who was
preoccupied with her own goals, however worthy,
then later gaslighted into becoming a madwoman.

THAT WEPT
Her imprisonment in Dr. Melgrath’s sanitarium
made her feel abandoned and unloved. Now, even
ACT FIVE:

as an undead creature, she possesses a longing for


adulation which cannot be sated.
Who would know this better than Mandeep
Patel, her former suitor? Mandeep was a fellow
actor at the Oubliette Theater who showed Basjas
the love she craved, but when he discovered her
sleeping in the hidden crypt beneath the theater,
he fled in horror. He returned to Kalipur, the small
village in Bangladesh where he grew up, hoping
to disappear. Alas, he had fled one scene of horror
for another, for Orrorsh’s dark reality awakened a
tragic spirit who drove the village mad, feeding off
the terror and rage it created.
As always, if circumstances prevent the heroes
from speaking to Mandeep, the Game Master must
find another way for them to gain this information.
By the end of the act, they must discover Basjas’
Desire so they may use it to reduce her Refresh rate
during the final encounter.

OVERVIEW
Scene One: The Storm Knights must seek transport
in the half-flooded city of Dhaka. Along the way,
they contend with sickness, a skipper with a dark
secret, and ghostly sightings.
Scene Two: Arriving in Kalipur, the flooded stilt
village seems abandoned, but soon the heroes
find evidencet something terrible happened here.
When they at last locate Mandeep, he informs them
they’re trapped in this village, just like he is. Only
putting the evil to rest can end the curse.
Scene Three: On their way to destroy the evils
plaguing the island, the heroes encounter Kurst,

64
Chandrima’s malevolent spirit haunts the dark waters of the Ganges.

a lycanthrope in service of Basjas who was sent Once they reach Dhaka, the heroes discover that
to eliminate Mandeep. The investigation into the rising river waters have swamped the city.
terrifying drowned woman haunting the village The note you read indicated that Basjas’ former co-
reveals an even greater threat. actor in the Oubliette theater, Mandeep Patel, fled
Scene Four: The Storm Knights must confront to Bangladesh and sought to hide in a small village
the dark spirit and end its curse or be trapped in in the Ganges delta called Kalipur. This village isn’t
Kalipur forever. mentioned on any maps you could find. You’ll have to
travel there and see what the locals can tell you.
The nearest city of any size is Dhaka, the capitol of
SCENE ONE: DARK Bangladesh. It lies nestled in tributaries of the mighty
DELTA Ganges. Endless storms wracking the Himalayas to
the north have caused the rivers to swell their banks.
Standard Scene. Orrorsh Pure Zone. The Storm The rail lines in and out of Dhaka are sunk, forcing
Knights must head to Dhaka, the largest city near passengers to take a ferry on the last leg of the journey.
their destination. If you are using the optional Paddies in every direction have become lakes, farms lie
encounters in the Orrorsh By Rail chapter, run “A abandoned under water halfway to the roof, and the
Message From Beyond” at this time. occasional wilted coconut palm or banana plant rises
from the endless sea of waters.

65
Dhaka is in bad shape. Flood waters have inundated Insects are a constant nuisance, the heat is
the city. Locals wade through knee-high water with unbearable by day, and the sluggish, coffee-brown
baskets or other possessions held on their heads or water smells unpleasant. At the end of the first
paddle through the city on coracles woven from reeds. day, all Storm Knights must test survival or Mind
And through it all the endless rain keeps falling. or contract a mild fever which temporarily reduces
The Storm Knights are here for two things: learn their Strength by 1 point (or 2 points on a Mishap).
the location of Kalipur and secure transportation A Hard (DN 14) medicine test reduces the victim’s
there. Unfortunately, high demand coupled with penalty by 1 point, or 2 on a Good or better result.
the terrible conditions imposes a –4 penalty to Afflicted heroes recover at the end of the act.
streetwise tests to requisition gear in this city. Andrew spends all day piloting through the vast
As they search, the Storm Knights learn via network of rivers, tributaries, feeders, and canals,
newspaper (or some other source) that any NPCs leading them slowly toward their destination.
with which they interacted in the previous act were A floodlamp allows him to continue for an hour
found dead—blackened and withered, just like the or two after dark, but then he drops anchor until
ones before. Their curse continues to follow them! dawn. His steam launch doesn’t have a cabin but he
has bedrolls and enough supplies that the heroes
don’t need to seek shelter by night.
DOCKSIDE
Getting to their destination won’t be easy for two
reasons. For one, very few people have even heard SCENE TWO: FLOOD
of Kalipur. The Ganges delta is an immense maze
of channels far from the city. There are many tiny STAGE
fishing villages throughout the area, many of them Standard Scene. Orrorsh Pure Zone. Just before
too minor to make it onto regional maps. sunset the heroes spot the body of a man floating
The other obstacle is travel. In this Orrorshan Pure in the water. His clothes indicate he is also from
Zone, it could take weeks to track down someone the area, but doesn’t appear to have been killed
with a functional seaplane. Traveling by balloon in the same way as the victims aboard the boat.
might be easier, but the dense jungles of the delta Examining his bloated body and wrinkled skin
offer no suitable landing for such a craft. The only with a Standard (DN 10) science or Mind test
option remaining is to travel by boat. indicates he was a drowning victim.

Most of the local craft owners have long since The heroes spot more and more drowning victims
sailed off for better prospects, but a Burmese as they continue toward Kalipur. Bodies are male
captain, “Andrew” Tun Hein Ye, is still here at and female, young and old.
the flooded docks with his steam launch which Up ahead Kalipur comes into view: a cluster
can hold up to eight passengers or a couple tons of stilt houses fashioned from a hodgepodge of
of cargo. Hiring him as captain does not require a boards, bamboo, corrugated tin, and tarps. The
streetwise roll (the Delphi Council is good for it), swollen river has risen to flood most of the village,
but buying his boat for themselves requires a Hard the houses poised above the dark water like a
(DN 14) test streetwise. flock of wading birds. A Sacellum church of recent
construction stands on dry ground. Dense forest
DOWNRIVER traps the village against the water. Other than
sputtering lamps lighting up the church you see no
It takes three full days of boat travel to reach Kalipur. signs that anyone is around. Something about this
Once they are underway, the heroes quickly leave place feels overwhelmingly wrong.
the city behind, and the endless flat delta is their
only sight. Occasional towns or settlements, most After finding a spot to secure the boat, the Storm
of them hopelessly flooded and abandoned, dot Knights finally set foot on dry land. Andrew ties
the river’s shore. the boat to a pylon to wait for the heroes.

66
KALIPUR Eye See You: A random Storm Knight sees a single
female eye shrouded in long black hair peering up
Kalipur is a small village located on the western
at them from a bucket of water, but upon closer
shore of one of the many islands of the Ganges
examination the water is clear.
delta. The roughly teardrop-shaped island is
surrounded on all sides by slow-moving river Jump Scare: A window shutter suddenly and
channels. The nearest village is one kilometer from inexplicably slams shut. Pass an Easy (DN 8)
here, but due to the curse hanging over the island, willpower or Spirit test or become Stymied or
anyone who leaves finds themselves right back at Vulnerable (Player’s choice) for the duration of this
Kalipur a short time later. scene.
Almost the entire island (also named Kalipur) Shy Spy: The Storm Knight with the highest
is covered with dense tropical forest. The highest find skill spots a young woman looking at them
point is only four meters above sea level, but with from a window in an abandoned house, but aside
the Ganges in flood stage due to the relentless reality from wet footprints on the floor there is no sign of
storms in the Himalayas, the river is two meters anyone inside.
higher than normal. This means many portions of
the island are waist-deep in water while low-lying
ABANDONED HOUSES
Stilt houses in Kalipur are constructed from
swampy areas are completely submerged.
unpainted planks but use other materials where
Normally the village is home to about 200 people, needed to patch walls, roofs, and so on. They have
but now the place is almost abandoned. Clothes a main room in which most daily living occurs,
still flutter on lines, small fishing canoes are tied at including eating, and a small rear room with a bed.
their pylons, and fish rot in nets. Most houses are Furnishings are spare and usually hand-made,
in the water with their dwellings a meter above the but some are imported. Fishing gear, boxes and
waterline while a few nearest the church are three barrels of supplies, and other necessities occupy
meters above muddy earth. They may be reached the corners of the rooms. Lighting comes from
by bamboo ladders. A path leads east into the kerosene lamps and candles. None of the doors are
jungle (see Scene Three). locked.
The village is Dim (–2) at night. The empty houses show signs they were recently
inhabited. In one is a fly-ridden meal left on a
EXPLORING KALIPUR table which a Standard (DN 10) science or Mind
Almost all of the homes are abandoned, and the test shows is only a day old. In another house a
town’s remaining dozen occupants are gathered in machete is embedded in the wall beside the door.
the church for protection. Yet another house has several magical charms
hanging by ceiling beams, and a different one has a
As the heroes look around, they discover clues puddle of river water in the center of the floor. Flies
about what has happened in Kalipur. This is an ideal buzz around houses that contain corpses which,
time to play up the oppressive, eerie atmosphere inexplicably, are bloated as if drowned. Perhaps
in the village. Here are some sights and events to most disturbing, in one dark house strands of long,
sprinkle into their exploration: wet black hair hang from a hole in the ceiling and
Dark Rain: It begins to rain, but the raindrops are are withdrawn immediately when the heroes enter,
dark in color and stink like decay. yet there is nobody on the roof.
Dropped Weapon: A shotgun sticks out of the LONE HOLDOUT
mud. A Challenging (DN 12) evidence analysis or fire Aside from Mandeep’s place (see below) there is
combat test shows it was used recently. only one remaining occupied house. Inside is a
Dying Bird: A waterlogged bird thrashes around terrified, barely coherent middle-aged man. In
fitfully as if dying, but a Standard (DN 10) science a mixture of Bengali and English he pleads with
or Mind turns up no sign of any injury. the heroes to leave him alone, warns them to flee,

67
and mutters that “she” will kill them. A Standard OUR LADY OF THE BLESSED MARTYR
(DN 10) persuasion or intimidation test can buy a This small one-room Sacellum church is the newest
single answer to a direct question between the building in Kalipur. Parson Hiram Armstrong leads
panicked babbling. Depending on what they ask, his fire-and-brimstone services here, converting
they might learn that Mandeep is in the village and the locals away from Islam.
where to find him, that there are only 20 remaining
Hiram is pious to a fault, unable to prevent himself
survivors here, that “she” is a ghost, or that the
from standing in judgment of others, sees any vice
bodies floating in the river are her victims.
as a grave moral failing, believes modesty is next to
Moments later, he is distracted by his eye starting godliness, and claims optimism is the devil’s sweet
to itch. From it he pulls a hair—a very long black words whispered in one’s ear. He walk with a cane
hair that slowly spools out from behind his eyeball. and is never caught without his frock buttoned
He screams, “No! Not me! Please! I mourned you! tightly at the collar.
I gave you offerings!” Then he starts violently
All of the dozen remaining survivors of Kalipur
coughing up river water and falls to the floor, where
cower in the church. Hiram has shoved the pews
he proceeds to drown as water supernaturally fills
aside to make room for their bedrolls. He tells them
his lungs. The Storm Knights are powerless to stop
not to expect rescue from “earthly” sources but that
this process, and it does not respond to healing
God will deliver them from the evil that has beset
magic or first aid tests.
this island. Along these lines he sees the Storm
Knights as potential interlopers. Hiram is polite,

Kurst watches the jungle from behind his latest meal.

68
as is expected, but is sure their arrival has brought
further evil to Kalipur, or at least interrupts God’s SCENE THREE:
plan for delivering the village from the curse, so he
tries anything he can to get them to leave.
DETANGLING THE PAST
Standard Scene. Orrorsh Pure Zone. This scene
He answers any specific questions truthfully
deals with the heroes’ search for clues about
but does not divulge information unasked,
the sheekol buri in hopes of ending its curse on
including Mandeep’s current location. His faithful
Kalipur—not to mention allowing the Storm
parishioners avoid speaking with the heroes.
Knights to leave! It also details some of the locations
around the island of Kalipur, so if at any time the
LOCATING MANDEEP team leaves Kalipur village they move on to Scene
The heroes can locate Mandeep’s house by luck, Four, even if they haven’t yet located Mandeep.
process of elimination, or by directions from Hiram Without a light source, the forest is Dark (–4).
or one of the survivors. His is one of the houses
nearly swallowed by the rising waters. In fact, the
flood’s pressure has undermined its supports and
SILENT HUNTER
threatens to dump the entire thing into the river. The first time they pass through the jungle during
this scene, they encounter Kurst, the lycanthrope
Mandeep is hiding inside with a machete. Over
in Basjas’ service who has tracked Mandeep to
the past couple weeks since returning to Kalipur
Kalipur. It was Kurst’s handiwork they found in
he has slowly come to realize the ghost is the spirit
the abandoned boat in Scene One.
of his murdered lover, Chandrima, and wants to
keep that secret buried. The only people who could The first hint of Kurst’s presence is the carcass of
connect Chandrima to Mandeep are her parents, an elephant he killed and has been gnawing on for
whom he saw recently when they ventured to the last couple of days. It lies on its side among the
town for supplies. dense growth, its presence telegraphed by a cloud
of flies and the lingering odor of death. All that
He is terrified and eager for the help, pledging to
remains is a stinking mass of decomposing flesh
tell the Storm Knights anything he can about Basjas
pulled taut over its vast skeleton, with two curved
but only after they’ve taken care of the ghost. He
tusks protruding from the skull.
provides the following (false) information:
Kurst observes from hiding at first before making
“The ghost is the angry spirit of a girl who was
his presence known. Whether day or night, he is
murdered by her parents. She has trapped us all in
in his dire wolf form. The Storm Knights can make
Kalipur. I took one of those rowboats out there and
a Standard (DN 10) find test, modified by lighting
floated downriver, but ended up right back here at
conditions, to make out his form enough to
Kalipur. She won’t let anyone leave. She must be
identify him as a werewolf. One way or the other,
destroyed! But to destroy her, you must kill the parents
though, they can sense they’re in the presence of a
who tormented her. That is the only way. Some of the
Nightmare—one about whom they know nothing.
others here told me they live on the other side of the
Caution is in order!
island. I remember them from when I was a boy here.
Those people are monsters, so very cruel, and hated by Kurst knows the Storm Knights are not his target,
everyone. Please, free her tormented spirit and save us but recognizes Stormers when he sees them and
all.” considers this an opportunity to gather more
information. Keeping to the shadows, he hails the
It’s up to the Storm Knights whether they accept
heroes in his growling voice, asking them who
his advice, but without any other clues they have
they are, who they work for, and what brings them
little else to work with for the time being. Even
to Kalipur. Of his own mission he only says he is
if they somehow compel Mandeep to divulge his
“looking for someone who doesn’t belong here so I
information about Basjas first, they’ll still need to
can take him back home.”
end the curse to leave Kalipur.

69
KURST
EVIL BUILDS ON EVIL Kurst was once High Lord of his home cosm,
On the island’s northern end is an old temple Gorhagah, a world where lycanthropes comprised
complex that dates back to the time of the the aristocracy and reigned over the human
Mughal empire. The walls still stand, but time peasants. That ended when the Gaunt Man
has worn down the stonework, and tree roots conquered Gorhagah and forced Kurst into
and creepers cover the structures. Residents servitude. Kurst is so Corrupt he is trapped
of Kalipur have always believed the place was permanently in his beast form, but after centuries
haunted, but all that was superstition until the of ill treatment by the Gaunt Man he harbors a
arrival of Orrorsh’s reality. secret rebellious rage against the Gaunt Man.
Now the ruins are home to a “Corruption Link: Identify that he was once Dairoga, the
Spirit,” a vile entity formed from concentrated shapeshifter High Lord of Gorhagah.
Corruption which spreads its darkness by
attracting and magnifying other Horrors or Habit: Learn that Kurst prefers to give prey a
Nightmares. It has seized on Chandrima’s sporting chance.
ghost, enfolding the entire island inside a micro- Desire: Discover that Kurst yearns to once more
domain that amplifies her power and traps the be part of a pack.
living inside, and as a result her boundless Token: Locate the totem necklace of his former
rage has nearly destroyed the entire village. “lifemate” on Gorhagah, Ayroa, currently lost and
The Corruption Spirit feeds off this evil, grows, forgotten somewhere in Illmound Keep.
then empowers its symbiote further in a sort
of feedback loop. Soon the Corruption Spirit True Death: Once his origins are revealed Kurst’s
will be strong enough to expand Chandrima’s heart must be removed and devoured, as was the
domain to include new villages nearby, and tradition back on Gorhagah.
thus the cycle will continue—unless it can be Attributes: Charisma 11, Dexterity 16, Mind 9,
stopped. Spirit 15, Strength 16
Skills: Beast riding 17, dodge 18, evidence analysis
12, find 16, first aid 10, intimidation 18, maneuver
18, persuasion 13, reality 18, scholar 10, stealth
This encounter has the potential for heavy
19, survival 15, taunt 15, tracking 17, trick 12,
roleplaying, depending on the actions taken by
unarmed combat 19, willpower 16
the players. Kurst is certainly not afraid of combat,
Move: 16; Tough: 19 (3); Shock: 18; Wounds: 4
but his eons of servitude to the Gaunt Man have
Equipment: —
not been by choice, and a part of him is open to
Perks: Brawler, Endurance, Hard to Kill,
rebelling against his orders if offered a compelling
Retaliation, Vengeful, Werewolf, Whirlwind
opportunity.
Possibilities: 4 (Nightmare)
Be cautious, as Kurst is an extremely powerful and Special Abilities:
ancient Nightmare who refreshes five Possibilities • Armor: Thick furry hide +3.
every round. Since the Storm Knights haven’t • Bite/Claw: Strength +4/20.
researched him, they’ll surely be torn to pieces in • Cloak of Darkness: Kurst gains a bonus
a straight fight. Thankfully they are not Kurst’s to Toughness equal to the current Darkness
target nor a measurable threat, and with his hunger penalty.
already sated on elephant, he has no interest in a • Dread: When Kurst is present, a Standard
fight. If the heroes attack, he merely attempts to Scene becomes a Dramatic Scene instead.
wound them as a “lesson” and leave. • Fear: The first time a character encounters
• Kurst: See below Kurst in an act, he must make a Spirit test or
become Very Stymied.

70
• Lycanthrope: Silver weapons deal +4 damage • Her husband, Jagadish, set out two days ago
against Kurst. Wounds inflicted by other types in a canoe. He said he was going fishing, but
of weapons automatically heal at the end of Amandara knows he was going to end his life
each scene. because he brought none of his fishing gear.
• Special Savagery: Kurst’s mastery over • Amandara is blind because she pulled out
lycanthropy allows him to test Mind to avoid her own eyes in grief the day they fished
being forced to attack. His Corruption is Chandrima out of the water 10 years ago.
already high enough that he is stuck forever in
beast form. • Everyone believes Chandrima drowned
herself, but Jagadish found evidence of
FORSAKEN MOSQUE a struggle on a beach near the ruins. The
authorities investigated but in the end could
Located in the forest just outside the village at the not conclude murder so the case was closed.
highest point on the island, the mosque which once
served the majority-Islam population of Kalipur • Chandrima is buried in the cemetery at the
now lies deserted, the victim of Parson Hiram’s old mosque.
effective proselytizing. • Amandara has “felt” Chandrima’s presence
The mosque is a single-story brick building with lately. At first she thought it was her imagination,
a rusting metal roof. Inside it is littered with cast- but after consulting with Vandana, a witch
off papers, prayer rugs, and bits of crumbling who lives elsewhere on the island, Amandara
masonry. In an office is a framed newspaper article believes her daughter has returned to seek the
out of Dhaka dated 10 years ago that mentions true killer.
Chandrima. The story contradicts Mandeep’s • Amandara knew Mandeep was courting
account, saying the young girl was discovered by Chandrima, but kept that information from the
her parents and likely drowned herself, though it disapproving Jagadish. She believes Mandeep
lists no motive. It also says the attending mortician was the murderer, especially since Chandrima
discovered Chandrima was one-month pregnant at was pregnant and Mandeep left Kalipur
the time of her death. abruptly the next day.
Beside the mosque is a vine-choked cemetery. Amandara just wants her daughter to find peace,
Chandrima’s grave is among the stones. Around but has long since forgiven Mandeep. She can give
her rotting neck is an engraved locket bearing the Storm Knights directions to Vandana’s home.
Mandeep’s photo and initials. Taking this from her
body triggers a Corruption check for grave robbing. VANDANA’S HUT
This elderly, reclusive woman lives in a crude
PRABHUPADA HOME structure of thatch and bamboo on the northern
Chandrima’s parents live in a nondescript stilt end of Kalipur island. Her home is lit by dozens
house nestled among palm trees and underbrush of candles and draped with dried plants. Vandana
on the far side of the island from Kalipur. Fishing is bent with age and very thin, but her mind is still
nets, a pair of canoes, and dangling tackle indicate razor-sharp.
the occupants fish these waters for a living. She begins any social encounter by offering food.
Chandrima’s mother, Amandara, is cooking alone Those who immediately accept receive a Possibility.
at home. She seems old beyond her years, and Then she tells them what they need to know:
though wary of strangers, is too engulfed in grief • The ghost is a sheekol buri, the ghost of a girl
to care anymore. Her eyes are empty sockets so who was murdered by drowning. It haunts the
she must do everything by touch. She knows the waters where it died and attempts to kill others
following information: by wrapping them with its hair and holding

71
them underwater until they drown. It is held to Vandana knows nothing more about the
this world as long as its murderer is still alive, Ludoghast. It waits to kill her until after the heroes
but ironically cannot itself harm its murderer. leave. Nothing can prevent her death. If they linger
• She is made more powerful by a Corruption nearby they’ll hear her screams of terror and agony,
Spirit which has enfolded the entire island, only to discover her blackened, twisted body alone
preventing anyone from leaving. It dwells in in the hut.
the ruins not far from here. Such things attract
horrors, growing its own power by growing
theirs. Until it is destroyed, even defeating SCENE FOUR: TO KILL
Chandrima won’t end the curse. THE DEAD
• A Corruption Spirit can only be exorcised Dramatic Scene. Orrorsh Pure Zone. This
by wrapping it’s “totem” in funerary linen, scene begins when the Storm Knights have
sprinkling it with holy water, then burying it in enough information to tackle Chandrima and
sanctified ground. the Corruption Spirit. Most likely this occurs
Moments after recounting this information, the immediately after they leave Vendana, but if
old woman peers at them again as if seeing them they’ve uncovered the necessary information in
for the first time. She begs them to wait as she fills other ways they may be anywhere on Kalipur.
a bowl with some foul-smelling liquid and scatters The necessary items to exorcise the Corruption
bone chips into it. Read or paraphrase: Spirit can be found on the island: Funerary linen in
“Ah, but you aren’t here to save us from the sheekol the mosque and holy water in the village church.
buri. You’re on another quest, one that threatens It may be buried at either location, but after the
to destroy you. And something is tracking you, Corruption Spirit triggers the flood (see below)
something powerful. A spirit of regret. You’ve seen it, only the mosque remains on dry ground long
haven’t you? An inky void of stains and twists and enough for this action.
tendrils, the same on both sides, in whose dark whorls
appear tormented faces. It is called a ‘Ludoghast’ and KINGS OF OLD
it was sent to turn all you touch to ash. It wants you
to suffer for daring to defy the Gaunt Man. Everyone All that remains is to find the item associated
you meet along the way will die in agony at its hands, with the Corruption Spirit and exorcise it, as per
their flesh withering as their spirit is wrenched from Vandana’s instructions. That means a visit to the
their bones. Nothing can stop the Ludoghast but your old Mughal ruins near the northern end of the
success—or your failure. And to this end you must island. Read or paraphrase:
persevere. You follow a path that wends through the dense,
“But like all Nightmares this thing has a weakness soggy jungle. The rain once again darkens into the
and it can be destroyed. It cannot see you when you fetid drops that smell like rot and river water. After
are on a train, as you are close to the ground and some time you spot a crumbling wall looming out of
traveling at a high speed. You might be able to lure it the trees ahead. Invasive roots entangling the stones
there and destroy it, but to do that you’ll need to make look like veins and capillaries.
The ruins are all that is left of what was once a
it think the car is full of strangers with whom you have
interacted, and the car cannot be exposed to the sky large palace nearly 500 years ago. Old sculptures
or the Ludoghast will simply flee. But be warned, likedepicting long-gone kings can still be seen among
all Nightmares it cannot die until you understand its the remains. Nature and time have had their
true nature. Learning that will take something away way with the ruins, breaking down the old walls
from you. Seek its dark secrets in the epitaphs of itsand pillars with entangling roots. Storm Knights
victims—that will tell you all you need to know. with the means to sense supernatural evil feel it
“It is too late for me, but you can save many others emanating powerfully from within the ruins.
with your actions. Go with my blessing. And hurry!”

72
Brownstone takes aim at another horror creeping out of the dark jungle.

The disembodied Corruption Spirit dwells in an Perks:—


old collapsed dome in the center of the complex. Possibilities: Never
Far from defenseless, it animates Kurst’s rotting Special Abilities:
elephant carcass (see above) to protect itself from • Gore: Tusks Strength +2 (17).
interlopers. Among the rubble of the dome is the • Fear: The first time the heroes see this Horror
Corruption Spirit’s totem, a fire-blackened human they must make a Spirit test or become Very
skull. Stymied.
• Undead Elephant: See below • Trunk: Damage Strength (15). May be used to
grapple, inflicting Strength damage each round
while also attacking other targets with tusks.
UNDEAD ELEPHANT Alternatively, grappled targets may be attacked
This Asiatic elephant once stood four meters at with tusks at +4.
the shoulder, but is now a tattered, rotting mass • Undead: Immune to poison and other effects
infested with flies and worms. A few bits of meat that require breathing, eating, or other “living”
still cling to its skull. processes.
Attributes: Charisma 4, Dexterity 8, Mind 3, Spirit • Very Large: Asiatic elephants are up to six
10, Strength 15 meters long and can reach 5,000 kg in weight.
Skills: Dodge 9, find 7, intimidation 13, taunt (6), Attacks against them gain a +4 bonus.
trick (6), unarmed combat 12
Move: 8; Tough: 15; Shock: —; Wounds: 3
Equipment: —

73
FLASH FLOOD knowing everyone else in the village avoided the
place for fear of ghosts. They spent many hours
If the elephant is defeated, the Corruption Spirit
together there professing their undying love.
tries its ultimate gambit: it starts raising the flood
tide to gradually cover the entire island. River water Chandrima begged Mandeep to announce their
sweeps through the ruins like a flash flood, filled affair to the village and ask her father’s permission
with the rotting bodies of the dead and drowned. to marry, but Mandeep already had another plan:
The Storm Knights can resist being bashed against he was going to move to India and become a
the rubble with a Hard (DN 14) Dexterity or Strength Bollywood star. Unfortunately, as these things tend
test, taking 8+1BD damage on a failure (or 8+2BD to go, Chandrima had already become pregnant.
on a Mishap). Terrified of his acting dreams being ended before
To get free from this surge of water, each Storm they could begin, Mandeep invited Chandrima
Knight needs to pass three Challenging (DN 12) out to the ruins under the guise of proposing
survival or Strength tests. A Good Success counts marriage, but instead tried to kill her. As they
for two tests, while an Outstanding Success counts struggled, Mandeep seized Chandrima’s long hair
for all three, but a Mishap forces the hero to lose and wrapped it around her neck until she passed
one success. As soon as a hero passes her third test out. Then he dragged her down to the river and
she reaches a shallow area and can wade to solid drowned her. To cover for his crime, he claimed
ground. But it won’t be solid ground for long—the she’d become despondent at the news of his
water is still rising! Chandrima targets anyone in imminent departure for Mumbai, but he hadn’t
the water with her drowning attacks. seen her, and by the time her bloated body washed
up on the beach near town, he was long gone.
If the heroes earned Kurst’s trust, or at least didn’t
insult him or engage him in combat, he arrives on When Orrorsh’s reality washed over Bangladesh,
Round Three to lend a hand. Chandrima returned as a sheekol buri, a type
of spirit that dwells in pools or rivers and pulls
victims to a watery grave. But her power has been
THE DROWNED LAND amplified by an entity called a Corruption Spirit,
Rising flood waters threaten every place on Kalipur and now Chandrima’s sorrow and rage has led her
island. All the homes along its shoreline are soon to nearly wipe out her own home village.
swamped, including the ones in the village. If
The one person she cannot touch is Mandeep.
Mandeep is still alive, he joins the other survivors
Her curse does not permit it, yet in a twist of true
in the Sacellum church. Before long they are all
Orrorshan dark irony, his death is the only thing
forced inland to the mosque for a final stand.
that can put an end to her suffering forever.
Chandrima continues to dog the Storm Knights as
Chandrima’s skin is gray and water-wrinkled. She
long as Mandeep is still alive. If she is released from
wears the grimy white sari she died in, and her long
her curse, the Corruption Spirit claims Kurst as its
black hair hangs nearly to her ankles. Everywhere
new symbiote. Any alliance arranged between him
she goes she drips with river water.
and the Storm Knights is then forgotten until the
Corruption Spirit is exorcised. Origin: Discover that Chandrima became a sheekol
buri because she was murdered by Mandeep Patel.
• Chandrima: See below
Habit: Learn that Chandrima kills others by
drowning, but can’t directly harm Mandeep.
CHANDRIMA
True Death: To break the curse Mandeep must
Ten years ago, as a young girl, Chandrima
die. Any kind of death will do—an injury, a disease,
Prabhupada, fell in love with Mandeep Patel.
old age…or murder. This frees Chandrima’s soul
They had to meet in secret, as Chandrima’s family
to pass on to peace in the afterlife.
were devout Muslims, but Mandeep’s family were
among the few Hindus in Kalipur. For safety, Attributes: Charisma 8, Dexterity 10, Mind 7,
their rendezvous site was the old Mughal ruins, Spirit 11, Strength 13

74
Skills: Dodge 12, find 10, intimidation 15, maneuver woo her at every opportunity. We spent many nights
12, reality 12, stealth 15, trick 9, unarmed combat together, strolling along the wharf or drinking tea on
13, willpower 13 her veranda. She confessed to me she wanted nothing
Move: 10; Tough: 13; Shock: 10; Wounds: 3 more in life than to be adored by loyal fans. Rarely
Equipment: — did she mention her childhood, but from what I heard
Perks: — her father was unkind and unloving, and her mother
Possibilities: 2 (Nightmare) suffered from a disorder, and as an only child Basjas
Special Abilities: rarely felt the love she craved.
• Bite/Claws: Strength +2 (15). “I believe she would do just about anything to be
• Cloak of Darkness: Chandrima gains a bonus venerated. I would have done that for her, gladly, but…
to Toughness equal to the current Darkness one evening after our performances I said my goodbyes
penalty. to her and went home but realized I’d forgotten
• Domain: Chandrima cannot travel beyond something in my dressing room so I returned. Basjas
her home island and the portions of the Ganges was the only person still in the theater. She didn’t
river that surround it. hear me come in. I watched her go through the door
• Drown: When in water, Chandrima attacks leading to the Trap Room beneath the stage. Curious,
victims by wrapping her hair around them I followed her. In the back of the Trap Room she opened
with a grappling attack. Restrained victims a door built right into the brick walls. I must have seen
immediately begin drowning. that wall a thousand times and never noticed a door.
• Fear: Upon first seeing Chandrima a hero
must test willpower or Spirit or become Very “I waited some time, unsure of what to do, then
Stymied. opened the door to see where she went. It led into
• Manifest Water: Chandrima may summon an old passage thick with cobwebs. In a room I saw
up to 700 liters of water every round. a coffin. My heart leapt in terror but I had to open
• Undead: Chandrima is immune to poison it. Lying inside, as if asleep, was Basjas. She was a
and other effects that require breathing, eating, vampire! I know I should have killed her right then,
or other “living” processes. but I just couldn’t. I love her, you see? But I was also
• Water Ghost: Chandrima may manifest in afraid, so I fled. I knew she’d become suspicious at my
any body of water larger than 3 liters within sudden absence so I chose the best place I could think
her domain, and may travel between bodies of to hide: my old home, a place unknown to her. Yet it
water as part of her movement. The Corruption seems I was right. I cannot escape Basjas.”
Spirit also makes it possible for Chandrima to Some of this information might be new and some
manifest inside a victim as a special Grappling might be familiar, but the Storm Knights know her
attack, first filling the target’s lungs with river yearning to be adored is another of her Secrets, and
water then manifesting in the water itself, can be used to help defeat her.
dealing 10 damage per round (ignoring armor). Now that the curse is lifted, the heroes may leave
Does not work against reality-rated targets. Kalipur. Alas, as they were engaged in bringing
down Chandrima and foiling the Corruption
AFTERMATH Spirit, Andrew (if he was still alive) also fell victim
to the Ludoghast. The Storm Knights find his
When the Storm Knights return to Mandeep, he body blackened and contorted, a look of terror
delivers on his promise and tells them what he permanently etched on his face.
knows about Basjas. It is quite possible Mandeep
dies during this act, either at the hands of the They may use his boat to return to Dhaka, then
heroes or from Kurst, but he survives long enough catch a train to their next destination, secure in the
to convey this crucial information: knowledge that they’re even closer to defeating
Basjas for good.
“I was in love with Basjas, I cannot deny it. I fell for
her the moment I first saw her. We worked together
at the Oubliette Theater but I went out of my way to

75
I
n this epic act, the Storm Knights mount an
expedition high in the Himalayan mountains

ACT SIX: THE STEPS near Mt. Everest, where a transformed Buddhist
temple holds one of Basjas’ oldest and most
personal secrets: a forgotten lullaby her mother
sang to her when she was a child.

OF THE TALLEST Climbing even part-way up the Everest slopes


is a monumental endeavor. Along the way, the
heroes face the common alpine dangers of ­cold
temperatures, treacherous climbing, oxygen
deprivation, and deadly glacial crevices. But the

MOUNTAIN
reality of Orrorsh has its own challenges as well,
including limited technology, a brain fog miasma,
a horrifying Snow Wolf that creates impassible
weather in the high mountains, and the reanimated
corpses of long dead mountain climbers.
There are a few minor discoveries the Storm
Knights could make during this adventure, but by
the end of this act, they must acquire Basjas’ “Link,”
an obscure, ancient lullaby her mother sang to her
when she was little girl. It’s one of Basjas’ most
vulnerable and affecting secrets, and a reminder of
everything she’s lost.
Meanwhile, their recent exploits continue to
attract the attention of the Ludoghast, one of Basjas’
creations—a horror that manifests from the dreams
of the would-be heroes, whose dark purpose is to
terrify and alienate those the Storm Knights have
come into contact with.

OVERVIEW
Scene One: The Storm Knights travel by train to
Kathmandu, where they meet a kind, but troubled
man named Anil. He is the owner of the last open
livery in the city and offers horses for the first leg of
their journey in exchange for a favor.
Scene Two: The Storm Knights travel by horse to
a town called Lukla, the gateway to the Mt. Everest
region, with a message to Anil’s brother.
Scene Three: At Lukla, the heroes discover a town
full of the forgetful. A brain fog miasma is causing
everyone to forget the very lives they’re leading.
The Storm Knights prepare for the more arduous
climbs ahead.
Scene Four: The Storm Knights confront more
difficult climbing as well as a giant Snow Wolf

76
that seems born out of the clouds and is somehow world to find a crucial piece of Basjas’ past. Read or
responsible for the impassable weather further up paraphrase the following:
the slopes. One of the leads in Basjas’ Mumbai suite mentioned
Scene Five: The heroes face the final and most a “Library of Monde” where she might be able to find
difficult climb of their journey, all while being a copy of an old song her mother used to sing, now lost
harassed by the horrors of transformed hikers who to time. Somehow you know this song is vital to her.
died on the slopes of Everest and whose bodies Locating it could help you unlock one of her secrets
were never recovered. that you can use to destroy her.
Scene Six: After reaching their destination, they To your shock, your investigations reveal the Library
must find what they came for before the Librarian, is located on a small peak near the base of Mount
one of the Gaunt Man’s Ravagons, arrives to kill Everest. Whatever it contains, the Gaunt Man must
them. want the information nearly inaccessible.
Getting there is only part of the challenge. According
to your maps, you’ll have to journey overland from
SCENE ONE: THE LAST Kathmandu to the alpine village of Lukla, then follow
LIVERY the river valley until you leave the high forests, upon
which you’ll trek up glaciers, snowy slopes, and even
Standard Scene. Orrorsh Pure Zone. The Storm near-vertical peaks to reach the Library. And Everest
Knights must prepare themselves to undertake a itself is bisected by Orrorsh’s border, leaving open the
herculean task: an ascent up the steps of the most possibility of reality storms.
imposing and deadliest mountain range in the

77
slush-ridden mud trails that can’t accommodate
BOONS horseless carriages or wheeled stages. And with
the provisions they must carry, horses are required
Climbing the Himalayas is a trial under the best for this journey.
of circumstances, but it’s particularly harsh in
the Orrorsh reality. There are no batteries to Unfortunately, obtaining horses requires more
provide electricity and no bottled oxygen for than just money or a simple requisitions roll. Native
breathing. Modern, high-tech micro-fibers and Jumli horses are ideally suited for the task, but they
cold-rated sleeping materials become a liability have been scarce since the invasion. Finding them
under Orrorsh’s axioms. in the wild and training them would take weeks,
but there is a livery stable in Kathmandu with
Luckily, the heroes may happen upon special Jumli horses run by a native Nepali named Anil.
boons, unique items that can help them. They
may use them by “spending” any Destiny Card Anil is a kind man whose powerful Buddhist faith
in their hand (or pool if in combat) to treat and simple life has largely kept him uncorrupted by
as Favored any relevant test where the boon the harsh reality of Orrorsh. He lives on a ranch on
might reasonably apply (GM’s call). They may the outskirts of Kathmandu. Anil speaks very little
spend more than one Destiny Card on a single English and is initially reserved toward any new
roll, and as usual, they may wait until after strangers he meets, including the Storm Knights.
they determine their result to spend the card(s). He’s more concerned about the well-being of his
animals than any promise of material possessions
Boons are not spent—they may be reused as or incentives. They may requisition his horses with
many times as needed (unless lost or destroyed). an Easy (DN 8) streetwise test.
Since Destiny Cards refresh every scene, boons On a failure, he sends the Storm Knights away.
become a critical and powerful resource as the They may try to steal the horses later without
journey gets more difficult! needing a skill test. Anil doesn’t try to stop them.
Doing this triggers a Corruption test. Also, each
rider needs to pass a Difficult (DN 12) beast riding
If you are using the optional encounters in the test to keep control of the stolen horses. Failure
Orrorsh By Rail chapter, run “The Tunnel” at this means they must journey to Lukla without any
time. horses at all (or Anil’s boon), which causes them to
Kathmandu is the largest city in Nepal and the start the Dramatic Skill Resolution in Scene Two
only city in the vicinity reachable by train lines, with an active Complication (–1).
including the Bengali Express. The trek before During their interaction, it’s clear there is something
them is potentially deadly due to the rarified air distressing Anil. Though he hides it well, his cold
and freezing temperatures. They start this act with suspicion goes beyond simple unfamiliarity. Those
a fur-lined parka. Those without one suffer -4 on who attempt to allay his suspicions may make a
survival tests against extreme cold. Hard (DN 12) persuasion test. Any party member
The Storm Knights may wish to requisition cold who speaks Napali gains a +2 on this test, and
weather gear beyond a fur-lined coat. Unfortunately, another +2 if they express concern for him and his
such things are hard to come by in Orrorsh. If the horses. Success convinces him to trust the heroes
team attempts the roll in a Mixed Zone, they make enough to tell them about his real problem.
their streetwise test at –2. This penalty increases to
–4 in a Dominant Zone and –6 in a Pure Zone. Cold ANIL’S REQUEST
weather gear from a higher Tech axiom grants a +4
In broken English Anil describes how hard it’s
bonus to survival tests in extreme cold.
been to for him to take care of the ranch over the
The next step is to find passage northwest to the past few months. His body isn’t what it used to be.
town of Lukla. Roads don’t go all the way there. But his main fear is what might happen if he has to
Those that do exist have been transformed into release his horses into the wild. He describes what

78
he knows about the dwindling population of wild
Jumli horses, and he’s terrified of what might be
responsible.
THE BRAIN FOG
“Huge snow wolf in the mountains. Monster. Comes MIASMA
mostly at night. Brings terrible storms to mountain.
The effect of the miasma is frightening and
Hunts wild Jumli. Kills them. Eats them. My Jumli
unavoidable, especially for Ords. Although
safe here. But If I die, they not safe. Makes me afraid.
Storm Knights have an advantage, they aren’t
“Brother in Lukla.” He points to his makeshift map immune. Short-term memory is fragile and
at a spot northwest of Kathmandu. “Here. His name unreliable, causing them to momentarily forget
is Prakash. Something wrong there. Something wrong where they were going, what they were about
with Prakash. He has not come. I give you Jumli horses, to purchase, or the name of someone they just
you take message to Prakash? Please? Too dangerous met. It also effects those around them, making
for me. Find brother. Something wrong! Please?” even simple tasks like obtaining food, or having
If they agree, he provides supplies for Prakash a coherent conversation much more difficult.
and a written message asking his brother to return Make sure to play it up.
to Lukla, along with a special boon (see the sidebar Long term memory is even harder to access.
for more information on Boons): The effect is a permanent -2 penalty on all Mind-
related tests. Storm Knights can test reality once
Boon Relevant Skills
per scene to see if they can shake off the effect.
A detailed map of beast riding, find,
the region from survival, tracking
Kathmandu to Lukla
He warns them the mountains beyond Lukla A LONG AND ARDUOUS ROAD
are deadly, and no one goes up there, once again This montage-style Dramatic Skill Resolution
referring to a giant Snow Wolf which has somehow represents about one week of travel. The difficulties
made the weather in the high mountains almost of these tests assume the Storm Knights already
impassable. He expresses concern for the Storm have the basic supplies they need. Don’t forget they
Knights if they tell him their plans, but he’s too may tap into Anil’s boon (if they have it) and may
desperate for their help to talk them out of it. use relevant spells, miracles, psionics or similar
Any heroes making a Standard (DN 10) reality test abilities on these tests.
sense there is something different about Anil, much Step A: A Hard (DN 14) survival test determines
like Sylvia in Act One. Though not a Storm Knight, the right direction and best path to their destination.
he has a unique fortitude and quiet wisdom which
sets him apart from many of his neighbors. Step B: The terrain is muddy, uneven and difficult,
and even the basic provisions the heroes must carry
on horseback at this point complicate matters. The
SCENE TWO: JOURNEY Storm Knight who successfully makes a Hard
(DN 14) beast riding roll effectively guides the rest,
TO LUKLA helping those less able and giving pointers to make
Standard Scene. Orrorsh Pure Zone. Once they a successful climb as a group.
embark, the heroes quickly discover how difficult Step C: Closer to their destination, temperatures
the journey is. Not only is the terrain rough and start to drop, the terrain gets steeper, and time on
bereft of civilization, they enter a strange, subtle the trail begins to take a toll on the heroes. The
reality anomaly unique to Orrorsh: a brain fog Storm Knight who steps up to lead her friends and
miasma. This turns an otherwise ordinary journey makes a Hard (DN 14) willpower test boosts morale
into a Dramatic Skill Resolution. enough to keep everyone focused on the daunting
task they face.

79
Step D: Just when they’ve reached the home effect of fatigue, frostbite, lost supplies, and the
stretch, a strange Orrorsh reality, the brain fog brain fog miasma. They are discovered lost and
miasma (see sidebar below), descends upon the delirious by shepherds and wake up in Lukla,
climbers. Any hero making a Hard (DN 14) reality perhaps a bit wiser about what they are facing.
test is able to overcome the effect and guide the
group without going astray. Note that every time
this test is failed the Storm knight attempting it SCENE THREE: GATEWAY
loses one Possibility, and at least one of the heroes
must make a Standard (DN 10) Mind test or the TO EVEREST
group forgets or loses a basic piece of survival Standard Scene. Orrorsh Pure Zone. The small
equipment (which could include Anil’s map). village of Lukla is tucked away high in the
Possible Setback: They find a bad path, the mountains south of the Everest summit, and is
miasma scrambles their sense of direction. the starting point for any trek toward Everest Base
Camp. Prior to the invasion, the only two ways to
Complication: Morale is bad, a key basic provision get to Lukla were by foot, and by air. The Orrorsh
(not a boon) is running low, a horse goes lame. axioms now make air travel perilous, which has
Critical Problem: The expedition becomes effectively cut Lukla off from regular society.
hopelessly lost, a terrible storm descends on the People still live here, but it’s a strange and forgetful
heroes, a catastrophe destroys all the provisions. place, thanks to the brain fog miasma. Because of
If the trekkers succeed, they reach the village prolonged exposure to this phenomenon, people
of Lukla without further incident, but with the here seem to live their lives in a haze—constantly
promise that it only gets more difficult from here. surprised about where they are and how they
If they fail, each of the Storm Knights takes a got there, while an underlying sense of dread
Wound from the experience, which can be Soaked permeates the village.
normally. Worse, their maximum hand size drops Dealing with these instances is usually a situational
by 1 for the remainder of this act, a horrible side roll with persuasion, streetwise, intimidation or even
trick or maneuver to keep the villagers from turning
on them.
WHY NOT APPROACH
FROM THE NORTH? PRAKASH
Finding Anil’s brother Prakash is a matter of asking
Astute players may ask why it wouldn’t be around town. He is a former climbing guide who’s
a better idea to approach Everest from the now a rancher and farmer on the outskirts of Lukla.
Core Earth side to the north. The World Laws He’s initially wary of the Storm Knights and the
certainly seem more friendly, and high tech brain fog makes him confused, asking where they
equipment would be more reliable. got their horses, accusing them of stealing them
However, their destination is deep in Orrorsh from him, and even making a vague reference to
territory. That means they’d cross through the terrifying Snow Wolf that lures and kills wild
raging reality storms at the most dangerous horses in the high mountains.
part of their journey where the high elevation A Challenging (DN 12) persuasion or intimidation
and unrelenting weather are at their worst, all test snaps him out of his confusion long enough
the more so due to the effect of the Snow Wolf. to have a relatively coherent conversation.
They would simply not survive this approach. Mentioning his brother or presenting his message
They can either discover that themselves, or the grants +2 to this test. On a failure it takes a little
Delphi council will tell them as much if they longer to calm his confusion and he grants them
put forth the idea. only the first boon (see below).

80
When he reads his brother’s message, a look of already. Nothing makes sense. My life doesn’t mean
great relief and recognition blooms on his face, as anything. It’s just one disconnected event after the
if a dear, but distant memory is resurfacing. other. That’s how it is here. It’s like that for everyone.
“Anil? My brother! I remember now!” “I don’t even recall when it started. Right around
Prakash speaks better English than his brother, the time everything changed. When the trees became
thanks to being a former mountain guide. He is so twisted, and the lights went out. We all started to
relieved to hear from—and remember—his brother forget. Forget family. Forget purpose. We’re trapped
that tears form on his cheeks. He thanks the Storm here. We don’t know where to go. We don’t know what
Knights profusely for braving the journey to bring exists beyond the edge of town. It’s…it’s terrifying.
it to him. Read or paraphrase the following: “And then there are the horses. And my precious
“Sometimes I remember… like now. Most times I live mountains. I used to be a guide, but no one climbs
my life in a fog. I farm my fields. I eat. I sleep, but the mountain anymore. No one dares. It’s far too
I’m always confused. I’m always forgetting. I know dangerous. But the horses, they seem drawn to the
my neighbors, but they’re not connected to me. I used mountain. I don’t know why, but killing them.
to have ambitions, but now I simply go through the “The great Snow Wolf—a giant! It hunts the
motions. I know I’m dying…I might as well be dead horses—eats them—in a few gulps. The brain fog

The Snow Wolf looms overhead, a terrifying giant formed from swirling snow.

81
made it impossible to take care of my horses. When and loses two points on a Mishap. When they
they escape, they go north where it kills them. Squeals accumulate 10 or more points, they arrive at Mount
of pain, blood spilled in the snow. They say the Snow Everest Base Camp.
Wolf rules the mountains—changing the weather— After each day of travel, every individual hero
making the upper slopes impossible to climb. must make a Challenging (DN 12) Strength test
“I want to be with my brother. I will return the horses or suffer Fatigue. This Fatigue can be Soaked as
he lent you. You can’t take them with you anyway. I normal but does not naturally recover until the
will be forever grateful to you.” Storm Knights reach their destination.

Prakash, like his brother, is a kind soul who has BLOOD ON THE SNOW
simply been lost to his own awareness thanks to On the second day of travel (after rolling for all
the miasma that descended during the invasion. tests) the team has a special encounter. At dusk,
He offers the heroes rest and recuperation while those making a Standard (DN 10) find test observe
he prepares to journey back to Kathmandu to be a strange, pristine-white cloud roughly shaped like
with his brother, and also offers them the following a four-legged animal moving low to the ground.
boons: Investigating by trekking closer to triggers the
encounter with the Snow Wolf (see below).
Boon Relevant Skills
Otherwise, they are awakened that night by a
A detailed map to find, survival, tracking
terrifying animal scream as driving snow and wind
Everest Base Camp and
assault their camp. An Easy (DN 8) beast riding
beyond
test confirms it’s a horse in extreme distress. The
Rare climber’s Dexterity, Strength whinnying stops a few seconds later, followed by
endurance extract (climbing), survival a monstrous howl that echoes from the mountains.
The conditions make it hard to track the horse,
SCENE FOUR: THE SNOW but in moments it becomes moot—the Snow Wolf
comes to them. The same cloud they spotted earlier
WOLF glides across the snowy ground toward them,
Standard Scene. Orrorsh Pure Zone. It’s not only now clearly wolf-shaped, towering overhead and
Prakash who warns the climbers about what’s in accompanied by driving snow. A Standard (DN
store for them. Other residents of Lukla stare at the 10) find test reveals many smaller wolves inside
heroes in horrified confusion as they watch them jumping, barking and climbing over each other
trekking north from Lukla on what used to be the as if somehow propelling it. Though they are
Lukla/Everest Base Camp Trekking Route, now impossible to attack individually while forming
just a muddy path twisting up distant peaks buried the Snow Wolf, this hints the Snow Wolf is a kind of
in clouds and snow. supernatural construct rather than a creature itself.

From here onwards the team must deal with cold Don’t forget to count rough terrain from deep
weather (see Torg Eternity). snow and visibility penalties for Darkness.
• Snow Wolf: See below.
THE HORSE HUNTER
The trek from Lukla to Everest Base Camp takes SNOW WOLF (FULL FORM)
several days. To represent this journey, the Storm Seemingly made of cloud and snow, the Snow Wolf
Knights must accumulate travel points by making is a massive and terrifying monster. It’s a boon
Challenging (DN 12) survival tests as a Combined the Gaunt Man granted to a local Himalayan wolf
Action. Every roll represents one day of travel. A pack, which disrupts weather patterns in the high
Standard Success earns one point, where a Good mountains—making the high slopes impassible.
Success earns two and an Outstanding Success The Snow Wolf only appears in full form at these
earns three. The team earns no points on a failure, lower altitudes on nights when the conditions

82
The Library of Monde awaits at the top of Imja Tse’s perilous cliffs.

are right (about once every three nights), but its or Spirit or become very stymied.
presence is always felt in the weather. • Very Large: The Snow Wolf is approximately
Attributes: Charisma 10, Dexterity 14, Mind 12, the size of an earth-mover mining truck. Attacks
Spirit 15, Strength 16. against it gain a +4 bonus.
Skills: Dodge 15, find 13, intimidate 17, maneuver
15, stealth 14, survival 12, tracking 14, unarmed THE PACK
combat 15, willpower 16. To defeat the Snow Wolf, the heroes must find the
Move: 16; Tough: 20 (4); Shock 15; Wounds: 3 pack itself with a Standard (DN 10) tracking test.
Equipment: — Failure wastes a day and forces the team to make a
Perks: — Standard (DN 10) survival test against the cold.
Possibilities: 2 The wolves have taken up residence in a small
Special Abilities: cave. Approaching unseen is a Challenging (DN
• Armor: Tough Hide +4. 12) stealth test. The fierce weather suddenly calms
• Bite/Claws: Strength +3 (19) damage. Makes to an eerie quiet just outside the cave—clearly a
target Vulnerable on a hit. Snow Wolf becomes supernatural phenomenon.
Vulnerable on a miss.
• Dread: While the Snow Wolf is present, a The wolves cannot be tamed and fight until
Standard Scene becomes a Dramatic Scene defeated. When at least half of the wolves are
instead. defeated the Snow Wolf itself is no more.
• Fear: The Snow Wolf is supernatural and • Orrorsh Wolf (2 per Storm Knight): See page
terrifying. Those who see it must test willpower 107.

83
84
the next one. Otherwise, they must start that round
SCENE FIVE: THE over. Unlike a standard DSR they may not complete
FROZEN DEAD more than one step at a time, and there is no time
limit in rounds to complete the challenge.
Dramatic Scene. Orrorsh Pure Zone. Mount
Remind the players to take full advantage of their
Everest Base Camp is at an elevation of almost
boons. If there’s a time to tap that resource, it’s now!
18,000 feet. Oxygen deprivation becomes a factor
at this height. STEP A: GLACIER FIELD
Base camp is abandoned and in disrepair. The Deep crevasses in the glaciers make it much too
heroes must camp here for at least three days to dangerous to scale at its surface. Instead, the
acclimate to the elevation. They recover all Shock heroes are forced to forge a path below among the
lost to cold weather. icy walls and shifting waterfalls within the cracks.
While here, a Challenging (DN 12) survival roll It’s a maze, and the team must pass a Very Hard
allows the climbers to scrounge basic provisions (DN 16) find test to navigate through it.
like blankets, transformed warm clothing, and STEP B: FRIGID WATERFALL
other gear allowing them to replace anything lost Deep in the depths of the jagged channels a
or damaged on the way up. A Good Success also waterfall of frigid water pours out of an ice cavern.
gets them another boon (below). An Outstanding To get past the team may inch their way along a
Success also grants a free draw from the Destiny narrow ledge behind it by making a Hard (DN
deck. Note this Boon has a Tech level of 23. 14) Dexterity test. The alternative is to jump across
Boon Relevant Skills slippery rocks at the base by making a Hard (DN
14) Strength test. Anyone who falls in the water is
High-quality camping first aid, medicine,
instantly Stymied and must make a Challenging
gear and air tanks Strength, survival
(DN 12) survival or Strength test or suffer Fatigue
which does not fade until the end of this scene.
THE FINAL STRETCH
Luckily, there’s only one more climb left, but it’s STEP C: WALL OF ICE
a doozy. By distance, this is the shortest climb the The climbers face a steep wall of ice nearly 50
hikers must make, but it’s also the hardest. The meters tall. Climbing requires a Very Hard (DN
final push to the temple leads up another 5,000 feet 16) Strength roll. Failing this test results in 16+1BD
to the top of Imja Tse (a.k.a. Island Peak), one of the damage (or 16+2BD damage on a Mishap).
lower pinnacles around the base of Mount Everest.
STEP D: CLIFFS OF DEATH
This journey is represented by a specially-modified The final leg is without a doubt the hardest. Here
Dramatic Skill Resolution which works as follows: the heroes must scale a nearly vertical rock face
A single “round” represents a few hours of travel with howling winds and temperatures well below
up the windswept slopes. Every round each freezing.
individual Storm Knight must make a Very Hard At this altitude the atmosphere is barely sufficient
(DN 16) survival test or take 6+1BD damage (or to sustain life. Every hero must immediately make
6+2BD on a Mishap). As before, this damage may a Heroic (DN 18) Strength test or suffer Fatigue,
be Soaked but does not heal on its own until the also taking a Wound on a Mishap.
Storm Knights return to a safer altitude.
To top it off, Orrorsh’s cruel reality has animated
In addition, the ascent is divided into four stages, the bodies of climbers who have died on nearby
labeled A through D. At the end of each round, flip Everest through the decades. Now they lurch
a Drama Deck card. If one of the letters matches the through the snow as tormented, frigid walking
team’s current location, they have a short encounter dead seeking to add more victims to their ranks!
associated with that leg of the climb (see below). If
The dead climbers linger among the caves, cliffs,
successful, they pass that stage and may attempt
and ledges during this climb, emerging from

85
snowdrifts or dark caves to drag any interlopers If they make it to the temple, the monumental
off the cliffs to their doom. accomplishment of courage, perseverance and
Cliffs along this stretch require a Challenging effort infuses them with adrenaline and Possibility
(DN 12) Strength to ascend. Narrow ledges require energy. Each hero immediately earns three
a Challenging (DN 12) Dexterity to pass. In either Possibilities, and they increase their Destiny Card
case, movement is reduced to one meter per round. hand size by one for the remainder of the Act.

Reaching the top of this deadly stretch completes Seriously, give it to them—because it’s all downhill
the Dramatic Skill Resolution. from here…

• Dead Mountain Climber (5 per Storm


Knight): See below DEAD MOUNTAIN CLIMBER
Over three-hundred people have died on the
DILEMMAS slopes of Mt. Everest. Their bodies were never
Just as in a regular Dramatic Skill Resolution, a recovered—until the Gaunt Man came. Now they
Dilemma result represents increasing danger. are undead that prowl the high mountains..
Failing the Very Hard (DN 16) survival test imposes
Attributes: Charisma 4, Dexterity 6, Mind 4, Spirit
the Dilemma’s usual penalty on top of damage
6, Strength 9.
from the environment.
Skills: Find 7, trick (6), unarmed combat 10.
Possible Setback: They climbed too fast and need Move: 6; Tough: 9; Shock —; Wounds: ­—
more rest. They’re lost in a maze of crevasses. An Equipment:—
obstacle forces them to retrace their steps. Perks: —
Complication: The heroes feel despair in the face Possibilities: None
of this cold and alien landscape. Hypoxia causes Special Abilities:
the heroes to become confused. An important piece • Fear: On first encountering a Dead Mountain
of gear is lost or ruined. Climber, a hero must test willpower or Spirit or
become Very Stymied.
Critical Problem: Unlike traditional Dramatic
• Icy Grip: +2 bonus when Grappling.
Skill Resolutions, failing the survival test during
• Mindless: Dead Mountain Climbers are
a Critical Problem does not force the team to
immune to intimidation and taunt interactions.
start over. Instead, select one of the following
• Relentless: Dead Mountain Climbers ignore
catastrophic events or create your own. Regardless
Shock.
of the outcome the heroes may continue to press
• Undead: Immune to poison, and other effects
on, if they’re able.
that require breathing, eating or other living
• An avalanche cascades down onto the heroes, processes (including cold).
forcing a Hard (DN 14) Dexterity test. Failure
results in 18+1BD damage (or 18+2BD damage
on a Mishap)! SCENE SIX: THE ANCIENT
• A powerful blizzard accompanies plummeting LIBRARY OF MONDE
temperatures, forcing a Hard (DN 14) Strength
Dramatic Scene. Orrorsh Pure Zone. The great
test. Failure results in 1BD Shock (or 2BD on a
stone doors of the Library are adorned with a
Mishap).
relief of Portok, a mountain peak on the long-dead
• A sudden reality storm creates bizarre effects, world Monde. Those who make a Standard (DN
like hot snow, a rain of teeth, and talking faces 10) scholar test (Victorians gain a +2) recognize the
forming in snowdrifts. The Storm Knights must mountain as sacred to several Gaean religions,
make a Hard (DN 14) reality test. Failure results perhaps inherited from old memories of Monde.
in the loss of 1 Destiny Card (or 2 Destiny Cards
When the Storm Knights pass through the doors
on a Mishap).
of the library, read or paraphrase the following:

86
THE LIBRARIAN

You enter a Finding a text that


vast, stone temple carved into an contains information on Basjas
ancient cliff-side. Its existence quickly is a Very Hard (DN
in this lifeless place seems an 16) find test (+2 if the heroes
impossibility. The central room is know Basjas’ family name,
a half-moon shape, and many stories DeLaunay). On a failure
tall. Your voices echo off the vaulted they don’t locate the
ceiling and stone columns. right section before
In the middle of the ceiling is a large the Librarian
round hole through which you can arrives (see
see the summit of Mt. Everest itself, below). Alas,
still looming an impossible 10,000 this library
additional feet above you. is made for
a flying librarian, so the section they’re
Inside this great chamber are huge stacks of old books after is 20 meters above them in the stacks.
and manuscripts, somehow preserved against the Climbing up is a Standard (DN 10) Strength test,
elements. The smell of mold and parchment assaults with the risk of falling damage on a failure (see
your nose, and you see a small table on the floor in the Torg Eternity).
center of the arch, covered with several thick reference
guides, a few blank pieces of parchment and a quill.
THE LIBRARIAN ARRIVES
Closer inspection reveals the books are of
unfamiliar construction. A Standard (DN 10) reality Moments after making the climb, the Storm Knights
test hints that, although this place is transformed, hear a shrill, echoing squawk above them. Through
its contents are not, indicating the books have been the huge hole glides a winged figure. A Standard
transported here from somewhere else after the (DN 10) Mind test identifies the creature as a
invasion, perhaps another library like this in Gaea. Ravagon. Those who’ve seen one before (including
A Good Success or better suggests the Gaunt Man earlier in this act) don’t need to roll.
had a direct hand in its creation—perhaps the last, This is “The Librarian,” a powerful and ancient
secret repository of knowledge from a world long Ravagon personally tasked by the Gaunt Man to
since destroyed. ? oversee the transfer of thousands of Monde books,
It doesn’t use the Dewey decimal system, so manuscripts, and records to a permanent home
combing through the reference books to understand in the Himalayans. It takes its job seriously and
the library’s archival system is a Challenging (DN suffers no trespassers to live.
12) scholar test. Success grants a +2 to attempts to The Storm Knights may attempt to hide with
locate specific texts in the library, or +4 on a Good a stealth test opposed by the Librarian’s find.
result or better. Nonetheless, it senses the presence of interlopers
and calls out, “Who dares enter the forbidden library

87
of a dead world?” The Librarian begins a thorough THE LIBRARIAN
search of the library for the interlopers. It calls forth
The Ravagon called The Librarian is a muscular,
a Gospog of the Third Planting and several dead
if ancient, member of his kind. He wears an
mountain climbers to help. The hideous things
ornamental fur cloak over his frosty blue skin.
emerge from dark entryways around the walls.
Attributes: Charisma 8, Dexterity 12, Mind 13,
It’s likely the Storm Knights are in no condition
Spirit 11, Strength 13.
to handle this fight after their grueling trek up the
Skills: Dodge 13, find 15, intimidate 13, maneuver
mountain. Evading the Librarian and gospog long
14, reality 13, stealth 13, taunt 15, tracking 14,
enough to get the lullaby and flee is one prospect if
unarmed combat 13, willpower 12.
they aren’t up to a direct confrontation.
Move: 12; Tough: 16(3); Shock: 11; Wounds: 3
Now the heroes need to search the text for valuable Equipment: —
information. This requires either a Standard (DN Perks: Negation
10) evidence analysis or find test. The reader gains a +2 Possibilities: 4
bonus to this roll if she knows to look for a lullaby. Special Abilities:
Once they find it, the team viscerally understands • Armor: Thick Hide +3.
this simple little song is an instrument of incredible • Claws: Strength +2 (15) damage.
power in the quest to lay Basjas to rest. • Dread: While The Librarian is present, a
Once they have the lullaby the team may leave. Standard Scene becomes a Dramatic Scene
The Librarian pursues them if it is still alive, but the instead.
gospog remain in the library. It might be possible to • Flight: Move 14 through the air.
lose the Librarian among the ice caves on the cliff.
• The Librarian: See below.
SABATHINA’S LULLABY
Though the lullaby is in French, the English
• Gospog of the Third Planting: See page 105.
translation is just as effective to share with Basjas.
• Dead Mountain Climber (2 per Storm Obviously, your group doesn’t actually have to
Knight): See page 88. sing it to her, but the music is included in case one
of the heroes is so inclined.

SABATHINA’S LULLABY

88
AFTERMATH WHAT ABOUT THE
With everything the Storm Knights have been
through, the descent seems like it should be the ACTUAL SUMMIT?
easiest part, when in fact it’s often the deadliest.
In this case, their goal reached, and many of the The Library of Monde is located high atop one
extraneous hazards already dealt with, climbing of the lower peaks around the base of Mount
off the mountain becomes a much simpler matter Everest. While it’s in sight and just a couple of
of endurance and attrition. The brain fog miasma kilometers away, the Storm Knights don’t have
is still present all throughout the mountain, and to hazard climbing to the top of that infamous
in this rare case, it works to their advantage. The mountain...but what if they want to?
journey down becomes a blessed blur. First of all, the additional 10,000 feet of altitude
Every hero must make a single Standard (DN 10) is a game changer. Altitude sickness causes a
survival roll which represents the two week-long host of health problems, like pulmonary and
descent of the mountain into a single roll. Failure cerebral edemas, dizziness, and disorientation.
causes 2 Wounds, which can be Soaked normally. Wounds from cold can result in permanent
Success still causes a Wound, but a Good Success Injuries if not treated within an hour. Refer to
or better avoids any harm. the rules for extreme cold in Torg Eternity.
When they reach Lukla, they remember everything In addition, approximately 3000 feet below
about their journey except the climb down. They the summit, climbers reach the “Death Zone”
simply don’t remember how they got there. It’s where the atmosphere is no longer sufficient
clear their exhaustion and the effect of the miasma for supporting life. Every hour requires a Near
is to blame, and maybe for once that’s a blessing. Impossible (DN 20) Strength test. Failure results
in Fatigue, plus a Wound on a Mishap. Bottled
To their horror, the Storm Knights discover any
oxygen (Tech 20) grants a +4 to this test.
of the villagers with whom they interacted is now
dead, victims of the Ludoghast. Environmental hazards are not the only
dangers at Everest’s summit. It is the site of
On return to Kathmandu, they learn the same is
an Orrorshan stela, which sits in the middle
true of Prakash, who died horribly one night after
of a pile of bones, rubbish, and untransformed
returning to his brother, Anil. Miraculously, Anil
climbing gear, and is festooned with skulls
was spared­—just as was Sylvia. What is the cause?
and ghastly decaying flags made from clothes
Though heartbroken, Anil is staunchly loyal and discarded by climbers long ago.
kind to the Storm Knights, and he remains so no
Like all stelae it is heavily guarded by a host
matter what adversity they face or what horror
of horrors. A Gospog of the Fourth Planting
comes to haunt them. He offers the heroes room
oversees a small army of Gospog of the First
and board for as long as they want to stay, allowing
and Second Plantings. These are joined by
them to heal their Wounds, recover their Shock, and
more dead climber zombies and ghosts formed
recuperate from one of the most grueling physical
from ribbons of blowing snow.
and mental endeavors one can attempt on Earth—
only they did it in Orrorsh! Even if the Storm Knights uproot the stela, the
Gaunt Man has a backup at the top of nearby
Nuptse, another multi-hour trek along a
perilously narrow ridge populated by yet more
horrors. If the Storm Knights uproot that stela,
they’ve earned a victory, some Possibilities,
and a painless trek back through the area once
more returned to Core Earth!

89
I
n this Act the Storm Knights return to Mumbai
with almost everything they need for their final
confrontation with Basjas. The final criterion to
affect her True Death is still unknown, but Sylvia
Morris, since her mom’s death in Act Two, has
begun actively working for the Delphi council and
has proven very resourceful. She catches up to the
heroes and asks them to come back to Mumbai with
THE END OF A her to talk with Quinn Sebastian himself about a
unique opportunity she’s uncovered.

NIGHTMARE
Sylvia suggests that getting close to Basjas
ACT SEVEN:
herself is the only way to learn of her True Death
condition, and there just might be a way to do it.
It seems there’s to be a secret masked ball, some
kind of celebration that’s likely to be attended by
Basjas herself, other members of the Hellion Court,
and maybe even a few High Lords. Attacking the
assemblage is out of the question, but as a source
of potential intel, both regarding Basjas and maybe
even uncovering some of the Gaunt Man’s greater
plans, it’s the opportunity of a lifetime.
At some point during this act, the heroes must
learn Basjas’ True Death condition. This is most
likely revealed in the song she sings at the Ball’s
climax, but if not, there are suggestions for other
ways to find it if the Storm Knights resist attending
the ball.
With any luck, Basjas is not long for this world,
and this act culminates in a final confrontation
(and a sobering revelation) the Storm Knights are
not likely to soon forget.

OVERVIEW
Scene One: The Storm Knights learn of a secret
masked ball to be attended by Basjas herself,
among other members of the Hellion Court. It may
afford the Storm Knights an opportunity to get
close enough to her to learn her True Death.
Scene Two: The Storm Knights ask around
Mumbai or delve in the occult in search of more
information about the ball and how to get in.
Scene Three: Their research reveals that a mature
Ravagon will be at the ball to detect intruders.
Remaining anonymous requires more than a mask.
The mysterious “Alchemist” might have a way in—
for a price!

90
Even Nightmares stop to listen when Basjas sings.

Scene Four: The team finally attends the ball. The courier is none other than Sylvia Morris, the
Powerful Orrorshan Nightmares and even High groups acquaintance from Act One. If you are
Lords are in attendance. The team must survive using the optional encounters in the Orrorsh By
long enough to hear Basjas sing “The Song of My Rail chapter, run “Quoth the Raven” at this time.
Father” and reveal her True Death Condition. Once they arrive, Sylvia greets them warmly
Scene Five: Aware she’s being hunted, Basjas flees with respect and affection, offering hugs to those
and orders her spawn to protect her. The heroes who accept them. She is now an active Delphi
chase her to the docks of Mumbai, confronting her operative, citing it as nothing less than her calling
in an epic battle just as all maelstrom bridges to after everything that’s happened to her family.
Gaea collapse upon the death of that cosm. She’s been tasked by Quinn Sebastian himself
to accompany them to Mumbai. If they need
transportation, she arranges for first-class tickets
SCENE ONE: THE NEW aboard the Bengali Express.
OPERATIVE During the trip, Sylvia takes time to ask each of
the heroes how they’re doing, coaxing them to tell
Standard Scene. Orrorsh Pure Zone. Having now her their stories. Those who have tasted Corruption
obtained almost all of Basjas’ secrets except one, her are those Sylvia is most concerned about, and she
True Death condition, the heroes receive a message instinctively offers to talk to them about what they
via a Delphi Council courier to meet with Quinn experienced. She attempts to help them with her
Sebastian himself in Mumbai as soon as possible. ability if they allow her.

91
“Welcome,” says Sir Edwin as he shakes each of your
NO WAY ARE WE hands with grim pride. “It’s dashingly good to see you
alive and well, friends.” He bids you to have a seat in
GOING IN THERE! the quiet, furnished study. “Since Sylvia here has been
the one doing all the work to gather this information,
Your group may unilaterally refuse to enter the I think she deserves to give you this briefing. Sylvia?”
lion’s den, especially hobbled of Possibilities.
Understandable, but such impossible decisions Sylvia stands nervously and speaks:
are exactly what Orrorsh’s reality expects. “Okay, I have some news. I found some of my
Basjas’ final secret requires getting close to dad’s old records in the Victorian field office here in
her in an intimate setting where she feels Mumbai, and I think I figured out why you haven’t
relatively safe, which is why the Ball is so ideal. happened upon any information about Basjas’ True
Furthermore, the Ball and the destruction of the Death condition. Remember my dad’s? How in order
maelstrom bridge provide a major distraction to fully lay him to rest one of his family members
during the final fight with Basjas herself, needed to know the truth of what he did? Well, that’s
preventing her from getting help from the rest really personal, right? It was painful for him, and…
of the Hellion Court, the Gaunt Man, and even and for me.
many of her spawn. “But anyway, it seems like a Nightmare’s True
Risking the ball should seem a terrifying yet Death condition isn’t necessarily their most terrible
necessary gamble. If they insist on another secret, but it might be their most personal one, and
tactic to play safe, make them pay for it. Here it could be that only the Nightmare itself or someone
are a couple suggestions: really close to them can reveal it. Just like I somehow
knew I wanted to be there for my dad before I really
THE MARTYR CARD understood what he needed.
A single Storm Knight may play a Martyr “So, what I think that means is you have to somehow
Destiny Card to attempt to find Basjas’ secret get close to Basjas herself to figure it out. And I think
another way—perhaps by eavesdropping the more secrets of hers you already know, the easier it
on her final performance without actually will be to recognize that last one, when she eventually
attending the ball, volunteering to search her slips up and gives it away.
spawn-infested lair under the playhouse for a
“But I have some good news. There may be a way
hand written page of the lyrics, or maybe by
for you to get close to Basjas without her knowing it.
becoming one of Basjas’ victims just to learn
I found out from some of my contacts that there’s a
her secret. In this case they pass the secret to
secret masked ball about to take place somewhere in
the group but perish in the process.
Mumbai very soon. What the masked ball is and why
(Continued on next page) it’s happening, we don’t know.”
She shoots a glance at Sir Edwin, who nods
Sylvia has quickly grown into a grounded, savvy approvingly at her as she sits back down.
young woman who has seen more than her share “What we do know that is this event is big—really
of misery, but she is heartened by any time she’s big. Rumor has it some major, powerful players in the
able to spend with the Storm Knights, remaining invasion will be there, including Basjas herself. There
positive and expressing her unwavering belief in will probably be other members of the Hellion Court
the heroes and their goal. in attendance, maybe even High Lords. Like everyone,
they’ll all be disguised. No one is supposed to know
THE FINAL BRIEFING who anybody else is. That could work significantly in
our favor. If Basjas is there, you know her secrets. You
On arrival, Sylvia guides the team to a safe house
might be able to even recognize her. If so, you could
where Quinn Sebastian, Sir Edwin Darrington, and
watch her, follow her, and maybe see what additional
a few other operatives, are waiting to greet them.
information you might suss out.”

92
In his usual brusque manner, Quinn cuts in. “But
there are a couple of problems, people. First, you need
NO WAY ARE WE GOING IN
a way in. You can best believe security will be locked THERE! (CONT’D.)
down at this thing. Second—and this is the real
problem—a Ravagon’s going to be there. Those things THE SINISTER SECRETS CARD
have a close connection with reality. It’ll be able to If the heroes have a “Sinister Secrets” cosm
tell you’re Storm Knights. And with High Lords and card, one of them may play it to uncover the
other members of the Hellion Court likely to be there truth about the Alchemist. She is a Nightmare
too, a mask ain’t going to be enough to disguise you. herself, not quite as powerful as Basjas, but a
So you’ll have to do something about that. secret rival of hers who is jealous of her beauty
“I know this isn’t a lot to go on, but you’re so close. and the favor she holds with the Gaunt Man.
Something tells me she’s going to give it away. I can’t Her motivation is to help the heroes destroy
explain it. I just know. I think she’s actually scared. Basjas out of petty revenge. The heroes may
You just need to find a way in there.” leverage this knowledge, perhaps in hopes
There are two things the heroes need to track that she attend the Ball herself to find the
down: a way to get in, and a way to hide their secret, but she was not invited either, and the
abilities as Storm Knights. The next two scenes Alchemist has a price for the risk she takes. She
offer answers to these questions and give pointers demands Sylvia’s (or another valued NPC’s)
to the GM about how to guide the heroes to get life in exchange. With so much at stake, Sylvia
what they need. agrees to sacrifice herself. If the heroes do this,
they get the secret, but they cannot avoid the
Corruption test called for on the card and must
SCENE TWO: MAKING take an additional –4 penalty to the test.

PREPARATIONS SOMETHING ELSE?


It’s up to you to adjudicate other methods the
Standard Scene. Orrorsh Pure Zone. Only those
heroes might try. As in the above examples, it
who travel in the darkest circles of Mumbai
doesn’t have to be mechanically difficult, but it
even know of the ball. Nevertheless, finding out
does need to be costly.
where and when it takes place isn’t hard and
can be obtained without a roll. The masked ball
itself is to take place in the outdoor courtyard of
a transformed hotel, the Sankraman, very close to up written accounts of similar events in the
the docks of Mumbai. past. They must test evidence analysis, find, or
But the Storm Knights are going to need to know scholar.
more than this. That’s where it gets tricky. In either case the difficulty of the test is Very Hard
(DN 14). The heroes may use a Combined Action
INVESTIGATING THE BALL on this roll if they choose (see Torg Eternity).
The heroes may choose a couple of different Failure on any of the aforementioned tests
approaches to learn more about the ball: demonstrates just how shrouded in secrecy the ball
is, as they find nothing about it beyond when and
• Beat the Streets: Put in inquiries among
where it is happening. A Mishap on any of those
upper-crust society, catering companies, folks
rolls somehow alerts other attendees that outsiders
who live near the Sankraman hotel, Mumbai’s
are asking questions about the party, giving all
criminal underworld, or other circles. Some may
Charisma- and stealth based interactions while at
wish to roleplay these interactions, but must
the ball (Scene Four) an additional penalty of –2.
also test streetwise, persuasion, or intimidation.
Success reveals various tidbits, depending on the
• Hit the Books: Delve into city records and
approach:
permits, turn to occult sources, or even dredge

93
STREETWISE, PERSUASION OR on their minds. Some attendees are attempting
INTIMIDATION to gather intel on the Gaunt Man and his Hellion
The heroes get a good picture of the importance Court’s plans and goals.
and magnitude of the event. The guest list includes Nevertheless, every High Lord has been invited.
High Lords and Hellion Court members, and Some may send agents in their stead, or not attend
confirms a Ravagon will be there to watch over at all. Members of the Hellion Court, the Gaunt
everything, though who any of the attendees are Man’s cabal of powerful Nightmares, will also be
specifically remains secret. One thing is obvious to attending, some of whom are undoubtedly yet
the Storm Knight: Basjas is a social creature and a unknown to the Delphi Council.
Hellion Court member. She will definitely be there.
It’s important the heroes understand the masked
A Good Success or better reveals the Gaunt Man ball is a unique quagmire of intrigue and dangerous
is expected to be there as well, and is in fact, the politics. It is to be attended by some of the most
guest of honor, though how and when he’ll arrive powerful beings in existence. They should feel
is unclear. Moreover, Basjas will be singing a “very completely out of their depth (because they are),
special” song at the ball’s finale in honor of the but they should also understand the opportunity
Gaunt Man called “The Song of my Father”. The to gather intel on the invasion and its players
heroes somehow know (and be very clear with is unprecedented.
them about this): that song is something Quinn Sebastian
they need to hear. certainly does.
EVIDENCE
ANALYSIS, FINDING A WAY IN
FIND, AND The next thing the Storm Knights need
SCHOLAR to know is how to get into the Masked
The ball is being Ball.
coordinated by a They can use various sources for
small committee this information, but it doesn’t
of the Hellion Court require a roll. In the course
working on the behalf of their research
of the Gaunt Man. As they simply
such, invitations aren’t turn up this
being sent so much as information.
they are being personally
delivered. Some attendees SNEAK IN
may be traveling via Dimthread Invitations are checked
Tree, and the machinations behind at the door, and Parok the
the ball are steeped in the manipulation Flayed himself, the Gaunt Man’s
of reality only Nightmares, High Lords, and most trusted Ravagon disciple (See Orrorsh
Ravagons are capable of. They are mysterious Sourcebook), flies high above the grounds
and otherwise impenetrable to traditional avenues watching the proceedings the entire evening. What
of investigation. Perhaps more can be found about little he misses is likely noticed by the multiple
this at the ball itself. gargoyles on the rooftops, seeming to watch the
party-goers with eyes that follow their every move.
A Good Success or better nets them some juicy
Finally, gospog are strategically positioned around
gossip. The team’s source confirms the ball is a
the grounds to ensure unwelcome interlopers are
celebration, and it coincides with some kind of
dispatched long before they lay eyes on what’s
major, possibly cataclysmic, event. The source also
going on.
reveals not everyone in attendance has celebration

94
All attendees of the ball must be masked, no be invited guests, they have more freedom to move
exceptions. This makes it easier for the heroes to around, but are also watched more carefully. For
slip in unnoticed. Sneaking in without an invitation more about these subtle interactions at the ball, see
requires a Hard (DN 14) stealth test, modified by the Scene Four below.
difficulty (or cleverness) of the chosen approach. Beyond the Ravagon and gargoyles, who are
The heroes must use a Combined Action with the always watching, and the gospog around the
Group Penalty on this test if they sneak in together. hotel’s exterior, traditional security is non-existent
because once inside, the party-goers are more than
STEAL OR FORGE AN INVITATION
capable of policing themselves.
While receiving a legitimate invite is almost
assuredly impossible, many of those attending are SCOUTING THE HOTEL
servants, musicians, ushers, and food servers. Some teams might logically wish to scout the hotel
Success on a Challenging (DN 12) streetwise test grounds before the big event. Unfortunately, the
reveals most of these roles are filled by spawn and place is already buzzing with activity this close to
other Ords who’ve fallen to Corruption. Very few the masquerade ball and the gargoyles and gospog
of them are attending of their own free will, but are already in place. Getting anything of value
they all have invitations. requires a Heroic (DN 18) stealth test, and runs the
Tracking down one of these attendees to steal an risk of blowing their cover. If successful, they gain
invitation, or incapacitate them and go in their a +2 on all future stealth tests on the hotel grounds
stead, requires a Challenging (DN 12) stealth test. • Gargoyle (3 per Storm Knight): See page 102.
The invitations themselves seem to be made of
parchment paper, scribed with a simple phrase in WHAT TO WEAR
fancy script penned with quill and ink: Here, Quinn Sebastian and the Delphi Council are
The End is The Beginning ready. A basic Victorian era costume appropriate to
Come Celebrate what a servant would wear to the ball is provided
without a roll. For something fancier or more
Cordiality and Masks Required elegant (something an invited guest would wear),
The invitations are folded closed with a wax seal a Standard (DN 10) persuasion test for requisitions
imprinted with the symbol of a Nightmare Tree. is required to convince Sebastian and his team of
Assuming the heroes get their hands on one, a dressers to spend the time and resources to create
Challenging (DN 12) evidence analysis test reveals something really elegant.
two critical details about the invitation: the ink Ultimately it should not be difficult for the heroes
used is human blood, and the paper used has been to get into the party. It’s what they learn about it,
milled using human skin. and how they interact once there that’s important.
Forging one is possible, but not easy. Getting the
raw materials requires someone to take a wound,
which can be soaked as usual. Either that or a fresh SCENE THREE: THE
body does the trick. Doing the work to make it ALCHEMIST
authentic is another evidence analysis test, this time
Standard Scene. Orrorsh Pure Zone. Those heroes
Very Hard (DN 16), made even more difficult (–2)
who are less concerned about getting in and more
if time is short. Once one invitation is forged, more
concerned about the Ravagon who’ll be watching
can be made without rolls, but the raw materials
their every move are right to be. Masking their
are still necessary.
identity as Storm Knights to beings much more
If the heroes attend as servants, they are less powerful than they are is not a straightforward
scrutinized, but they are expected to behave in a proposition. Luckily, Quinn Sebastian has this
certain way, perform their “duties,” and otherwise covered as well, but the heroes face a grave
bow to the will of their masters. If they pretend to

95
decision. Sebastian tells the group: “There is just one thing. During that time you’ll
“We have someone here who’s able to help, but like all be unable to tap your own Possibility Energy. It
things in Orrorsh, that help undoubtedly comes with a will be temporarily unavailable to you, and when it
price. She calls herself ‘The Alchemist’ and she works does return, it may do so slowly. However, there is
in dark magic—a potion maker—but these potions are something else that can be done.
unlike any others we’ve seen. Make no mistake she is “If I had, say, a vial of blood from someone…an Ord.
dangerous, but without her, the odds of your survival Not just any Ord, but someone with whom each of you
at the event are almost non-existent.. She refused to have a special connection. Someone who believes in
come here, so you must go to her. Sylvia made contact you.” She casts her eye on Sylvia. “Someone like her.”
with her, and knows how to find her.” Sylvia looks at you with resolve, as if she knew this
was part of the deal.
THE CONCOCTION “Sylvia cares about each of you deeply. It’s really
Sylvia insists on coming along, claiming the very touching, and while I can certainly create a
Alchemist might disappear if the Storm Knights potion without her blood, with it, your Possibility
attempt to make contact without her. She brings Energy will not only return at the stroke of midnight,
them to an extremely crowded marketplace in you’ll gain a temporary boost, provided to you by your
downtown Mumbai, choked with run-down connection with young Sylvia. Unfortunately, that
buildings, and leads them down an unusually also means her fate will be tied to yours for as long
narrow alley—a tight fit for any larger Storm as her energy supplements your own. If any one of
Knights. She then knocks with a specific pattern on you suffers while under its influence, she suffers. If
a metal door, which creaks open in response. Read one of you dies, she dies. Sylvia can yet help you close
or paraphrase the following: the final chapter in this long and horrific story, but it
The wrinkled face of an old, weary looking woman comes at extreme risk.”
with deep black eyes surveys all of you. Her lips curl
A TOUGH DECISION
into a creepy, hungry smile. “Are these your ‘friends,’
In mechanical terms the base potion the Alchemist
Sylvia?” With a cackle she adds, “They are delightful!
provides gives the heroes an evening during which
Full of…possibilities! Come in. Come in!”
they can’t be detected as Storm Knights. During
The old woman opens the door, revealing a small hovel that evening they are unable to spend Possibilities
lined with shelves filled with various glass bottles and (though they may still spend destiny cards).
vials of who knows what kind of dark reagents. She At exactly midnight, the heroes’ Possibilities
bids you to sit around a small table as she lays out her automatically become available again, and the
proposal. While she talks, she hovers over and around heroes become detectable. With Sylvia’s help, each
you, creeping behind you and grazing your backs with Storm Knight receives three additional Orrorsh
her spindly fingers. Possibilities at that time, but as the Alchemist says,
“So, Sylvia here tells me you want to disguise her fate is tied to theirs. If any of them dies during
yourselves. To pretend you’re not the powerful the final confrontation with Basjas (or until they
Possibility warriors you are. Tricky business. Tricky, are completely out of Possibilities), she dies too.
tricky! Well, it can be arranged.” She giggles in a Sylvia knew of this option. She is committed and
breathy, hitched voice, her dark robes fluttering with unrelenting in her desire to contribute and help
her deep laughter, and continues. her friends, but it’s ultimately up to the heroes.
“I can concoct a potion that can hide who you are. Nevertheless, the potion and the means of its
Once you drink my sweet draught, until the stroke creation are steeped in evil. Any Storm Knight
of midnight you will be able to maneuver through who drinks the potion (whether augmented with
a crowd of the most powerful beings in the cosmos Sylvia’s blood or not) must make a Corruption
without anyone ever suspecting a thing. This, I do for test.
you out of the goodness of my own heart!

96
SCENE FOUR: NAVIGATING THE
MONSTER’S BALL MASQUERADE BALL
Dramatic Scene. Orrorsh Pure Zone. When the
time comes, the Masked Ball begins. Abandoned Maneuvering around at the ball should be a
since the invasion, the hotel Sankraman now teems tense experience for the heroes. It should feel
with activity and dark decorations. Walkways are like they are being watched, and not just by
lined with the broken bones of dead humans, and the gargoyles and the Ravagon above. From
the courtyard walls are lit with ghastly light and the imposing figure in the minotaur mask who
decorated with grotesque art depicting scenes of stares at them a little too long, to the gossiping
torture and creepy vistas all too familiar in Orrorsh. ingenue who side-eyes them through her mask
as she talks to her companions, the Storm
The hotel is adjacent to a transformed outdoor Knights should feel uncomfortable. They are
theater of the same name, offering a clear view of in over their heads, and if trouble starts here,
the Mumbai maelstrom bridge looming above the or they are discovered, they have little chance
city. A stage sits at the end of the courtyard where of escape.
a “special performance” is set to cap the evening.
With that in mind, they may simply choose to
There is no point at which any party-goer’s face is follow and stay close to Basjas. She feels the heat
revealed. They seem to appear out of nowhere, out of being hunted as well, but the heroes have
of the blackness beyond the grounds of the hotel. the advantage over her. Still, the temptation
The costumes are elegant, terrifying, gorgeous, to discover more is ever-present. You’ll need
and sexy at once, in keeping with the dark theme to run this dynamically based on the team’s
of horror and death. The heroes instantly feel the approach, but keep it simple. If they wish to
raw, unchecked power that bubbles around them. eavesdrop on other party goers, let them know
Play out their entry into the ball in whatever way a roll is required to do so, and if they fail that
they planned, and once everyone who’s attending roll, they are discovered. Since they can’t spend
is established in their roles, read or paraphrase the possibilities, this gets extremely risky. They
following: should be nervous. That’s the point.
You are in an intimate outdoor courtyard, kitchens Ultimately, the masked ball is a minefield of
are inside the building, and an outdoor coat check area intrigue and politics, within which the Storm
is just outside the main gate. Surrounding you are Knights are outsiders. Still, just one nugget of
figures, all human looking, in opulent costumes made intel or the right rumor might be enough to give
with exquisite craftsmanship. The feeling of raw power the Delphi council an edge in the second year
surrounding you is palpable. Possibility Energy flows of the invasion. If they take the risk, be sure to
all around you, but you feel cut off from it. Somehow it give them something valuable as a reward!
is inaccessible to you, but you also know that’s exactly
what’s keeping you hidden from the other attendees,
not to mention the imposing winged creature flying
high above, watching every move. smooth, slender shoulders are delicate above her
strapless blood-red gown. The ruffles of her skirt are
The person next to you in the green horned mask lined with just a hint of a silk-spun web. The eyes
covered in dark emeralds could very well be a behind her mask sparkle like sapphires, but they belie a
Nightmare just as terrible as Basjas, only you know sadness, a weariness you’re sure only you can detect.
none of its secrets. The woman in the luxurious jewel
encrusted gown on the dance floor could very well be That’s her. That is Basjas. You know it—without a
Reiko Kanawa or even Jazreal herself. There is no way doubt.
of knowing for sure. Upon seeing her the heroes must test Fear. Failure
As you take this sight in from your various vantage leaves them Very Stymied for their first interaction
points, a tall, thin woman catches your eyes. Her at the ball (see below), but after that they recover.

97
Just being at the party is dangerous, and even something to give themselves away, she has no
the simplest social interactions can put the Storm idea who is watching her or from where. If that’s
Knights at risk for being discovered. Here are a few all the team does, no rolls are required, and you
possible complications they might run into: may skip to “The Song of my Father” below.
Asked to Dance: Someone in an opulent costume If they are tempted to actively extract rumors and
asks a hero to dance. It’s unclear whether this is other interesting nuggets of information from the
some kind of test or a genuine request. Either way, party, they must roll for it. They may do this during
the person in question could be a High Lord for all the interactions above, or by simply making stealth
the heroes know, and this mysterious stranger is tests to eavesdrop on party-goers. The first time is
just as interested in what they don’t know about Easy (DN 8). The second time the difficulty increases
the ball as the heroes are. Whether they accept to Standard (DN 10). The third time is Challenging
the invitation to dance or not, role play out the (DN 12). Beyond that, suspicion becomes palpably
requester grilling the heroes about what they know high, and everyone clams up. Any failure results in
of the ball, its attendees, and its host. an immediate need for the perpetrator to quickly
Awkward Conversation: An attendee strikes up extricate themselves from the ball.
a conversation with one of the team members by On a Mishap, the luckless hero has one chance
reveling in the torture of an Ord, asking questions to make a Very Hard (DN 14) stealth or find test to
like, “How many Delphi Council members have disappear from the party and get out of sight of the
you killed?” and so on. The idea is not to give Ravagon. If they fail, they are discovered. Don’t roll
anything specific away, but merely to express it out; they’re ceremoniously unmasked in front of
the attendee’s lack of respect for those they are the other party-goers and given to the Ravagon to
conquering, and to elicit the same from the heroes. devour. There is no escape. They’re dead.
Oops: A moment of bad luck or clumsiness snags There are three major secrets the Storm Knights
one of the heroes’ costumes. While the damage might discover. Since these are entirely optional, it’s
doesn’t give away their identity, it causes problems. up to the GM to determine which to give them as
It inflicts a –2 penalty to movement and Dexterity- hooks for their campaign. All of them are presented
based skills until the end of the act unless they can as if the Storm Knights are eavesdropping, but it’s
find a quiet place to repair it. up to the GM to deliver them appropriately based
The Note: A party-goer discreetly passes one of on the individual interaction.
the Storm Knights a note. This could be a prank, (“I
THE NIGHTMARE TREE RUMOR
know who you are”), a case of mistaken identity
Two masked figures, probably members of the
(“Our ‘meal’ has been delivered to our room. Shall
Hellion Court, are talking in hushed tones about
we feast while it’s still alive?”), or a note from Dr.
the discovery of another Nightmare Tree in the
Mobius himself obviously intended for someone
deep desert of the Nile Empire. One of them asks:
else (“I didn’t bring you here for the food! Find me
something I can use!”). “Does Dr. Mobius suspect their true purpose yet?”
The Altercation: Two attendees near a hero “Of course not. Not yet.” The other responds. “The
get into a friendly argument about whether a truth will reveal itself soon enough, but if any of the
particular bottle of “blood rum” has been properly High Lords found out now, the timing would be…
fermented. They ask a Storm Knight to have a glass unfortunate.”
and help settle the dispute. The “rum” is deep red, “Imagine. All that Possibility Energy, so easily
and particularly viscous. stolen...”

RUMORS AND GOSSIP THE RAVAGON PARADOX


A group of three masked women speak in hushed
Following Basjas is the primary mission and doing tones about Parok the Flayed, the Ravagon quietly
so is not difficult. She is visibly nervous, and senses gliding above the guests.
her time is short, but unless the Storm Knights do

98
“They say they can’t disconnect,” one says. And my father is my end.
“They say they are beyond reality,” a second says. Throw me away into the dark pit, above the spider
“It’s all true. They don’t carry World Laws with drain.
them, and even axioms. To him, we are all just meat,” So was my beginning.
says the third. Wrap me in blessed twine and burn me.
THE DEATH OF GAEA? So shall be my end.
Two masked guests talk quietly as they look at the From my father, the devil who made me
maelstrom bridge looming over the city.
To my father, the devil who saved me.
“Is it true? He’s coming? Tonight?”
Between them, they are everything I am.
“Yes.”
Welcome back, father. I’ve been waiting for you.
“The Orrorsh bridges are coming down?”
With this last line, midnight is seconds away. An
“Yes.” absolutely massive thunderous cracking sound
“Gaea is really dead?” echoes across the city. It clearly originates from the
maelstrom bridge far in the distance. The party-
“Yes.”
goers gasp as a large chunk of the Maelstrom
“He’s beyond us all, isn’t he?” bridge breaks off and falls toward the ground,
“…” sending dead bodies and bones raining down on
the city. The collapse of the Maelstrom Bridge has
THE SONG OF MY FATHER begun, but Basjas is now visibly frightened. She
quickly vacates the stage, clearly intent on making
Basjas is beautiful, slim, and graceful. She moves her escape from her unseen predators.
with quiet elegance around the party, but the
heroes can easily sense the fear just under the Be extremely clear with the Storm Knights about
façade of her sparkling eyes. She is being hunted, what they’ve just learned. Basjas’ True Death
and she knows it. She participates in the ball only condition has just been revealed by Basjas herself,
as much as she needs to. It’s clear she’s here out almost against her will. Her body must be wrapped
of obligation to the Gaunt Man, and she is set to in blessed twine and burned—an homage to her
perform a special song in his honor at the finale of spider nature, her father’s occupation as a yarn
the ball just before midnight. merchant, and the need to completely immolate
her vampiric body. They have all her secrets now.
As that time moves closer, Basjas is visibly She is as vulnerable as she will ever be, and as if
nervous—looking around anxiously at other party- she understands her own mortality, particularly in
goers, including the Storm Knights. Somehow, she the midst of this chaotic scene, she flees.
knows her time is short.
As the stroke of midnight nears, the attendees
gather, as if silently prompted, outside into the SCENE FIVE: FACING THE
outdoor theater adjacent to the hotel. Basjas is set
to take the stage with a sole organist to accompany
NIGHTMARE
her. When she does, her voice is shaky, her eyes Dramatic Scene. Orrorsh Pure Zone. Basjas may
shifting. The night itself falls cold and descends be frightened, but she’s still extremely dangerous.
into complete silence as she begins singing, with She rushes away toward the nearby docks to board
inexplicable tears in her eyes as she does so: a ship she has in wait to whisk her away. Run this
as a simple Chase through the streets and alleys,
My father, the yarn merchant.
with Dilemmas based on street obstacles, shadows,
My father, the destroyer of worlds. and the cataclysmic noise from the collapse of the
My father was my beginning. maelstrom bridge breaking apart in the distance.

99
Basjas reveals her most terrifying form — a massive spider!

The moonlight sifts its way through the gloomy triumph as she recedes toward the horizon.
clouds. The cataclysmic collapse of the maelstrom She is out of range for any spells or other attacks
bridge rains down dead bodies and broken bones at this point. Catching her now requires suitable
all across the city, while black oily water laps transportation. Stealing one of the smaller boats
against rickety pylons in the cold dark of Back Bay. nearby is one option, allowing them to reach Basjas’
If the heroes catch Basjas in time: ship if they earn three successes on a Challenging
Basjas’ carriage rolls to a stop at the docks and she (DN 12) water vehicles test over the course of three
races up a gangplank onto a waiting schooner, The rounds, earning two successes with a Good results
Collette. She barks commands at several deckhands, and three with an Outstanding result.
who turn slowly to stop you from getting on board. If they don’t succeed, or look for other means (such
The heroes have one chance to make a ranged as a balloon or plane), they miss her entirely, at least
attack or cast a spell at Basjas before she for now. The Storm Knights are still present for the
disappears below decks. The zombies serving as collapse of the Maelstrom Bridge (as detailed in
her crew block the heroes from reaching the deck. Aftermath below). They must seek Basjas at Kathin
Getting on board without using the gangplank Gad or another suitable location.
requires a Standard (DN 10) Strength or Dexterity
test (or some other means, such as spells. LURKING IN THE DARK
If they fail: Once they get on board the heroes are faced with
Basjas’ carriage is abandoned on the docks and she the decomposing crew of zombies piloting the
has already boarded a three-masted ship sailing out of ship. Basjas herself is waiting in the hold with a
Back Bay! From the railing she gazes at you in cruel particularly nasty surprise: She has shifted into her
giant spider form and lurks in the darkness behind

100
crates of cocooned bodies and curtains of sticky remorse and sadness. “Mommy?” she sobs. “Can you
webbing that hang from every surface. The webs please sing me to sleep?”
impose a -4 movement penalty (min. 1). They can However, she doesn’t truly die until the heroes
be cut or burned away (Toughness 18) to remove bind her in silver thread and burn her body. If
this obstacle. Unless the heroes have a light source, they still have the thread they found on Shackley’s
the hold is Dark (-4). body in Act Two they may use it now. Basjas’
The Storm Knights are able to spend Possibilities elaborate dress is also interwoven in (unblessed)
again now that the stroke of midnight has passed, silver threads, in keeping with Orrorsh’s perverse
and if Sylvia’s blood was offered as part of the way of causing Nightmares to flirt with their own
potion, each of them gains three extra Orrorsh destruction. Otherwise, they must find some—
Possibilities for this final confrontation. and in the meanwhile Basjas is reborn stronger!
Play out the combat and remind the heroes they She retreats to Kathin Gad (or another suitable
must confront Basjas with each of her secrets stronghold) and this time is ready for the heroes to
throughout the battle to prevent her Possibilities return and finish what they started.
from refreshing. If Sylvia is still alive, she’s empathetic to the mood
• Basjas: See page 9 of the heroes, equally happy to embrace them,
congratulate them, or quietly commune with them
• Vampires: (2 per hero on the docks, or 1 per at the conclusion of their ordeal.
hero on the ship): See page 107.
Any Storm Knight who survived is entitled to the
• Hungry Dead: (1 per hero on the docks, or 4 prestigious Order Vestigium medal. They may add
per hero on the ship): See page 104. this free Perk as soon as the medal itself is delivered
to them a few weeks later.

AFTERMATH THE END IS THE BEGINNING


If the heroes lose, Basjas escapes into the darkness
either on her ship or as a thousand spiders slinking Regardless of whether or not the Storm Knights
into the shadows. The hunt must continue another defeat Basjas, read or paraphrase the following:
day, if they survived at all. The Maelstrom Bridge over Mumbai completes
If the heroes are victorious, read or paraphrase the its collapse in a thunderous cataclysm of sound and
following: terror. A catastrophic avalanche of dead bodies, rotting
bones, and unspeakable creatures crash down all over
With the final blow, Basjas instantly transforms back the city.
into her human form and collapses. All her spawn,
minions, creations and influences instantly collapse It’s clear Earth is not connected to Gaea anymore.
as well, not just here but throughout the entire cosm. The Victorians’ home has been consumed—nothing
A palpable weight seems to lift from your shoulders, but a husk in a long line of dead worlds destroyed by
and indeed all of Orrorsh, as one of the Gaunt Man’s the Gaunt Man. There are no more maelstrom bridges
most powerful Nightmares, and a vaunted member of in Orrorsh. The monstrous invaders can’t be repelled
the Hellion Court, has been vanquished. back to where they came from. This is their home now.

Basjas herself seems to transform—the hard, evil Orrorsh has come to Earth.
face of a centuries old monster shifts into that of a In the distance, a single, thin shaft of moonlight
vulnerable, confused woman. She looks around with penetrates the eternal clouds and pierces down onto
wide eyes. “What did I do?” she says, her voice the summit of destruction. A lone figure crests the
quivering with grief. “What have I done?” Her face mountain of bodies, monsters and bones that used to
suddenly changes, a look of surprise and overwhelming be the Maelstrom Bridge and steps into the light. The
relief. Gaunt Man looks down at Orrorsh on Earth with a
“Mom?” she says quietly as tears roll down her smile on his face.
delicate cheeks. Sabathina sobs with unutterable He is home now, and the real work has begun.

101
COMMON FOES
DISEMBODIED HAND
A special ritual animates these severed hands to
serve as spies, couriers, or assassins.
Attributes: Charisma 1, Dexterity 8, Mind 3, Spirit
THREATS AND 5, Strength 7
Skills: Dodge 12, find 8, maneuver 13, stealth 13,
taunt (9), trick (5), unarmed combat 13
Move: 8; Tough: 7; Shock: 5; Wounds: —
Equipment: —
Perks: —
VILLAINS
Possibilities: Never
Special Abilities:
• Automaton: Disembodied hands are immune
to poison and other effects that require
breathing, eating, or other “living“ processes.
• Claw: Strength +2/9.
• Death Grip: Disembodied hands gain +4 to
unarmed combat when attempting a Grapple.
• Fear: On seeing this creature a hero must test
willpower or Spirit or become Very Stymied.
• Mindless: Disembodied hands are immune
to intimidation and taunt interactions.
• Strangler: Targets who breathe suffer 2 Shock
every round while Restrained by a disembodied
hand.

GARGOYLE
These eerie animated stone statues spend most
of their time motionless, silent, and inert, simply
observing from their perch. In fact, until they choose
to become active they cannot be distinguished from
an ordinary statue. They prefer to move only when
not directly observed. Most gargoyles are created
to appear as grinning imps, snarling beasts, or doll-
like cherubs on rooftops, but others appear as angel
headstones in cemeteries, Romanesque statues in
galleries, or even snarling lions at manor gates.
Attributes: Charisma 5, Dexterity 10, Mind 8,
Spirit 10, Strength 13
Skills: dodge 11, find 10, intimidation 12, stealth
10, tracking 10,trick 13, unarmed combat 13
Move: 10; Tough: 18 (5); Shock: —; Wounds: 1
Equipment: —
Perks: —

102
Possibilities: Never • Ethereal: A ghost may move through walls
Special Abilities: and solid objects, and is immune to physical
• Ambush: Surprise attacks deal +4 damage. attacks unless the weapon is magical or has a
• Armor: Stone Body (+5). property that allows it to affect ethereal beings.
• Camouflage: Gargoyles gain a +5 to stealth Magic, miracles, and psionic powers affect
when holding still. ethereal beings normally.
• Bite/Claws: Damage Strength +3 (16). • Fear: Upon first seeing a ghost a hero must
• Fear: If a motionless gargoyle moves, a test willpower or Spirit or become Very Stymied.
witness must test willpower or Spirit or become • Undead: Ghosts are immune to effects that
Very Stymied. require breathing, eating, or other “living“
• Construct: Gargoyles are immune to poison processes
and other effects that require breathing eating,
or other “living“ processes. GRAVESPAWN
• Relentless: Gargoyles ignore Shock. Gravespawn are stinking masses of oozing black
rot that exist solely to spread horror and corruption.
GHOST They are incapable of locomotion but are
Ghosts are the echoing spirits of the dead, ethereal hardly defenseless, able to form short
creatures of pure emotion. Many are lost or pseudopods or spray blobs at foes, and
mindless, haunting places that were meaningful to retain the eldritch powers they knew
them when they were alive. The most dangerous in life.
ghosts are pure rage. Attributes: Charisma
Attributes: Charisma 7, Dexterity 7, Mind 6, Dexterity 8,
5, Spirit 10, Strength 5 Mind 10, Spirit 10,
Skills: Dodge 8, find 6, intimidation 12, Strength 10
maneuver 9, stealth 12, taunt 8, trick Skills: Alteration
8, unarmed combat 8 12, conjuration
Move: 7; Tough: 5; Shock: 10; 12, divination 14,
Wounds: — missile weapons 12,
Equipment: — reality 11, scholar 13,
Perks: — taunt (7), trick (11),
Possibilities: Never unarmed combat 12,
Special Abilities: willpower 11
• Cloak of Darkness: Move: —; Tough: 10;
Bonus to Toughness Shock: 10; Wounds: 3
equal to the current Equipment: —
Darkness penalty. Perks: Spellcaster (disguise, fear,
• Disturbance: An mage dark, possibility rend, slow, stun)
upset ghost can Possibilities: 1
pick up and hurl Special Abilities:
objects within • Cloak of Darkness: Gravespawn gain
a Large Blast, a bonus to Toughness equal to the current
with the ghost Darkness penalty.
at the center of • Corrosive Ooze: Gravespawn are composed
the disturbance. This of a mass of bubbling rot that digests living
is an unarmed combat attack tissue. Melee attackers suffer 12 damage unless
that deals Strength +1 (6) damage. If they hit with a Good result or better, and any
unattended weapons are within the disturbance Grappled foes suffer 12+1BD damage at the
their properties apply to the damage as well. beginning of the gravespawn’s turn.

103
• Fear: On first encountering this creature a • Minions: Haunts with Ghosts inside may roll
hero must test willpower or Spirit or become reality to divert any hit to the Locus to one of
Very Stymied. the Ghosts instead.
• Pseudopod: Strength damage only, but the • Planted: Immune to maneuver and trick
sticky texture grants +4 to Grapple attempts. interactions.
• Relentless: Gravespawn ignore Shock. • Relentless: Haunts ignore Shock.
• Undead: Immune to poison and other effects
that require breathing, eating, or other “living” HUNGRY DEAD
processes. Some corpses just can’t lay still forever. These
decomposing bodies animate and attack anything
HAUNT that moves and makes sound. Meat does them no
A Haunt is a structure with a malevolent spirit of good, but they still rend and feast as if it did.
its own. A Haunt can’t move, but things within Attributes: Charisma 4, Dexterity 6, Mind 4, Spirit
seem to move under their own power. More 6, Strength 9
powerful Haunts are populated by one or more Skills: Find 6, trick (6), unarmed combat 8
Ghosts who do the controlling structure’s bidding. Move: 6; Tough: 9; Shock: —; Wounds: —
The structure itself may be damaged and even Equipment: —
seemingly destroyed, but it always comes back Perks: —
unless the Locus—the heart of the structure, is Possibilities: Never
found and eliminated. Special Abilities:
Attributes: Charisma 4, Dexterity 4, Mind 4, Spirit • Bite/Claws: Damage Strength +1 (10)
8, Strength 14 • Horde: Hungry dead usually appear in large
Skills: Intimidate 18, missile weapons 8, reality 11, numbers. Apply any bonus from a Combined
taunt (14) Action to Damage as well as the attack itself
Move: —; Tough: 16; Shock: —; Wounds: 1 when multiple dead attack a single target.
Equipment: — • Mindless: The hungry dead are immune to
Perks: — intimidation and taunt interactions and telepathy
Possibilities: Common (2) powers.
Special Abilities: • Relentless: Hungry dead ignore Shock.
• Construct: Haunts are structures immune to • Undead: Hungry dead are immune to poison
poison and other effects that require breathing, and other effects that require breathing, eating,
eating, or other “living“ processes. or other “living“ processes.
• Disturbance: Haunts can ghost can move or
knock over objects within them. The effect is OMEN BIRD
focused on a Large Blast anywhere inside. This These intelligent horrors usually appear as crows,
is an missile weapons attack that deals Strength parrots, ravens, owls, or vultures. They torment
+2 (16) damage. their victim by reminding them of a failure, tragedy,
• Fear: At a moment of the haunt’s choosing it or trauma, returning even when killed. Only their
may reveal its true nature to everyone inside. victim or victims can hear their “speech.”
Test willpower or Spirit or become Very Stymied.
• Locus: Any damage done to the normal Attributes: Charisma 11, Dexterity 8, Mind 7,
structure is temporary and cosmetic. To truly Spirit 8, Strength 2
harm a Haunt one must find and destroy Skills: Dodge 10, find 8, intimidation 10, taunt 15,
the Locus. The Locus may be a journal, trick 8, unarmed combat 10
particular piece of furniture, even a body Move: 8; Tough: 2; Shock: 8; Wounds: —
buried somewhere inside. The creature’s listed Equipment: —
Toughness is for the Locus, and once destroyed Perks: —
the structure is no longer haunted and falls Possibilities: Never
apart. Special Abilities:

104
• Bite/Claw: Damage Strength +2/8. • Relentless: Gospog ignore Shock.
• Gloater: When taunt or intimidation are • Undead: Gospog are immune to poison and
Approved Actions, the omen bird may affect other effects that require breathing, eating, or
the entire party without a Multi-Action penalty. other “living“ processes.
Affected heroes lose a random card from their
hand. POISON SPIDER SWARM
• Flight: Move 10 in the air. Poison spider swarms are composed of thousands
• Small: Attacks against omen birds suffer a -2 of tiny venomous spiders no larger than a coin. On
penalty. their own they might represent little threat, but in a
swarm they can take down an elephant.
ORRORSH GOSPOG OF THE
Attributes: Charisma 5, Dexterity 6, Mind 3, Spirit
THIRD PLANTING 8, Strength 8
These gospog have a humanoid upper body and a Skills: Dodge 8, maneuver 10, stealth 8, tracking 8,
serpentine lower body. They poison their prey with trick (8), unarmed combat 11
their fangs or with venom-coated bones that jut out Move: 6; Tough: 8; Shock: 8; Wounds: 4
of their bodies. Unlike most gospog, these refresh Equipment: —
their body by consume their prey. Third planting Perks: —
gospog can climb, and like to ambush from trees or Possibilities: Never
surprise adventurers on precarious cliffs. Special Abilities:
Attributes: Charisma 5, Dexterity 10, Mind 8, • Mandibles: Each round, a creature in contact
Spirit 10, Strength 12 with a spider swarm automatically takes 3
Skills: Dodge 12, find 8, maneuver (12), stealth 15, Shock at the start of their turn.
trick (13), unarmed combat 15 • Shred: Once per turn the swarm may attack
Move: 10; Tough: 13 (1); Shock: —; Wounds: 1 each target it is in contact with without taking
Equipment: — a Multi-Targeting penalty. A hit inflicts Damage
Perks: — 12 that affects the target’s weakest Armor.
Possibilities: Never • Fear: Seeing this many spiders inspires terror.
Special Abilities: The first time a character encounters a swarm
• Armor: Scaly skin +1. in an act, he must test willpower or Spirit or
• Bite/Claws: Damage Strength +2 (14). become Very Stymied.
• Clinging: The gospog can move normally in • Mindless: Spiders are immune to intimidate
trees, along walls and ceilings, or other vertical and taunt interactions, as well as telepathy
surfaces. powers.
• Constrict: This gospog’s unarmed attacks • Swarm: Unarmed attacks and crushing
Grapple without suffering a penalty to hit or weapons deal base damage normally, as do area
damage. of effect attacks. Blades, bullets, or weapons
• Fear: Gospog are horrific amalgamations of that can’t hit dozens of creatures at once deal
a corpse and rotten plant matter that emit a no damage at all.
horrid shriek when encountered. Test willpower • Wallwalker: Spider swarms can cling to walls
or Spirit or become Very Stymied. and ceilings and move at their normal rate
• Mindless: Gospog are immune to intimidation along such surfaces.
and taunt interactions and telepathy powers.
• Poison: If a gospog’s bite or constrict deals POPPET
damage exceeding the target’s Toughness, then Poppets are animated puppets, dolls, the like
a debilitating toxin is introduced to the target. which becomes inhabited by a murderous spirit.
While poisoned the victim suffers 1 Shock each Most can’t speak and wield sharp objects as knives.
round. A KO’ed target rolls Defeat instead of Attributes: Charisma 6, Dexterity 8, Mind 6, Spirit
taking Shock. 6, Strength 6

105
Skills: Dodge 11, intimidate 8, maneuver 11, melee beings normally.
weapons 11, stealth 13, taunt (9), trick (9) • Restrained Movement: Shadows may only
Move: 8; Tough: 6; Shock: 6; Wounds: — move on solid vertical surfaces that are within
Equipment: Blade (Strength +1/7 damage) 10 meters of the light source. They require at
Perks: — least Dim lighting to manifest.
Possibilities: Rare (2).
Special Abilities: SHADOW BAT
• Ambush: Surprise attacks deal +4 damage. These evil shadow creatures are commonly
• Construct: Poppets are immune to poison mistaken for bats due to their jagged, crescent-like
and other effects that require breathing eating, shape and burning white eyes.
or other “living“ processes.
• Fear: Poppets are just creepy. The first time Attributes: Charisma 3, Dexterity 9, Mind 5, Spirit
one moves test willpower or Spirit or become 9, Strength 4
Very Stymied. Skills: Dodge 11, find 10, intimidation 10, stealth
• Very Small: Attacks against poppets suffer a 13, taunt (9), trick (9), unarmed combat 10
–4 penalty. Move: 9; Tough: 4; Shock: —; Wounds: —
• Weak Spot: Poppets automatically aim Equipment: —
past any armor that doesn’t offer Full Body Perks: —
protection. Possibilities: Never
Special Abilities:
SHADOW • Bite/Claw: Damage Strength +2/7.
• Echolocation: Shadow Bats ignore Darkness
These murderous creatures can only materialize penalties.
in the presence of a lantern, campfire, or similar • Flight: Move 10 in the air.
light source as a living silhouette cast upon a • Horde: Shadow bats usually appear in large
nearby solid surface. They attack their victim’s numbers. Apply any bonus from a Combined
own natural shadow. Wounds sustained this way Action to Damage as well as the attack itself
show up on the victim as if dealt by an invisible when multiple dead attack a single target.
foe. They can only be harmed by attacks that create • Relentless: Shadow bats ignore Shock.
a shadow, and become harmlessly immaterial in • Small: Attacks against shadow bats suffer a
darkness. -2 penalty.
Attributes: Charisma 9, Dexterity 9, Mind 8, Spirit • Undead: Shadow bats are immune to poison
6, Strength 8 and other effects that require breathing, eating,
Skills: Dodge 12, maneuver 12, melee weapons 13, or other “living” processes.
stealth 16, taunt 13, trick 13, unarmed combat 13
Move: 9; Tough: 8; Shock: 6; Wounds: — TYPICAL ORRORSHAN
Equipment: Knife (Strength +2/10) Orrorshans represent a wide swath of society,
Perks: — from impoverished beggars to wealthy members
Possibilities: Never of high society. On their own they are no threat,
Special Abilities: but become dangerous as a mob whipped into a
• Ambush: Surprise attacks deal +4 damage. frenzy by fear.
• Ethereal: Shadows are ethereal in the absence
of light, unable to interact with the physical Attributes: Charisma 6, Dexterity 7, Mind 6, Spirit
world. They may move through walls and solid 7, Strength 6
objects, and are immune to physical attacks Skills: Beast riding 8, find 7
unless the weapon is magical or has a property Move: 7; Tough: 6; Shock: 7; Wounds: —
that allows it to affect ethereal beings. Magic, Equipment: Pitchfork (Damage Strength +2/8,
miracles, and psionic powers affect ethereal Unwieldy), torch.
Perks: —
Possibilities: Rare (2)

106
Special Abilities: — • Bite: Damage Strength +2 (12) against a
Grappled foe. Automatically hits the lowest
WOLF (ORRORSH) Armor value. Shock and Wounds dealt by a
These carnivorous wild animals hunt in packs bite are recovered by the vampire.
and are generally encountered in mountainous • Blood Sense: Tracking against a target becomes
or heavily-forested rural areas. Orrorshan wolves Favored once a Vampire deals a Wound.
have a chilling howl which they use to terrify prey. • Claws: Damage Strength +2 (12).
• Cloak of Darkness: Vampires gain a bonus
Attributes: Charisma 5, Dexterity 10, Mind 5, to Toughness equal to the current Darkness
Spirit 8, Strength 10 penalty.
Skills: Dodge 12, find 10, intimidation 10, • Undead: Vampires are immune to poison and
maneuver 12, stealth 11, taunt (10), trick (10), other effects that require breathing, eating, or
tracking 10, unarmed combat 12 other “living“ processes.
Move: 12; Tough: 10; Shock: 8; Wounds: — • Wallwalker:
Equipment: — Vampires can cling to
Perks: — walls and ceilings and
Possibilities: Never move at their normal
Special Abilities: rate along such
• Bite: Damage Strength +2 (12). surfaces.
• Horde: Wolves attack as a group. Apply any
bonus from a Combined Action to Damage as
well as the attack itself when multiple wolves a
single target.
• Howl: Once per act, the howl of
an Orrorsh wolf causes those who
hear it to test willpower or Spirit or
become Very Stymied.

VAMPIRE
Vampires are vile creatures
cursed to an eternal unlife of
draining the life force from
others through their blood.
In a way Vampires are more
advanced specimens of Hungry Dead.
Some Vampires are solitary hunters, b u t
most cluster together and feed as a team.
Attributes: Charisma 8, Dexterity 10, Mind 8,
Spirit 8, Strength 10
Skills: Dodge 14, find 11, maneuver 12, stealth
12, tracking 10, taunt 10, trick 10, unarmed
combat 14
Move: 10; Tough: 10; Shock: 8; Wounds: 1
Equipment: —
Perks: —
Possibilities: Never
Special Abilities:
• Allergies: Sunlight causes 10+1BD damage
each round.

107
B
y far the most popular method for traveling
long distance in Orrorsh is rail. Trains
are relatively inexpensive and fast, and

ORRORSH BY RAIL
rail networks crisscross the entire subcontinent,
allowing for efficient travel to and from nearly
any location.
Steam engines become possible as early as Tech
16, but the locomotive itself does not generally
appear until Tech 17. The Victorians, who enjoy
Orrorsh’s Tech 18 axiom, have had many decades
to improve on the relatively inefficient and
inelegant trains of yesteryear. Passenger trains are
designed to be aesthetically pleasing both inside
and out. The engines are capable of greater speed
and power, and themselves are a work of art. In
fact, a trip by train presents a social opportunity
that calls for one to be seen in one’s finest duds.
And for a country as large as India, it sure beats
traveling by carriage!

RAILROAD COMPANIES
Below are some of the most common railway
companies in and around Orrorsh, handling
either passengers or freight.
The ticket prices listed are per passenger for
a trip up to 100 km, and include meals but not
spirits or other extras. Double the price for longer
trips. Freight is similar but is priced per ton.
Stowing away requires a Very Hard (DN 16)
stealth test per day for most trains or trolleys, but
only a Challenging (DN 12) stealth test for freight
trains. Storm Knights who get caught must deal
with the conductor and security guards.
The Bengali Express: One of the most successful
railway companies in Orrorsh is the Bengali
Express, which offers comfortable berths, a full-
service dining car, a lounge, and even a gaming
car. While tickets are on the high end, no railway
company covers more of the realm—one can ride
to within 100 kilometers of almost any destination.
Delphi Council operatives are sent into Orrorsh
with unlimited first-class tickets, and they are on
hand in safehouses from Pakistan to Bangladesh.
Ticket Price: 100 (10).
The Maharaja: The Maharaja Express was Core
Earth India’s most luxurious passenger line.

108
LOCOMOTIVES
Orrorsh Tech Top Speed (KPH) Pass MR Wnds Tough Price
Passenger Train 17 55 (10) 150 –4 4 20 1.5 M (31)
Freight Train 16 30 (9) 2 –6 5 22 1 M (30)
Express Train 18 70 (11) Fast 80 –6 4 20 4 M (33)
Trolley 16 15 (8) 30 –2 2 14 100K (25)
Core Earth Tech Top Speed (KPH) Pass MR Wnds Tough Price
Passenger Train 22 150 (13) Fast 300 –4 4 24 80 M (39)
Freight Train 22 70 (11) Fast 4 –6 5 26 30 M (37)
Pan-Pacifica Tech Top Speed (KPH) Pass MR Wnds Tough Price
Bullet Train 24 400 (15) Very Fast 200 –6 5 24 250 M (42)

After the Invasion it resumed operations with a cars have an additional –1 MR and their Toughness
transformed fleet that serves western India from is reduced by 2. Ticket Price: 50 (8).
Mumbai to Delhi. It is the most lavish passenger Wen-Yan United Railway Corp.: A dummy
line in Orrorsh, with walnut paneling, brocaded company owned by the Kanawa Corporation,
curtains, lush carpets, and brass fixtures in all Wen-Yan is the only railway sesrving the Mixed
passenger cars. The lounge car is palatial, and the Zone in and around the Yunnan province of
dining car serves fine food and wine. Alas, there is southern China. It has a high-speed passenger line
only one train servicing the entire line, and tickets (the “Tiger Express”) that runs from Chengdu to
sell weeks in advance. Ticket Price: 500 (13). Bangkok, with spur service to smaller cities along
Navi-Mumbai Shipping Co.: Dealing only in the route. Ticket Price: 90 (9).
freight, Navi-Mumbai operates out of the Mumbai Tibet Royal Rail: In the high deserts of the Tibetan
area and has lines that extend north to Punjab, east Plateau, Tibet Royal Rail trains are a crucial lifeline
to Kolkata, and south to Kochi. Unfortunately, the for many small communities. They mostly deal in
owner, Sharad Bhatavadekar, is a servant of the freight but also run passenger trains along the same
Gaunt Man and uses his trains to surreptitiously lines. Recently they have acquired steam-powered
transport gospog, Nightmare Tree seeds, stolen engines and use them to help ferry refugees across
Eternity Shards, even kidnapped Storm Knights! the reality border on abandoned mountain pass
Shipping Price: 60 (9). routes. Ticket Price: 35 (7); Shipping Price: 25 (7).
Peshawar Railway Co.: Pakistan’s last remaining Trans-India Rail: This commercial freight
train company operates out of Karachi, with lines company has the most extensive coverage of any
that extend north as far as Islamabad and east to rivals, with lines connecting almost all of India
Delhi. Most of their business is freight, but when and extending into Bangladesh and Pakistan. Their
demand is high enough they attach a passenger car downside is their low-quality engines, which can
or two near the front of the train. Passengers who only top out at 20 KPH (8). They allow passengers
want to ride atop one of the freight cars may do so to cling to the freight cars for three Gaean Pounds
for 150 Pakistani Rupees (1 dollar), but are liable Sterling. Shipping Price: 40 (8).
for their own risk. Ticket Price: 10 (5); Shipping
Price: 12 (5). Trolleys: Most Orrorshan cities have trolleys
(also called streetcars). These single-car vehicles
Pondicherry Expressways: This company are powered by electric wires overhead and offer
operates an express line spanning India’s eastern a quick, economical means to move about the city.
coast from Madurai to Dhaka in Bangladesh, plus They are operated by a single driver and security
a single spur to Hyderabad. Pondicherry’s safety guard. A ticket is good for any travel in the city for
record is suffering after several bad wrecks. Their the rest of the day. Ticket Price: 1 (1).

109
porters. He eventually emerges from his sleeping
TERROR ON THE compartment to get a meal but becomes violent
BENGALI EXPRESS when the chefs refuse to let him bring raw meat back
to his sleeper. He is easy to subdue (use the Typical
The following section introduces several short Orrorshan profile on page 106) but screams that “it
encounters which take place on Orrorshan needs to eat!” Investigating his sleeper reveals the
trains during A Trifling Matter. Any time the text hat box is filled with a sickening black ooze with bits
mentions a trip by train, or any other time the of bone inside. The ooze digests any living tissue
Storm Knights elect to travel somewhere by rail, it touches (Damage 14) but cannot leave the box.
select the encounter keyed to the appropriate act. Destroying the ooze (Toughness 10) provides each
Each encounter takes place at the beginning of the Storm Knight with an Orrorsh Possibility.
act just before Scene One and is considered part of
that scene for all purposes, such as spell duration BECAUSE I COULD NOT STOP FOR
or hand refresh. Trips taken later in the same act do DEATH (ACT FOUR)
not result in new encounters. While traveling through the night, the Storm
These encounters presume the heroes are traveling Knights are invited by Ambrose Langdon, a former
on the Bengali Express, but can be modified for any professor of ancient languages at the University of
passenger train. London on Gaea, to join him in the lounge car. He
is a spirited conversationalist who is particularly
VISIONS OF DEATH (ACT ONE) interested in any insights or adventures the heroes
It is night, and the heroes are either in the lounge have had so far in Orrorsh. Eventually Langdon
car or in their sleeper on their way toward New reveals he is being hunted by a dark entity which
Delhi. One random hero happens to be gazing pursues him at a steady pace. As long as he doesn’t
out the window as the train passes a dismal, mist- stop moving, it will never catch him. Unfortunately
shrouded cemetery and sees a bizarre phantasm his funds are running out. If the heroes volunteer
among the graves looking straight back at them. to give him money, they take a –2 penalty on their
Describe the Ludoghast or show that player the next streetwise test to requisition gear. In return,
illustration. There is no time to take any action, and Langdon gifts them an old occult tome (Magic
returning to this cemetery reveals no further clues. 14). Scholar tests related to the occult are Favored
when reading from the tome. Helping Langdon is
THE VEILED WOMAN (ACT TWO) fruitless, as he knows none of the entity’s Secrets or
On the train heading to Mumbai, the heroes spot a True Death, and it is invisible to all but him.
woman dressed in black sobbing quietly to herself.
Her face is hidden behind a veil. Nobody else on A MESSAGE FROM BEYOND (ACT
the train notices or interacts with her. If spoken FIVE)
to, she identifies herself as Lady Nancy Avington, On their way toward Dhaka, as the train steams
headed to Mumbai for the funeral of her husband, across flooded fields, something knocks thrice on
Thomas, a Victorian bureaucrat who was recently the wall and an unseen force scratches a message
found dead in an alley with his head removed and on that spot: Under the deck. Tearing apart the
blood drained. She is confused and scattered, often train reveals nothing. However, later if the heroes
repeating, “He is waiting for me,” but does say that travel upriver with Andrew, they once more hear
her husband was murdered for “laughing when he the same three knocks their first night on the boat
was meant to gasp.” She promptly vanishes after (at the end of Scene One). Prying up the deck of
imparting this information or if her veil is lifted— Andrew’s boat, despite his protestations, reveals
revealing nothing but a rotting skull! a set of moldering old bones—the remains of
Andrew’s brother, murdered for the boat! Among
DARK CARGO (ACT THREE) the bones is an elixir of light. Andrew is willing to
At a small station south of Puducherry the heroes kill to prevent this discovery. He uses the Typical
see a sweaty, clearly nervous man get onto the Orrorshan profile on page 106.
train, lugging a heavy hatbox. He refuses help from

110
THE TUNNEL (ACT SIX) Boon Relevant Skills
While winding its way through a high mountain
Crampons for climbing Strength, survival
pass, the train screeches to a halt inside a long,
inky-dark tunnel after a sudden avalanche QUOTH THE RAVEN (ACT SEVEN)
seals both ends. By lantern light the crew starts The final leg of their travels returns the heroes to
shoveling away the plug of snow, aided by a Mumbai. Along the way an Omen Bird in the form
group of Sherpas traveling home. The Sherpas fear of a crow flies into the train through an open door
the strained tunnel could collapse at any time. If or window and lands near the heroes. Bystanders
the heroes join in, they have five rounds to deal are intrigued and amused. The crow repeatedly
4 Wounds to the Very Large (+4) icy blockage, croaks the name of Basjas’ father: “Henri! Henri!”
which has a Toughness of 20. Most weapons are Only the heroes can hear this—to others it sounds
useless but shovels deal Strength +2 against the like a normal caw. It hopes to trigger combat so
snow. The crew and Sherpas add 5 participants to it can use its Gloater Special Ability and steal the
a Combined Action. If successful, the Sherpas give heroes’ Destiny Cards. Witnesses come to the aid
the heroes climbing crampons, a useful Boon for of the crow (use the Typical Orrorshan profile on
their upcoming trek. Failure results in the tunnel page 106). Under these special circumstances, lost
collapsing—but the heroes awake once more on the cards are not refreshed at the end of the scene, and
train as it steams toward Kathmandu, one of their in fact remain lost for the rest of the act! If killed,
NPC contacts erased by the Law of the Uncanny! the omen bird is not replaced with another.

The Bengali Express steams eerily through the dark Orrorshan night.

111
INDEX
A K T
Adelaide Morris 15 Kalipur 67 The Alchemist 96
Amandara Prabhupada 71 Kathin Gad 57 The Arcane Optograph 27
Amit Nandi 55 Kathmandu 78 The Bengali Express 108
Andrew Tun Hein Ye 66 Kolechafasar 54 The Caretaker 59
Anil 78 Kurst 70 The Collette 100
Annie Morris 22 The Crawler 47
Aveline 5 L The Librarian 88
Lukla 80 The Library of Monde 86
B The Ludoghast 10
Basjas 8 M The Making of a Nightmare 20
Black Vein Disease 32 Madame Vishwani 30 The Oubliette Theater 35
Boons 78 Madness and Sanity 43 The Snow Wolf 82
Brain Fog Miasma 79 Mandeep Patel 69 The Song of My Father 99
Meenal Nandi 55 The Union Daily 28
C Mount Everest 85 Tranquil Hills Lunatic Asylum 42
Chakravarti Nandi 55 Typical Orrorshan 106
Champlainville 5 N
Chandrima Prabhupada 74 Nandi Farm 55 U
Character Death in Orrorsh 5 Nathaniel Morris 21 Undead Elephant 73
Colette DeLaunay 5 Navigating The Masquerade Ball 97
Corruption Spirit 72 Nivithigala 41 V
No Way Are We Going in There! 92 Vampire 107
D Vandana 71
Dead Mountain Climber 86 O Venkati 18
Devon House 13 Omen Bird 104 Victorian Field Office 17
Disembodied Hand 102 Orrorsh Gospog of the Third Planting 105
Disorderly 50 Our Lady of the Blessed Martyr 68 W
Dr. Melgrath 50 Walter Keening 29
P What About the Actual Summit? 89
E Parson Hiram Armstrong 68 Wolf (Orrorsh) 107
Everest Base Camp 85 Poison Spider Swarm 105
Evil Builds on Evil 70 Poppet 105
Prakash 80
F
Field Resources 13 Q
Quinn Sebastian 12
G
Gargoyle 102 R
Ghost 103 Radhika Lakhavani 27
Ghost Lantern 63 Rahul Vedekar 34
Gravespawn 103 Railroad Companies 108

H S
Haunt 104 Sabathina DeLaunay 6
Head Thief 33 Sabathina’s Lullaby 88
Henri DeLaunay 62 Sanjay Singh 30
Herbert Shackley 26 Sanjeev 47
Hungry Dead 104 Sankraman Hotel 95
Sensitive Topics 6
I Shadow 106
Imja Tse 85 Shadow Bat 106
Inspector Gopal Stanway 28 Sir Edwin Darrington 13
Sir Gregory’s Crucifix 13
J Sister Margaret Ames 32
Jijamatar Nagar 32 Sylvia Morris 19

112
MYSTERY, INTRIGUE, AND HORROR
SURROUND THE HELLION COURT...
Orrorsh is a terrifying, deadly cosm where
victory rarely comes without a price, but one
where the Storm Knights must go to uncover
the secrets of the greatest of all High Lords.

In A Trifling Matter, the heroes are sent to


discover what it takes to destroy a seemingly-
unkillable Nightmare who is one of the
Gaunt Man’s most powerful servants. Their
hunt will take them from the ghats of India
to the jungles of Bangladesh, and from the
depths of a sanitarium to the slopes of the
world’s tallest mountain, all to find the dark
secrets which define
their quarry—and
allow them to slay
her forever!

INSIDE YOU’LL FIND:


• A massive Seven Act adventure that crosses the different
regions of Orrorsh.
• The dark history of a complex, dangerous member of the
Hellion Court.
• New foes to face and allies to help you in your fight!

UlissesNorthAmerica.com
US82114PDF

This game requires the


Torg Eternity Core Rules
and Drama Deck to play.

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